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Zero Company Builds

Authored Operator

Jae Mordant build guide

The former Ore-Baroness of Luunata and the squad's connection to the Republic contract.

Confirmed
Confidence
Confirmed
Verified
20 August 2026

Overview

Former Ore-Baroness of Luunata, and the key connection behind the Republic contract.

Type
Authored — joins through the story
Story missions
Optional
Spoiler level
Minor narrative context

Confirmed

What changes how you build them

  • Her fixed Talent is Final Shot: once per turn, when another Operator's attack leaves an enemy below a health threshold, she immediately fires and finishes them off — from anywhere on the map, before the triggering Operator's action has resolved. The shot cannot miss. Ranks raise the threshold from 4 health to 10.
  • That is a free cleanup pass, so it is worth most in squads that leave wounded enemies standing — area damage from Rocket Strike or Sweeping Salvo manufactures exactly the targets it triggers on.
  • Final Shot works on any Specialization and with any weapon — pistol, rifle, repeater or long arm — so nothing amplifies it and nothing wastes it. That is what makes her the most flexible authored Operator: give her whatever the squad is short of and the Talent keeps running underneath.
  • It does nothing while she is Downed, which is the one real constraint on where she is deployed.
  • She starts as an Assault, and can be changed to any of the eight at the Den.
  • She deploys in the opening mission alongside Hawks, Trick and Kabb Uppercut, so she is a combat Operator rather than a Den character.
  • Born into House Mordant of Shu-Torun, she left to found her own mining citadel on Luunata and governed it as Ore-Baroness. The Infinite Coil's seizure of Luunata is what made her a stakeholder.
  • She used her connection to the Republic Intelligence officer Bennic Halloren to secure Zero Company's contract.

Specializations

Recommended Specializations

These are our reading of the character's confirmed identity, not confirmed starting classes.

  • Assault

    Her starting class, and the only one any source attaches to her. Sweeping Salvo also damages a cone without reliably killing it, which manufactures the low-health targets Final Shot exists to clear.

  • Medic

    Not because it suits the Talent — nothing does — but because it suits her. Final Shot is unaffected by her class and stops entirely while she is Downed, so the argument is to put her somewhere safe and useful rather than somewhere clever.

Bonds

Confirmed Very High Bond pairings

Each of these is required by a pre-release trophy, so the pairing is evidenced to reach the top tier. A pairing that is not listed is unknown, not impossible.

What a Bond level actually pays out — and which of the three Cross Training options to take — is on the Bonds database page.

Availability and permadeath

Losing this Operator has consequences

This page carried no Specialization recommendation from launch until 2026-08-20, because her class was unpublished and a Talent does not imply one. It is published now — she starts as an Assault and can be changed — so the two recommendations below are evidence-led rather than inferred. The rest of her kit is still unpublished, and this page does not guess at it.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • Her starting weapon.
  • The Final Shot thresholds at the ranks between 4 and 10 health.
  • Whether Final Shot can trigger on damage an enemy takes on its own turn — Burn, or a hazard — or only on an Operator's attack.
  • Whether the once-per-turn limit rises with rank. An earlier source describes ranks raising the shots per turn; this one describes them raising the threshold, with the limit staying at one.
  • The rest of her ability kit.
  • Recruitment timing and story role.

How this Operator is ranked

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

  • All Companion Abilities & Skills | Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 20 August 2026

    Supports: 1:05–3:40 Kabb — starts Scoundrel; Uppercut costs 1 AP plus travel, once per turn, and refunds every point spent on a kill. 5:05–7:00 Trick — starts Soldier; For My Brothers rank by rank: half health, full health, no Injury, then an immediate stand-up refunding 1 AP. 7:02–8:34 Jae — starts Assault, changeable; Final Shot fires once per turn at 4 health or less, rising to 10, cannot miss, and is inactive while she is dead. 8:34–13:50 Tel-Rea — Specialization cannot be changed; Padawan Training's 30% base deflection; Harmony at 4% per stack to six; Noble Stance at +10% per AP; Lightsaber Strike at +4 damage per stack, consuming three; Shockwave at 6 Advantage; Force Meditations in place of Utilities, one slot rising to three; Force Pull, Lightsaber Throw and Elegant Weapon in place of a second Specialization. 13:50–17:55 Cly — Specialization cannot be changed, but dual Specialization adds any of the eight; +3 base Defense from Mandalorian armour; Combat Jump at 2 Advantage and no AP, triggering neither Overwatch nor retaliation; Ruthless at +2 critical damage rising to +6; Electro Web Dart at 2 Advantage; Electro Web Surge detonating on every darted target and ignoring Defense. 17:55–20:05 Luco — starts Sharpshooter; Combat Gas at 2 Advantage, no AP, once per battle, granting Sharpened Senses stacks worth +5% hit and +1 ranged damage each, two rising to six, one consumed per ranged attack. 20:05–21:15 Astromechs — three Utility slots, no blaster, an Action Point handed to another Operator, and an extra passive, ability and Ultimate at dual Specialization