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Zero Company Builds

Mechanic

Zero Company status effects explained

Preview footage shows at least five status effects. Defense reduces every incoming attack by a flat amount. Burning stacks and deals damage each turn. Spotted removes range and smoke penalties against a target. Disoriented lowers enemy accuracy. Invulnerability, from the Grit Talent, absorbs whole attacks. None has a published duration or magnitude.

Preview-reported
Confidence
Strongly supported
Verified
11 August 2026
Version
pre-release preview build (August 2026)

Defense punishes many small hits

Defense is flat damage reduction: an enemy with 4 Defense takes 4 less from every attack that lands. A previewer states the number and shrugs it off while attacking with a heavy hitter, which is exactly the right instinct.

The consequence is the most important build interaction found before launch. Flat reduction scales with how many times you hit, not how hard. A Gunslinger firing four cheap shots into a 4-Defense target loses 16 damage; a Sharpshooter firing once loses 4. A squad built entirely on volume has a hard counter, and it is a common enemy trait rather than a boss mechanic.

Fire bombs strip Defense as well as applying Burning, which makes a cheap thrown Utility the setup for every volume-damage squad facing armour.

Burning stacks

Burning is applied by fire bombs, by environmental explosions, and reportedly by at least one weapon mod that ignites on every hit. It stacks — one observed application reached eight — and deals damage each turn.

A previewer describes the stack halving after it ticks rather than counting down by one, which would make heavy applications decay quickly rather than burning for many turns. That is a single source and the sort of detail auto-generated captions garble, so it is recorded as reported rather than as a rule.

It burns your own Operators too. The same previewer deliberately walks a Padawan through fire to reach a position, which is a reasonable trade and worth knowing is available.

Spotted is the Scout's real contribution

A Scout's attacks mark their target, and a marked target no longer benefits from range or smoke penalties against it. That recasts the class: the Scout is the squad's accuracy enabler rather than a mobility pick.

The smoke half is the sharper one. Smoke normally cuts both ways — your shots through it are penalised as much as the enemy's. Spotted cancels that, turning a mutual trade into a one-sided one, so a squad carrying smoke wants a Scout more than a squad without it.

It also pairs with Overwatch, where a far-placed cone suffers precisely the range penalty Spotted removes.

Denial and absorption

Disoriented, applied by Hawks' Sweeping Salvo, lowers enemy accuracy — a defensive result bought with an offensive resource.

Invulnerability, from the Grit Talent, works in stacks where one stack absorbs one attack completely. It is not damage reduction; it is a hard stop, and it is the reason the taunt-and-absorb pattern works at all.

On the enemy side, Infinite Coil leaders raise a shield that makes them much harder to hit, and a droideka's ray shield deflects ordinary attacks entirely until the unit moves.

Confirmed

The rules as officially stated

  • Defense reduces every incoming attack by a flat amount.
  • Fire bombs remove Defense and apply Burning.
  • Burning stacks and deals damage each turn.
  • Burning affects your own Operators as well as enemies.
  • A Scout's attacks apply Spotted, removing range and smoke hit-chance penalties.
  • Sweeping Salvo disorients, lowering enemy accuracy.
  • The Grit Talent grants invulnerability in stacks; one stack absorbs one attack.
  • Infinite Coil leaders can raise a shield that lowers their chance of being hit.

Planning

What this means for squad building

  • Check a volume-damage squad for an answer to flat Defense — a fire bomb, or a single heavy hitter.
  • Pair smoke with a Scout, or accept that it blinds you as much as the enemy.
  • Treat Spotted as accuracy for the whole squad, not utility for the Scout.
  • Count invulnerability separately from healing: it prevents damage rather than repairing it.

What we don't know yet

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

  • Every duration, in turns.
  • Every magnitude except the single 4-Defense example.
  • Whether Burning halves its stack or decrements it.
  • Whether player Operators have Defense as enemies do.
  • Application chances, and whether any of these can be resisted.
  • How many status effects exist in total. These are the ones that appeared in roughly ten hours of published footage.

Questions

Common questions

The way these come up in search, answered directly.

What status effects are in Zero Company?
At least five have been seen: Defense, Burning, Spotted, Disoriented and Invulnerability.
What do Weapon Mods do in Zero Company?
They slot into a weapon, change its stats, and can add effects of their own — one applies stacking Burning on every hit.

Every question, answered with its sources

Related mechanics

Sources

  • Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive

    ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction

  • Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts

    IGN · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage