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Zero Company Builds

Mechanic

Zero Company chance to hit explained

Every attack shows a Chance-to-Hit percentage before you commit to it. Cover lowers it, flanking and high ground raise it, and Overwatch cones lose accuracy the further out you place them. The pre-release trophy list confirms both extremes are real: there are achievements for landing a shot at 10% or lower and for missing one at 90% or greater.

Confirmed
Confidence
Confirmed
Verified
19 August 2026
Version
pre-release (no retail build)

The number is a real probability

This sounds obvious and is not. Several games in this genre quietly adjust the displayed odds — nudging low rolls in the player's favour on easier difficulties, or hiding a streak-breaker. Whether Zero Company does anything of the kind is unknown, and this page will not guess.

What is known is that both tails exist. A trophy rewards landing a shot at 10% or lower Chance-to-Hit; another rewards missing one at 90% or greater. Neither would be a sensible achievement in a game that clamped its own odds, and together they establish that the displayed range spans at least 10% to 90%.

What moves the number

Four confirmed positional inputs, each with its own page. Cover reduces an attacker's chance to hit, and some cover can be destroyed rather than worked around. Flanking removes the benefit of the target's cover. High ground grants an accuracy advantage to whoever holds it. An Overwatch cone's chance to hit is affected by how far out the cone is placed — reach costs accuracy.

Two further inputs come from class kits rather than from position. The Scout's attacks apply Spotted, which removes range and smoke penalties against a target. The Sharpshooter's Zero In and the Gunslinger's Keen Eye both buy accuracy or critical chance with Focus Points, which makes accuracy partly a progression decision and not only a positional one.

How to use it when planning

The practical rule before launch is that a displayed percentage is the only honest input available, and every build decision claiming to improve accuracy should be checked against it rather than assumed. A build that raises hit chance by moving competes directly with one that raises it by spending Focus Points, and the two are not interchangeable: position is free and temporary, ranks are permanent and paid for.

The 90% achievement is the one worth internalising. A squad that only functions when its shots land is a squad with no plan for the turn one of them does not, and on a permadeath run that is the turn that ends campaigns.

Confirmed

The rules as officially stated

  • Every attack displays a Chance-to-Hit percentage before it is committed.
  • A shot at 10% or lower Chance-to-Hit can land — a pre-release trophy rewards it.
  • A shot at 90% or greater Chance-to-Hit can miss — a pre-release trophy rewards it.
  • Cover reduces the attacker's chance to hit.
  • Flanking and high ground increase it.
  • An Overwatch cone's chance to hit is affected by how far out it is placed.
  • The Scout's Spotted status removes range and smoke penalties against a marked target.

Planning

What this means for squad building

  • Never build a turn that only works if every shot lands. The 90% miss is a documented outcome, not bad luck.
  • Compare accuracy sources honestly: position is free and lasts one turn, Focus Point ranks cost progression and last forever.
  • A volume attacker converts accuracy into damage more smoothly than a single-shot attacker, because one miss costs it a fraction of a turn rather than all of one.
  • Treat displayed odds as the planning input. Nothing published supports the idea that the game adjusts them behind the interface.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The base accuracy of every weapon, and whether it varies by weapon type at all.
  • The exact accuracy penalty for cover, and the exact bonus for flanking and high ground.
  • How far an Overwatch cone can be placed before the accuracy cost outweighs the reach.
  • Whether difficulty settings change hit chance, the enemy's or yours.
  • Whether the game applies any hidden adjustment to displayed odds.
  • How range affects accuracy for each of the four weapon types.

Related mechanics

Sources

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies

    Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17

  • Star Wars Zero Company Xbox achievements

    TrueAchievements · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Achievement list — independent corroboration of the same requirements, including the four-Weapon-Mod achievement and the difficulty tiers.

  • Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again

    Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026

    Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters