Trust
Sources and source policy
Every factual claim on this site traces to one of these. Where two sources disagree, the higher tier wins and the conflict is recorded in the change log.
The hierarchy
- Tier 1 — EA and Bit Reactor official articles, StarWars.com, official game UI and patch notes
- Primary facts and canonical terminology.
- Tier 2 — Named developer interviews on reputable platforms
- Mechanics, design intent and confirmed examples.
- Tier 2 — The pre-release trophy and achievement list
- Proof that an action exists in the shipped game. Never a cost, a cap or a value — a requirement is a task, not a mechanics description.
- Tier 3 — Reputable hands-on previews with a stated build and date
- Pre-release observations, clearly labelled as such.
- Tier 4 — Community testing with reproducible evidence
- Retail values and edge cases, after verification.
- Tier 5 — Unverified wikis, videos, forum claims and leaks
- A lead only. Never published as fact without corroboration.
Game sources
- Star Wars Zero Company — official game page
Electronic Arts · Tier 1 — Official · accessed 15 August 2026
Supports: Release date of August 27; platforms given as PC, PlayStation and Xbox, without a console generation; "Turn-Based Tactics" in the page title; premise
- 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
- STAR WARS Zero Company — System Requirements for PC
Electronic Arts · Tier 1 — Official · accessed 23 August 2026
Supports: Minimum and Recommended tables — 64-bit Windows 10/11 and DirectX 12 on both; minimum Core i5-8400 or Ryzen 5 2600X, 16 GB, GTX 1080 or RX 5600 XT or Intel Arc B580, specified at 1920x1080 / 30 FPS / Low; recommended Core i7-10700K or Ryzen 7 3700X, 32 GB, RTX 3080 or RX 7800 XT, specified at 2560x1440 / 60 FPS / High; 50 GB storage on both
- Answering the Internet's Biggest Questions about Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"
- Star Wars Zero Company game page
StarWars.com · Tier 1 — Official · accessed 15 August 2026
Supports: Setting, developer and publisher credits, authored Operators. Re-read 2026-08-15 for the genre line: "a single-player turn-based tactics game", "developed by Bit Reactor in collaboration with Respawn Entertainment and Lucasfilm Games". This is the only source on this site that states single-player in so many words — EA's own game page does not
- Star Wars Zero Company gameplay trailer article
StarWars.com · Tier 1 — Official · accessed 11 August 2026
Supports: Gameplay trailer breakdown; Greg Foertsch and Douglas Reilly quotes; names Anakin Skywalker as a Jedi General whose mission crosses the squad's
- Star Wars Zero Company — game announcement
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Operator one-line descriptions — Cly Kullervo as a Mandalorian gunslinger of clan Verminoth, Luco Bronc as a sharpshooter, Trick as a clone soldier, Tel as a Tognath Jedi Padawan; the Den on the Ring of Kafrene; the Caisson piloted by M-3VO
- Hawks — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Former captain in the Grand Army of the Republic; leads Zero Company
- Trick — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Formerly CT-3301; served with Hawks in the Republic military
- Tel-Rea Vokoss — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Tognath Jedi Padawan honouring her late Jedi Master
- Cly Kullervo — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: One of the last surviving members of the ancient Clan Verminoth; joins for revenge. Does not mention armour
- Luco Bronc — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Sharp-tongued sniper who defended his home of Umbara. Does not state his species
- 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
- SDCC 2026: Star Wars Zero Company Mobilizes at San Diego Comic-Con
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Voice cast. Names Bennic Halloren, Neesh Renark, Runa Blask, M-3VO/Meevo, Typhon, Visser and Kundri Fathom — but gives a role description only for Runa Blask, who keeps Zero Company's lights on, and Kundri Fathom, who leads the cult. The rest are a name and an actor
- Every Move Counts — Pre-Order Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 15 August 2026
Supports: "Authored Operatives such as a Clone Trooper, Mandalorian, Umbaran, Jedi Padawan, and more"; Custom Operative species; Kundri Fathom named as leader of the Infinite Coil. Re-read 2026-08-15 for editions: Standard and Deluxe; the Deluxe adds the Grand Army of the Republic and Shadow Collective cosmetic packs and five exclusive painted weapon themes; the pre-order bonus on both is the Crystalline Astromech Cosmetic Pack (R3 droid, translucent crystalline R4 and R5 heads, BR-1 droid); storefronts named as Steam, EA App and Epic Games Store on PC. **No price appears on this page**, so none is recorded on this site
- 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
- 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
- I played Star Wars Zero Company early — new gameplay and details
Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades
- Star Wars Zero Company is full of (excellent) surprises
Skill Up · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:09–15:14 — the Gunslinger's core ability refunding its point on a kill; half and full cover; Hawks' two voices sharing one personality; companions able to leave the squad entirely; a closed-doors developer briefing and the studio's Firaxis lineage
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only
- Star Wars Zero Company preview — after 15 hours
Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash
- Star Wars Zero Company hands-on impressions — story and gameplay
Star Wars Explained · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 0:00–7:39 — the company opening 80,000 credits in debt to the Hutts; dialogue choices moving Bonds; Operations forcing a choice between squadmates; rescue and escort objectives; reaching cycle 7 in roughly eight hours
- Zero Company full character creation
RuthlessNightsister · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 1:07–14:15 — the creator's full species list including Rodian; per-species options; ten Custom Operator voices against two each for Hawks, clones and astromechs; blaster patterns applied per part; weapon mods visibly changing the model; the explicit statement that all of it is the start-of-game set only
- First look at clone customisation in Star Wars Zero Company
Split Screen: Star Wars · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 1:12–4:56 — aliens cannot wear clone helmets; Phase I, Phase II and the Deluxe ARC Trooper sets; three colour channels on standard armour and four on ARC; 501st, 41st and 212th patterns; helmet, body, gloves and lower body slots with boots fixed
- Star Wars: Zero Company Hands-on Preview — XClones
Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12
- 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark
GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones
- Star Wars Zero Company Hands-On Preview — Tactics on Tattooine
Press Start Australia · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Unit abilities section — Trick's one-time-use rocket launcher costing 10 Advantage, against Hawks spending much less to regenerate an ally's Action Point; many abilities limited in uses per fight; Advantage generated as enemy units are dispatched. By Harry Kalogirou
- 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 Trophies
PSNProfiles · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Trophy list — independent corroboration of the trophy descriptions and of the Very High Bond terminology.
- Star Wars Zero Company: A New Hope for Turn-Based Tactics
Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026
Supports: Difficulty — the writer played on Hard, "third highest out of four difficulties", and "the cutely named Beskar mode is this game's equivalent for XCOM's Ironman, with no reloading previous saves". That line was the basis of this site's difficulty record from 2026-08-19 and was missing from this locator until 2026-08-27; a cited claim whose location is not recorded is a claim nobody can re-check. Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.
- Star Wars Zero Company is a very safe XCOM descendant, but its most interesting parts are found in its Midnight Suns DNA
PC Gamer · Tier 3 — Hands-on preview · accessed 19 August 2026
Supports: Combat section — a tank-like Operator taunting a group and activating a Retaliation ability, with four enemies in that encounter forced to target it and each of their shots drawing an immediate return shot; astromechs as support units providing extra Action Points, squad-wide buffs and self-healing; pistols being weak in raw damage but firable more often, supporting a crit-focused Gunslinger. Published 2026-08-11
- Star Wars Zero Company Beginner's Guide: Combat & Mechanics
VULKK · Tier 3 — Hands-on preview · accessed 23 August 2026
Supports: Talents and recruitment sections — Fearless Leader granting the squad increased assist damage, Defense and Chance-to-Hit while Hawks is deployed, with upgrades improving all three; Combat Jump moving Cly Kullervo to a target location, pushing nearby enemies and applying Burn, with upgrades raising both jump range and the number of Burn stacks; recruits arriving with a generated Name, Talent, primary Specialization, weapon type and backstory that can subsequently be adjusted at the Den. Published 2026-08-22
- Star Wars Zero Company Tips for Tactics Padawans
Xbox Wire · Tier 3 — Retail review · accessed 27 August 2026
Supports: "Fit Check" — "utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission)", and "you'll likely be shifting your best equipment around between different operators as you field different teams". "Action Economy Is King" — "The limit of 3 action points per turn only applies to how many they can hold at any given moment", a free assist available every turn, and abilities that grant additional actions to teammates. Opening paragraph — four difficulty settings, changeable in the menu at any time between missions. Autosave on the first round of a battle, then at cycle start. Bylined Will Fulton, Xbox Wire Editor. Published 2026-08-26
- Hands-on report: Star Wars Zero Company
PlayStation.Blog · Tier 3 — Retail review · accessed 27 August 2026
Supports: "I got fired into the fray with the full game ahead of its August 27 launch". Combat abilities listed as examples include "a 100% accurate shot for the sharpshooters" and "a party-wide stats buff", with no cost given for either. Bonds — "Good bonds earn Focus points to enhance an Operative's skills, as well as teaching each other passive abilities and unique tricks", raised by siding with an Operator in a Dilemma, partnering them for assists, completing missions together, or taking character-driven quests. Bylined Corey Brotherson, a contributor rather than PlayStation staff. Published 2026-08-26
- PC Review — 'Star Wars Zero Company'
WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026
Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26
- Star Wars Zero Company — najlepsza klasa broni: blaster, karabin i pistolet
PPE.pl · Tier 3 — Retail review · accessed 27 August 2026
Supports: Weapon class table, columns "Klasa broni | Koszt PA | Obrażenia broni | Obrażenia krytyczne | Zasięg | Typ broni", repeated in the per-weapon descriptions below it. Blaster długodystansowy (Longarm) — "Obrażenia: 12 | Krytyczne: +12 | Zasięg: Długi", "Wymaga 2 PA do wykonania strzału (wolna broń)". Karabin blasterowy (Rifle) — "Obrażenia: 10 | Krytyczne: +6 | Zasięg: Średni", "Pierwszy strzał w turze kosztuje tylko 1 PA (jako broń szybka), a każdy kolejny w tej samej turze wymaga 2 PA". Blaster powtarzalny (Repeater) — "Obrażenia: 8 | Krytyczne: +4 | Zasięg: Średni", "Ciężka broń automatyczna. Ma niskie obrażenia bazowe, ale zyskuje znaczne premie przy strzałach za 2 PA lub 3 PA. Oddanie strzału zawsze zużywa wszystkie pozostałe PA w danej turze" — no figures given for that bonus. Pistolet blasterowy (Pistol) — "Obrażenia: 6 | Krytyczne: +4 | Zasięg: Krótki", "każdy strzał kosztuje zaledwie 1 PA". The guide's own verdict names the Rifle the best general-purpose weapon, for economical AP use and balanced damage. No accuracy figure and no Modification Slot count anywhere on the page. Bylined Mateusz Wróbel, published 2026-08-26
- Ultimate Star Wars Zero Company Classes Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Per-class ability tables. Soldier — Rocket Strike "Tier 1: 12 Base DMG / Tier 2: 16 Base DMG / Tier 3: 20 Base DMG / Tier 4: 24 Base DMG / Tier 5: 28 Base DMG / Tier 6: 34 Base DMG; applies Vulnerable"; Brutal Strike "1 AP" with "Tier 1: 12 Base DMG" rising 13, 14, 15, 16 to "Tier 6: 18 Base DMG" and a Daze effect; Strength increasing melee damage and grenade throw range across six tiers to "+6 Melee Damage; +6m throw range"; Armsmaster "Increases Blaster Damage and Grenade Damage by +2. Cannot Upgrade". Assault — Sweeping Salvo "Costs 4 Advantage". Gunslinger — Open Fire "Costs 9 Advantage", upgradeable to fire 3 times at Tier 6. Scout — Combat Recon granting "+1 Advantage for each assessed enemy" over ranges of "16m to 24m" with areas expanding to "7m". Bylined Hack The Minotaur, updated 2026-08-27. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026". Four claims taken on that pass, none of them present on 2026-08-28. On the unlock point: "Operators can unlock a Secondary Specialization once you hit Cycle 18 in game." On pairing: "you can't double up" on the same class, with "The exception to this is the Astromech class and Tel-Rea". On the secondary's ceiling, which is the claim to read carefully because no other publisher makes it: Secondary Specializations "allow you to use all the abilities for that class but they're Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization." And on the class count: "Star Wars Zero Company has 12 classes split into 8 standard Specializations available to any operator and 4 exotic classes", the eight named as "Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier" and the four exotic as Jedi Padawan, Mandalorian Warrior, Astromech and Clone Commando. **Nothing has been taken here from that last name.** It is the first naming of this database's unrecorded fourth exotic class, it is a bare name with no described ability, and it is one publisher's — so it is a research lead recorded in `content/exotic-classes.ts` rather than a record.
- Star Wars Zero Company: Best Operator Builds for Dual Specialization
NerdsChalk · Tier 3 — Retail review · accessed 1 September 2026
Supports: On the unlock: "Dual specialization unlocks for the entire roster after Cycle 18, roughly halfway through the campaign." — which is both the cycle number and the only statement found anywhere that the unlock is a roster-wide event rather than a per-Operator one. On pairing: "The two slots cannot contain the same class, but different standard classes can be combined freely." On Tel-Rea Vokoss: "Her Padawan and Wayseeker specializations are locked to her, and no ordinary operator can equip them." Its recommended pairings are Hawks Medic/Gunslinger, Trick Heavy/Soldier, Jae Scout/Sharpshooter, Cly Warrior/Assault, Kabb Soldier/Scoundrel and Tel-Rea Padawan/Wayseeker — the same six, in the same order, as the chapter list of `retail-jay-dunna-dual-spec`, published two days earlier. **They are therefore not treated as independent corroboration of each other on the pairings**, only on the mechanics. The page carries no Focus Tree tier cap. Bylined "NerdsChalk Staff", updated 2026-08-31
- Star Wars Zero Company: A Friend of a Friend Guide
Power Up Gaming · Tier 3 — Retail review · accessed 1 September 2026
Supports: The full seven-cycle choice chain. Framing: "A Friend of a Friend is a multi-part Operation Chain in Star Wars Zero Company, which involves dealing with a friendly contact and making distinct choices across the seven different cycles", accessed "via the Den's Holotable, where outcomes can involve various injury risks if you make certain choices". Cycle I — "Assign her to upgrade a Facility: +3 Zone Jenth Influence; +100 Den Level" or "Bring her on as a Contact: +3 Zone Jenth Influence; +1 Contact". Cycle II — "Attack first — High Risk: +3 Zone Besh Influence; high chance of Operator injury"; "Bribe the assassin: +3 Zone Besh Influence; −1,500 Credits"; "Call the authorities: +5 Zone Besh Influence; −25 Intel; −500 Credits". Cycle III — "Purchase the Thermal Imploder Grenade: −1 Capacitor; receive Thermal Imploder Grenade"; "Purchase the Horizon Scope: −1,750 Credits; Horizon Scope (reduces Chance-To-Hit penalty on ranged attacks by 15%)"; "Pass: No cost, no reward". Cycle IV — "Try the Nysillin: +3 Zone Besh Influence; −250 Credits; participating Operators heal all injuries"; "Try the Marcan Herb: +3 Zone Besh Influence; −250 Credits; participating Operators get an additional Bond boost"; "Try the Bula Fruit: +3 Zone Besh Influence; −250 Credits; participating Operators get +4 Max Health"; "Decline: No reward". Cycle V — "Assign an Operator (Kabb): +3 Zone Esk Influence (+5 more if successful, for potential total +8); +1,500 Credits" or "Report Qwiitl: +1,000 Credits". Cycle VI — "Every option here grants +4 Zone Besh Influence", then payoffs at −250, −1,000 and −1,500 Credits (the largest also "+1 Contact") or none. Cycle VII — "Every option here grants +4 Zone Besh Influence", then "Unbroken Concentration: +2 Focus Points; −2 Max Health"; "Hand To Hand: +2 Melee Damage; −1 Ranged Damage"; "Keen Eyes: +3% Ranged Critical Chance; −1 Critical Damage"; "Compounding Strength: +1m First Movement Bonus; −5% Ranged Chance-To-Hit". The phrase "participating Operators" is the guide's own and appears on Cycle IV only; it is not defined, and it is **not** used of Cycle VII. The guide nowhere calls the Cycle VII effects permanent and nowhere states how many Operators receive them. Bylined Serhii Patskan, "On Aug 31, 2026"
- Star Wars Zero Company Choices Guide
Gamers Heroes · Tier 3 — Retail review · accessed 1 September 2026
Supports: An index of campaign choices and their listed outcomes, filed by Operation and instalment number. "A Friend of a Friend #4" — "Try The Nysillin": "+3 Zone Besh Influence, -250 Credits, Operators Heal All Injuries"; "Try The Marcan Herb": "+3 Zone Besh Influence, -250 Credits, Operators Get Additional Bond Boost"; "Try The Bula Fruit": "+3 Zone Besh Influence, -250 Credits, Operators Get +4 Max Health". "A Friend of a Friend #7" — "Unbroken Concentration": "+4 Zone Besh Influence, +2 Focus Points, -2 Max Health"; "Hand To Hand": "+4 Zone Besh Influence, +2 Melee Damage, -1 Ranged Damage"; "Keen Eyes": "+4 Zone Besh Influence, +3% Ranged Critical Chance, -1 Critical Damage"; "Compounding Strength": "+4 Zone Besh Influence, +1m First Movement Bonus, -5% Ranged Chance To Hit". Every figure matches `retail-powerup-friend-of-a-friend` exactly, from a separate byline. This page also does not call the effects permanent, does not say how many Operators receive them, and does not use the phrase "participating Operators" at all. Bylined Blaine Smith; the page gives no absolute date, displaying "5 days ago" when read on 2026-09-01, which places it on or about 2026-08-27
- Ultimate Star Wars Zero Company Assault Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 28 August 2026
Supports: Sweeping Salvo ability table — "Costs 4 Advantage"; base damage "Tier 1: 14" rising 15, 16, 17, 18 to "Tier 6: 20"; effective range expanding from 12.0m at Tier 1 to 18.0m at Tier 6; "This attack cannot score Critical Hits" printed on Tiers 1 through 5 and "can now Critically Strike" at Tier 6. Bylined Hack The Minotaur, updated 2026-08-27
- Star Wars Zero Company: Specializations Tier List
GameRant · Tier 3 — Retail review · accessed 28 August 2026
Supports: Assault entry — "Sweeping Salvo, which acts as a close-range AoE Disorient (-20% Chance-To-Hit) that also deals solid damage, is up there with the best offensive abilities in the game, and it costs just 4 Advantage." Soldier entry — "Rocket Strike (Ultimate): Fire a powerful rocket that explodes on impact, damaging all targets in the blast", "Brutal Strike (Standard): Rush and strike a target, dealing Melee Damage and Dazing", "Armsmaster (Passive): Increases Blaster Damage and Grenade Damage by +2", with no Advantage cost given for Rocket Strike. Gunslinger entry — "Open Fire (Ultimate): Fire 2 Times at any combination of enemies", with no cost given. Bylined William Parks, published 2026-08-27
- Here are the best talents for each specialization in Star Wars Zero Company
PC Gamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: Talent table, relayed by this site's editor from the published article: ten interchangeable Talents for recruitable Operators, each with a base value and three upgrade levels — The Bigger They Are… "+2 damage vs elite/boss", +3, +4, +6; Anticipation "1 Evasion/turn", 2/turn, 3/turn, "can apply it to an ally"; Cold-Blooded "1 Vicious stack, 1/combat", 2/combat, 3/combat, "applies 2 Vicious stacks"; Taunt "Taunt enemy, 1/turn", target −2 damage, −4, −6; A Life of Labor "+5 HP, +1 Defense", "also +2 melee damage", "also +2 crit damage", "+7 HP, +2 Defense, +4 melee, +4 crit damage"; Thievery "+150 Credits/mission", +200, +250, +300; Sabotage "Detonate battlefield explosive, 1/combat", 2/combat, 3/combat, Unlimited; Espionage "+5 Intel/mission", +7, +9, +12; Grit "1 Invulnerable stack/turn; +2 HP", +4 HP, +8 HP, "+12 HP and 2 Invulnerable stacks"; Fortitude "+2 Defense while injured", +3, +4, "+6 and ignores injury Chance-to-Hit penalty". Also relayed: recruited Operators can change both Talent and Specialization. The article body could not be retrieved by this site — pcgamer.com returns a membership interstitial to an automated fetch — so every value above was corroborated against retail-keengamer-talents and retail-htm-talents before publication, and no record cites this source alone.
- How to respec in Star Wars Zero Company
PC Gamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: Respec guide: class change unlocks "once you reach Cycle 3", performed by interacting with "the Personnel console by the map table"; "There's no cost to changing class and it will also refund all of your Focus Points, letting you respec entirely"; "The only thing this doesn't refund (if you're respec-ing a story character) is the Focus Points you've put into your talent at the top." Same retrieval caveat as retail-pcgamer-talents — the body sits behind a membership interstitial — and the Cycle 3 unlock, the absence of a cost and the Focus refund are each corroborated by retail-keengamer-talents.
- Star Wars Zero Company – Best Talents & Focus Tree Guide
KeenGamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: "10 universal talents" available to Custom Operators, each walked rank by rank. Anticipation — "Gain 1 Evasion once per turn" (Rank I), twice per turn (II), three times per turn (III), applying to allies (IV). Grit — "+2 Health and 1 Invulnerable stack" (I) to "+12 Health and 2 Invulnerable stacks" (IV). Cold-Blooded — "1 Vicious stack once per combat" (I), two uses per combat (II), three uses (III), "2 Vicious stacks" (IV). A Life of Labor — "+5 Health/+1 Defense" (I) scaling to "+7 Health/+2 Defense/+4 Melee Damage/+4 Critical Hit Damage" (IV). The Bigger They Are… — +2 Elite/Boss Damage (I) to +6 (IV). Taunt — "Taunt one enemy once per turn" (I), reducing target damage by 2 to 6 across upgrades. Sabotage — once per combat (I) to Unlimited (IV). Fortitude — "+2 Defense" while injured (I) to "+6 Defense and removes Injury accuracy penalty" (IV). Thievery — +150 Credits (I) to +300 (IV). Espionage — +5 Intel (I) to +12 (IV). Respec — "You unlock full respeccing very early, around Cycle 3", "Changing a Specialization is free and refunds the Focus Points invested", recruitable Operators can change both Specialization and Talent, and story characters' fixed Talents are not refunded. Bylined Ali Amir, dated 2026-08-28
- Star Wars Zero Company Talents Complete List
Hack the Minotaur · Tier 3 — Retail review · accessed 29 August 2026
Supports: "10 Universal Talents" for custom Operators, one astromech-exclusive Talent and seven authored-Operator Talents, each printed as a four-tier table. A Life of Labor — "Tier 1: +5 Health; +1 Defense", "Tier 2: +5 Health; +1 Defense; +2 Melee Damage", "Tier 3: +5 Health; +1 Defense; +2 Melee Damage; +2 Critical Hit Damage", "Tier 4: +7 Health; +2 Defense; +4 Melee Damage; +4 Critical Hit Damage". Anticipation — "1 use per turn", "2 uses per turn", "3 uses per turn", "3 uses per turn, can also target an ally". Cold Blooded — "1 stack; 1 per combat", "1 stack; 2 per combat", "1 stack; 3 per combat", "2 stacks; 3 per combat". Espionage — "+5 Intel Rewards", +7, +9, +12. Fortitude — "+2 Defense", +3, +4, "+6 Defense; ignore the chance-to-hit penalty for injury". Grit — "1 stack per 1 turn, +2 Max Health", +4, +8, "2 stacks per 1 turn, +12 Max Health". Sabotage — "1 per combat", "2 per combat", "3 per combat", "Unlimited". Taunt — "1 Taunt per turn", then "reduces Damage by 2", by 4, by 6. The Bigger They Are… — "+2 Damage", +3, +4, +6. Thievery — "+150 Credits", +200, +250, +300. Built-In Comlink — "Tier 1: +1 AP; 1 per turn", "Tier 2: +1 AP; 2 per turn", "Tier 3: +1 AP; Unlimited". Status definitions — Evasion: "The next incoming attack on your unit is automatically 'evaded' and misses." Vicious: "Guarantees that your Operator's next Ranged Attack or Melee Attack is a Critical Hit." Invulnerable: "Prevents all incoming damage from the next incoming attack." Bylined Hack The Minotaur, printed update date 2026-08-17 — which predates launch, and is recorded as printed rather than quietly corrected. The tables match two launch-week sources step for step, so this is registered as corroboration and its date is not read as a claim about which build it describes.
- Star Wars Zero Company – Best Weapons Tier List
KeenGamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: "All four weapons start at 11% critical chance." Per-weapon statistics, independently reproducing the figures this site already held from retail-ppe-weapon-guide and retail-worthplaying-review: Longarm Blaster "Base Damage: 12, Critical Damage: +12, AP Cost: 2 per shot, Range: Long"; Blaster Rifle "Base Damage: 10, Critical Damage: +6, AP Cost: 1 for first shot, then 2 for each additional, Range: Medium"; Repeater "Base Damage: 8 (before Rapid Fire), Critical Damage: +4, AP Cost: All remaining Action Points, Range: Medium"; Blaster Pistol "Base Damage: 6, Critical Damage: +4, AP Cost: 1 per shot, Range: Short". Bylined Rafly Wibowo, dated 2026-08-28
- Ultimate Star Wars Zero Company Gunslinger Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Open Fire six tiers, 9 Advantage at tier 1 rising through +5% to +20% Chance-to-Hit and a third shot at tier 6. Quick Draw six tiers, its Chance-to-Hit penalty falling 25/20/15/10/5% and tier 6 reading "Defeating an enemy restores 1 AP"; base card "Fire a lightning-fast sidearm pistol shot... Costs 1 AP". Keen Eye five tiers, Ranged Crit Chance +6/+9/+12/+15/+18%. Onslaught marked Cannot Upgrade — "Each attack in a turn grants +1 Blaster Damage, primary blaster only".
- Ultimate Star Wars Zero Company Heavy Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Bulwark six tiers, 16m taunt with 4m area and +2 Defense at tier 1 through 24m/8m/+6 at tier 6, which also "Grants Impervious and Immovable". Unstoppable six tiers, +2 stacks of Retaliation throughout with retaliation damage rising +1 to +4 and tier 6 adding "Can be cast on an ally". Conditioning five tiers, Max Health +4/+8/+12/+16/+20. Heavy Armor Training marked Cannot Upgrade, "Increases Defense by +2". Intimidating Posture marked Cannot Upgrade, "This Operator's primary Blaster Attacks now taunt the target on a hit" — the first published statement of that ability's effect.
- Ultimate Star Wars Zero Company Medic Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Morale Boost six tiers, +4 stacks of Morale rising to +10, with the base card "Each turn, Morale restores 2 Health per stack and then 1 stack is lost. While an Operator has Morale, they ignore Chance-to-hit penalties from Injuries". Combat Stim six tiers, 2 turns at DMG +2 and Max Health +8 lengthening to 6 turns, tier 6 "Strong Stimulant for rest of fight. DMG +3 and Max Health +12". Lifesaving Measures five tiers, +5/+10/+15/+20/+30%. First Responder marked Cannot Upgrade.
- Ultimate Star Wars Zero Company Scoundrel Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Easy Mark six tiers, no delta at tier 1 then Crit DMG +2/+3/+4/+6 and tier 6 "No longer restricted to 1 per turn". Identify Weakness six tiers, range 12m to 28m with tier 6 "Vulnerable x2 on target in 28m range". Never Play Fair five tiers, Assist DMG +1 to +5. Scoundrel's Instinct marked non-upgradeable, "All attacks Penetrate, ignoring up to 4 points of Defense".
- Ultimate Star Wars Zero Company Scout Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Ambush six tiers, "Advantage spent increases DMG" by +2, +2.5, +3, +3.5, +4, +5. Combat Recon six tiers, range 16m to 24m and area 4m to 7m. Tactical Timing five tiers, 20/40/60/80/100% chance to gain Advantage on defeating an enemy. The Spotter marked Cannot Upgrade.
- Ultimate Star Wars Zero Company Sharpshooter Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Precision Shot six tiers, "Costs 6 Advantage" with no delta at tier 1 then Crit DMG +10% rising to +50%. Zero In six tiers, +3 stacks of Lethal at +15% Chance-to-Hit and +9% Critical Chance rising to 8 stacks at +40% and +24%; "Costs 1 AP". Pick Them Off five tiers, +5% Overwatch Chance-to-Hit and +2 Overwatch Damage rising to +25% and +6. Sharpshooter Training marked Cannot Upgrade, "+10% Chance-to-Hit on all Blaster Attacks".
- Ultimate Star Wars Zero Company Soldier Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Rocket Strike six tiers, 12 base damage rising to 34 with tier 6 also applying Vulnerable. Brutal Strike six tiers, 12 base damage rising to 18. Strength five tiers, +2 Melee Damage and +2m grenade throw range rising to +6 and +6m. Armsmaster marked Cannot Upgrade, "Increases Blaster Damage and Grenade Damage by +2".
- All Star Wars Zero Company Focus Trees and Skills
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Every Focus Tree in one index, with a per-tier table for each ability. Jedi Padawan — Shockwave (Ultimate) "Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back. Costs 6 Advantage", six tiers of "18 Base DMG; Area Effect 5.0m" rising to "30 Base DMG; Area Effect 5.0m; Gain Harmony for each enemy hit"; Push (Standard) "Forcefully Pushes an enemy in the chosen direction, dealing Force Damage. +4 Impact damage for each object struck. Costs 1 AP", six tiers of 12, 13, 14, 15, 16, "18 Base DMG; also Disorients"; Nobel Stance (Final Action) "Increase Deflection by defending in place against Blaster Attacks... Increases Deflection Chance by +10% for each AP used", Cannot Upgrade; Padawan Training (Passive) five tiers "+30% Deflection Chance", "Movement +1.0m", "+10% Melee Critical Chance", "Equip a second Meditation", "Equip a third Meditation"; Move With The Force (Passive) "Tel-Rea can execute Vertical Jumps without climbing or using a ladder", Cannot Upgrade; and the fixed Talent Strong with the Force at five tiers, 2 stacks of Harmony rising to 6. Mandalorian Warrior — ElectroWeb Surge (Ultimate) "Costs 4 Advantage", six tiers 12 to 18 Base DMG; ElectroWeb Dart (Standard) "Costs 2 Advantage", six tiers of Effective Range 14.0m rising to 24.0m; Ruthless (Passive) five tiers "+2 Critical Damage" to "+6 Critical Damage"; Mandalorian Armor Training (Passive) "Cly gains base defense of 3 and a Jetpack, allowing her to execute free vertical transitions", Cannot Upgrade; and the fixed Talent Combat Jump at four tiers, "Jump up to 14m", 17m, 20m, "Jump up to 23m; inflicts 4 stacks of Burning". Astromech — Coordinated Support (Ultimate) "Grant all Operators 1 AP (Operators cannot have more than 3 AP)", six tiers costing 10 Advantage falling to 6 and granting 2 AP at tier 6; Enhanced Scanners (Standard) "All effected enemies are Scanned, negating all Defense and making those enemies easier to hit. Costs 1 AP", six tiers of Effective Range 14.0m to 24.0m with "Each target has a chance to be made Vulnerable" at tier 6; five passives marked Cannot Upgrade — Extended Storage and Storage Optimization both "All Utility Items that have limited uses can be used +1 additional time", Improved Motors "+1.0m Movement", Hardened Frame "+2 Defense", Built-in Thrusters "jump vertically without restrictions"; and the fixed Talent Built-In Comlink at three tiers, "+1 AP; 1 per turn", "2 per turn", "Unlimited". The eight standard Specialization tables reproduce the per-class guides already registered above. No Focus Point cost is given for any node. Bylined Hack The Minotaur
- Zone Influence and Best Rewards — Star Wars Zero Company
Mobalytics · Tier 3 — Retail review · accessed 31 August 2026
Supports: The complete Zone Influence reward table, twelve zones at three tiers each, read from the page on 2026-08-31. Bylined Mobalytics, "Updated on Aug 30, 2026". **Weapon Mods**: "Weightless Stabilizer Weapon Mod (Provides a 33% chance to gain Evasion when firing this blaster if this Operator does not already have this effect)" at Besh Tier 3; "Advanced Range Scope Weapon Mod (Reduces chance-to-hit penalties from Range by 10%)" at Forn Tier 1; "Assassin's Scope Weapon Mod (Increases Critical Chance by 12% when attacking with this blaster)" at Forn Tier 2; "Lightning Modulator Weapon Mod (Provides a 100% chance to Shock the targeted enemy when this blaster scores a Hit)" at Herf Tier 3; "Advanced Tracking Scope Weapon Mod (Increases this Operator's Assist Damage by +2)" at Isk Tier 1; and "Wildfire Modulator Weapon Mod (Inflicts 4 stacks of Burning when this blaster hits)" at Krill Tier 3. **Utilities**: "Medpac Mk. IV Utility (Heals 30% of the target ally's Health. Cannot be used on Droids)" at Aurek Tier 3; "Repulsor Units Mk. II Utility (Increases Movement by +1.0m. This bonus affects all of the Operator's moves)" at Besh Tier 1; "Prototype Imploder Utility (Throw a powerful explosive Grenade that deals excellent damage)" at Cresh Tier 3; "Trauma Kit Mk. II Utility (When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured)" at Esk Tier 1; "Gas Dispenser MK. IV Utility (Sprays a stream of gas the Dazes all units in the target area)" at Esk Tier 3; "Custom RSKF-44 Utility (Fire a very powerful, but short range armor-piercing pistol shot)" at Grek Tier 3; "Ion Blaster Mk IV Utility (Fires an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets)" at Isk Tier 3; and "Reinforced Underlay Mk. III Utility (Increases Defense by +3)" at Krill Tier 2. **Permanent squad upgrades**: "All Zero Company Operators gain +2 Focus Points" at Besh Tier 2 and "+1 Focus Point" at Grek Tier 1; "All Operators gain +1 Weapon Mod Slot" at Forn Tier 3; "Increases Max Health by +4 for all Operators" at both Aurek Tier 2 and Esk Tier 2; "+30 Bond XP for everyone" at Herf Tier 2 and "+20 Bond XP for everyone" at Leth Tier 1. Also: Influence is "primarily earned through Operations at the Mission Table", and placing a Contact in a Zone earns "a significant amount of Influence, starting at +7".
- STAR WARS Zero Company™ Specializations and Weapon Classes
EA Help · Tier 1 — Official · accessed 30 August 2026
Supports: "Every Specialization includes a unique set of abilities" and "Each Specialization includes three types of abilities" — Ultimate ("a Specialization's most powerful ability"), Standard ("an active ability you can use during combat") and Passive ("always-active abilities... without needing to be activated"). Note that this is three *types*, not three abilities: nothing on the page says how many Passives a Specialization has, and the per-Specialization ability lists sit behind collapsed accordions that are not in the retrieved text. "Most abilities cost Action Points (AP) to use... These special abilities cost Advantage instead of AP. Advantage is a shared resource that your squad can earn as a battle progresses." On authored characters: "Authored Operators have assigned Talents that you can't change, and some Authored Operators have Specializations that you can't change." On dual specialization: "Later in the game, you'll be able to choose an additional specialization for your Operators." Combat stat definitions — Weapon Damage "The amount of damage dealt by the weapon when attacking"; Critical Hit Damage "The additional damage applied when an attack Critically Strikes"; Critical Chance "The chance the weapon has of critically striking a target for extra damage"; Range "The optimal weapon range for combat. Attacking outside of this range incurs a Strike Penalty." All four Weapon Class panels, read on 2026-08-30 by expanding the page's accordions in a browser — combat stats as printed: Blaster Rifle "Weapon Damage 10, Critical Hit Damage +6, Critical Chance 5%, Range Medium"; Repeater "8, +4, 5%, Medium"; Blaster Pistol "6, +4, 5%, Short"; Longarm Blaster "12, +12, 5%, Long". **All four are 5%.** Action types and costs, verbatim: the Blaster Rifle is fired "once per turn as a Fast Weapon using 1 x AP" with "additional shots in the same turn cost 2 x AP"; the Blaster Pistol "is a Fast Action weapon, which means each shot costs 1 x AP"; the Longarm Blaster "is a Slow Action weapon, which means each shot costs 2 x AP"; and the Repeater "deals significantly more damage if you invest additional AP while firing it. The more AP you spend, the more Rapid Fire Damage it deals", with no fixed figure given. The eight per-Specialization panels expand too, but their ability lists are **inside screenshots** rather than in text — the Assault panel's image reads "SWEEPING SALVO / ULTIMATE / Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone", "BULL RUSH / STANDARD / Charge into an enemy, dealing Melee Damage and Pushing it backwards", "FLEET OF FOOT / PASSIVE / Increases this Operator's First Movement by 1.0m", "STRIKE THE FLANKS / PASSIVE / This Operator gains a +20% Critical Chance bonus against Exposed enemies". An image caption on the same page names a "Final Action attack". Page header "Updated 2 days ago", retrieved 2026-08-30.
- STAR WARS ZERO COMPANY: Hawk Scharfschützen Build – S-Tier
Dr33dTV · Tier 3 — Retail review · accessed 31 August 2026
Supports: Published 2026-08-28. A complete Hawks build, described in the video description in enough detail to reconstruct without watching. Talent "Furchtloser Anführer" (Fearless Leader), described as giving "Hilfestellungsschaden + Verteidigung für alle Einheiten" — assist damage and Defense for every unit. First Specialization "Präzision" (Sharpshooter), with "Erledige Sie" (Pick Them Off) "für massiven Überwachungsschaden auf enorme Distanz", "Schusshaltung" (Zero In) called "Kern des ganzen Builds", and "Präzisionsschuss" (Precision Shot). Second Specialization "Schnellfeuer" (Gunslinger), with "Scharfes Auge" (Keen Eye) "bringt bis zu 15% mehr Krit-Chance", "Schnellziehen" (Quick Draw) which "kostet nur 1 AP (statt 2 mit dem Präzisionsgewehr!)", and "Freie Zielwahl (Doppelschuss)" (Open Fire) as "unser Haupt-Finisher — trotz 9 Vorbereitung", which independently gives Open Fire's cost as 9 Advantage. Weapon: "Präzisionsgewehr"/"Präzisionsblaster" (Longarm Blaster). Mods named but not matched to any English record here: "Präzisionszielfernrohr Typ 3", "Einzelspulenkondensator", "personalisierte Ergonomie", "Entzündungsmodulator". Equipment: "Zielerfassungssystem (+10% Treffer, +9% Krit)" and "Repulsoreinheit" (Repulsor Unit), with the reasoning that grenades are wasted on a sniper at the back. Chapters give the structure: Fokustalente & Skill-Reihenfolge 2:01, Spezialisierung Präzision 3:58, Zweite Spezialisierung Schnellfeuer 4:59, Waffe & alle Mods 7:04, Ausrüstung 9:09.
- The Mandalorian Build That Makes You UNSTOPPABLE - Zero Company
Dantics · Tier 3 — Retail review · accessed 31 August 2026
Supports: Published 2026-08-30. The description states the squad's thesis and three of its members: a build "designed get an unlimited turn - that is until you kill everything - you do this with two Astromechs and Cly the Mandalorian warrior." Chapters: Team Overview 1:11, Specializations 3:30, Loadout 8:50, How to Pilot 11:24. The Specializations, the loadout and the fourth squad member are shown in the video and are NOT in the description; nothing has been taken from this source about any of them.
- BEST DUAL SPECIALIZATION Builds in Star Wars Zero Company
Jay Dunna · Tier 3 — Retail review · accessed 30 August 2026
Supports: The video's own description carries a chapter list naming the build each section covers, and it is cited here as much as the frames are: "0:17 Player Character: Medic/Gunslinger", "2:12 Trick: Heavy/Soldier", "4:02 Jae: Scout/Sharpshooter (or Scoundrel, Assault)", "5:41 Tel-Rea: Padawan/Wayseeker", "6:51 Cly Kullervo: Warrior/Assault or Gunslinger", "9:11 Kabb Uppercut: Soldier/Scoundrel", "9:56 Astromech Droid", "10:10 Weapon Mods for the Team", "12:00 Utilities", "13:08 Always Spend Influence!". Plus ten frames of the retail build screens, captured 2026-08-30; published 2026-08-29. PERSONNEL → FOCUS TREE, three Operators. The tree is three bands — TALENT, SPEC 1, SPEC 2 — with one ability row in the Talent band and three in each Specialization band, columns numbered 2 to 6, a Focus Point cost printed beside every unbought node, and rows of visibly different lengths (four, five and six nodes all appear on one screen). Hawks: "TALENT: FEARLESS LEADER" padlocked, "SPEC 1: GUNSLINGER", "SPEC 2: MEDIC", "1 FOCUS POINT REMAINING". Cly Kullervo: "TALENT: COMBAT JUMP" padlocked, "SPEC 1: WARRIOR" padlocked, "SPEC 2: ASSAULT" not padlocked, "2 FOCUS POINTS REMAINING". Tel-Rea Vokoss: "TALENT: STRONG WITH THE FORCE", "SPEC 1: PADAWAN", "SPEC 2: SEEKER", all three padlocked. Ability tooltips print cost, kind and rank together: "ADV 2 | COMBAT JUMP | SPECIAL ACTION"; "AP 1 | 8 BASE DMG | QUICK DRAW | FAST ACTION" with "RANGED. Fire a lightning fast sidearm pistol shot", "This skill applies a Chance-To-Hit Range Penalty of 25%", "Defeating an enemy restores 1 AP", "This ability does not trigger enemy Overwatch or Retaliation", "This Sidearm Attack does not receive benefits from Weapon Mods"; and the same ability at maximum, "AP 1 | 14 BASE DMG | QUICK DRAW VI", whose first clause becomes "Chance-To-Hit Range Penalty no longer applies". "FEARLESS LEADER II | PASSIVE" — "…eases Assist Damage by +1 for all Operators", opening clause obscured by the presenter's camera. "PADAWAN TRAINING V | PASSIVE" — "Allows Tel-Rea to equip a third Meditation. Meditations are managed in the Armory." An unaffordable node shows "CAN'T AFFORD — Gain additional Focus Points by growing bonds or completing missions"; a bought rank offers "REFUND". CHANGE SPECIALIZATION screen: "SPECIALIZATION ABILITIES" lists four per class with their kind — Gunslinger's are "OPEN FIRE | ULTIMATE | Fire 2 Times at any combination of enemies", "QUICK DRAW | STANDARD | Fire a lightning fast sidearm pistol shot", "KEEN EYE | PASSIVE | Increases this Operator's Critical Chance for all Ranged Attacks by +6%", "ONSLAUGHT | PASSIVE | Each attack within a single turn grants this Operator +1 Blaster Damage. This bonus applies only to attacks with this Operator's primary blaster" — with the class blurb "The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets." The same screen offers eight Specialization cards under each of SPEC 1 and SPEC 2, the card taken by one row padlocked in the other, and states "This talent cannot be changed for this operator" over Hawks' Talent. ARMORY → WEAPON: tabs WEAPON, UTILITIES, BLACK MARKET; four equipped slots of which two are filled (a primary and a sidearm) and two padlocked; weapons named as a class plus a model with five statistics — Blaster Rifle DC-15A "WEAPON DAMAGE 14, CRITICAL HIT DAMAGE +9, CRITICAL CHANCE 17%, RANGE Medium, MELEE DAMAGE 10", Blaster Rifle WESTAR-M5 "12, +11, 20%, Medium, 10", Blaster Pistol G40-5 "9, +10, 17%, Short, 10"; and an inventory grouped into BARREL, CELL, SCOPE and STABILIZER. Mods carry a rarity word and a credit value — "ION MODULATOR | WEAPON MOD | BASIC — Increases Blaster Damage against Droids by +1 and against Ray Shields by +16", VALUE 200, shown under CELL; "DUAL COIL CONDENSER | WEAPON MOD | SUPERIOR — Increases Critical Hit Damage by +3 when firing this blaster", VALUE 350; "GRADE II ION MODULATOR | WEAPON MOD | SUPERIOR", against Ray Shields by +24, its Droid figure and its value partly obscured. In-game glossary panels define BLASTER ATTACK ("all attacks that use the Operator's primary blaster… Attacks that use a secondary blaster are considered Sidearm Attacks"), DROID ("weak against Ion effects and cannot be Healed"), CRITICAL HIT ("A hit that strikes a weak point, doing additional Damage on top of the equipped weapon's Base Damage") and PASSIVE ("benefits that are always active… never require AP").
- Star Wars Zero Company: How to Use Trick's Rocket Strike
allthings.how · Tier 3 — Retail review · accessed 29 August 2026
Supports: "Spend 10 Advantage to fire Trick's area-effect rocket"; "Action Point cost: None"; and because it "does not cost Action Points, you can also fire it after Trick has already moved or attacked in the same turn". The guide presents the rocket as Trick's "special action" rather than as the Soldier's class Ultimate — the conflation this site's own records have described since 2026-08-14, and the reason the attribution here rests on Trick's published Soldier class rather than on this page's wording. Bylined Sehaj Padda, updated 2026-08-28
- Star Wars Zero Company: Complete Guide To Weapon Mods
TheGamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: "four weapon mod categories" — Barrel, Cell, Scope and Stabilizer — with one mod from each equippable simultaneously. Weapons start with one Modification Slot and reach four, through the Den's "Additional Weapon Mod Slot node" (costing thousands of Credits), the Zone Forn Tier 3 Reward, and the Underworld Intel Choice Operation's Modification Attachment option — the last being mutually exclusive with the Utility Slot choice. Acquisition: "Your main avenue for amassing more weapon mods will be purchasing them from the black market", alongside Operations, Missions, Zone Rewards and Den facility upgrades. One mod is named in passing and not described: "Type-K Ergonomic Stabilizer". Bylined Collin MacGregor, published 2026-08-27
- Time To Unlock More Utility Slots In Star Wars Zero Company
TheGamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: Three Utility slots exist per Operator and players start with one; the second comes from building "the Additional Utility Slot in the Den" at Level 5, and the third from the Underworld Intel Operation's Utility Slot option, which is mutually exclusive with the Weapon Mod Slot. "the Medic and Astromech Specializations can carry two charges for Utility items, while the rest can only hold one." Utilities are grouped into three families: "Explosives are items such as Thermal Detonators, Firebombs, and Concussion Grenades"; "Support items are largely used to heal or provide tactical advantages in combat…Medpacs act as a quick way to recover from damage" and "a Repulsor Unit gives your team more movement distance for a turn"; "weapons are more situational tools, such as the shotgun-style Scattergun or the Ion Blaster, which is fantastic against Droids". Uses: "if I equip an Operator with an Impact Grenade, they can only use this item once in a battle". And one reward item: "These rewards often contain Utilities such as the Wildfire Modulator, which will apply four stacks of Burning whenever you successfully hit an enemy." No AP cost is given for any item. Bylined Collin MacGregor, published 2026-08-27
- All Star Wars Zero Company Weapons, Mods, & Upgrades
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: The same four Modification Slot categories as retail-thegamer-mods, independently: Barrel, Cell, Scope and Stabilizer. "Individual weapons start with a set number of these slots, and slot counts can be increased through upgrades over the course of the campaign, reaching at least four slots on a single weapon." One mod named with a full effect: Hypercharge Capacitor, Superior rarity, which "increases damage by 5 on the first attack of each combat", recommended on a Longarm. No slot category is given for it. Bylined Hack The Minotaur, updated 2026-08-26. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026" and carried something it did not on 2026-08-29: **fifteen named mods filed under the four categories**, which is the first published mapping of individual mods to slots rather than a list of the slots. BARREL — Dual Amplifier "Increases Blaster Damage when firing this blaster at Close Range"; Rapid Cycler "Provides a chance to restore an AP after attacking with this blaster"; Single Coil Condenser "Increases Critical Hit Damage when firing this blaster"; Phase Adjuster "Reduces an enemy's Defense when this blaster hits"; Spiral Condenser "Increases Critical Hit Damage when firing this blaster". CELL — Incendiary Modulator "Inflicts stacks of Burning when this blaster hits"; Ion Modulator "Increases Blaster Damage against Droids and against Ray Shields". SCOPE — Targeting Scope "Reduces the Chance-To-Hit penalty provided by an enemy's Cover"; Tracking Scope "Increases this Operator's Assist Damage"; Range Scope "Reduces Chance-To-Hit penalties from Range"; **Horizon Scope "Reduces Chance-To-Hit penalties from Range"**; Sniper's Scope "Increases Critical Chance by +9%"; Assassin's Scope "Increases Critical Chance by +12%". STABILIZER — Custom Ergonomic "Increases Blaster Damage after attacking with this blaster"; Superlight Stabilizer "Provides a chance to gain Evasion when firing this blaster"; Balancing Stabilizer "Increases Defense after attacking with this blaster". No rarity is given for any of the fifteen and no numeric value except the two Critical Chance figures. Three named Utilities on the same page: Ion Blaster "Fire an ion blaster at the target that severely weakens Ray Shields"; Scatter Gun "Fire a short range, wide-angled blast that damages everything in the target area"; Flamethrower "Sprays a stream of flame over the targeted area. Deals Fire Damage and inflicts Stacks of Burning". **Absent from the page and checked for**: "Advanced Range Scope", "Thermal Imploder", and any mention of a Capacitor as a resource.
- Star Wars Zero Company Walkthrough — All Choices and Outcomes
ShowGamer · Tier 3 — Retail review · accessed 1 September 2026
Supports: A Friend of a Friend, third instalment: "Purchase the Thermal Imploder Grenade: −1 Capacitor; Thermal Imploder Grenade" and "Purchase the Horizon Scope: −1,750 Credits; reduces the Chance-To-Hit penalty on ranged attacks by 15%." The Capacitor appears throughout the walkthrough as a resource alongside Credits, Intel and Contacts — spent here, granted elsewhere as "+1 Capacitor" — and **the page nowhere defines it**, gives no way to earn it beyond those grants, and states no cap. The chain covered here ends at the sixth instalment; there is no seventh, and none of "Unbroken Concentration", "Hand To Hand", "Keen Eyes" or "Compounding Strength" appears anywhere on the page. Bylined Andrey Pavlenko, 28 August 2026
- STAR WARS Zero Company — Always Bring A Droid!
Quest Daily · Tier 3 — Retail review · accessed 29 August 2026
Supports: "While other classes only have one utility slot to begin with, Astromechs have all three available". Named Utilities carried by a droid: smoke bombs, which create cover for allies; the "droid popper", "thermal detonators" and "concussion grenade" grenades; and Medpacs for frontline fighters. On the droid's own progression: "The perks both add an extra use of utility items that have a limited use, so one impact bomb now becomes three!" — of Extended Storage and Storage Optimization together. Bylined Shaun Fullard, 28 August 2026
- How to beat the Droideka in Star Wars Zero Company
GamesRadar+ · Tier 3 — Retail review · accessed 29 August 2026
Supports: Droideka counters: concentrated fire, because the ray shield regenerates 46 shield health per round and goes down when the unit moves, which Overwatch punishes; and "anti-Droid weapons and mods, including the Droid Popper grenade and Ion Modulator weapon mods which are specifically designed to do increased damage to ray shields". On fitting: "If you get the Ion Modulator, equip it on a Blaster Pistol so you can use it multiple times per turn." Also names the Concussion Grenade and Kabb Uppercut's punch as ways to force the droid to move. The article body could not be retrieved by this site — gamesradar.com returned truncated content to an automated fetch — so this locator records the passage as surfaced through search rather than as read on the page, and the records citing it name that limitation.
- Star Wars Zero Company — beginner's guide
StarWars.com · Tier 1 — Official · accessed 3 September 2026
Supports: Bylined Kelly Knox, 27 August 2026. Two claims are taken from it and no others. On Bonds: "Certain operations can also strengthen or weaken bonds between your team" — the first first-party statement that a Bond can move *downwards*, and that an Operation is one of the things that moves it. On Advantage: "Operators gain Advantage points when they inflict damage on an enemy during combat", tracked "in the bottom left of the screen", and "most powerful abilities cost Advantage points". No cap, no per-hit figure and no spending rule beyond that is given. **Checked for and absent**: any mention of Weapon Mods, the Armory or equipment.
- Star Wars Zero Company: Best Weapon Mods
Power Up Gaming · Tier 3 — Retail review · accessed 3 September 2026
Supports: Bylined Serhii Patskan, 2 September 2026; no update date shown. The structural claim, verbatim: "Each category of weapon mods…includes four different types or lines of mods on various tiers. The effects stay the same on the different tiers, except for the range of their values." Then four slots with four lines each, each line given an effect, a published span and the mod the guide names as the top of it. BARREL — Amplifier, "+1 to +4 Blaster Damage at Close Range", top Crystalline Amplifier; Condenser, "+2 to +6 Critical Hit Damage", top Dual Spiral Condenser; Adjuster, "Reduces enemy Defense by 1–4 on hit (expires at the end of turn)", top Enigma Adjuster; Cycler, "6–15% chance to restore 1 AP after attacking", top Quicksilver Cycler. POWER CELLS — Capacitor, "+2 to +6 Blaster Damage on the first turn of each combat", top Supernova Capacitor; Incendiary/Modulator, "Inflicts 1–4 stacks of Burning on hit", top Wildfire Modulator; Ion, "+1 to +4 Blaster Damage vs Droids and Ray Shields", top Pulsed Ion Modulator; Shock, "25–100% chance to Shock on hit", top Lightning Modulator. SCOPE — Range, "Reduces or fully removes Chance-to-Hit penalties from Range", top Limitless Scope; Crit Chance, "+6% to +15% Critical Chance", top Executioner’s Scope; Cover/Targeting, "Reduces or fully negates the enemy Cover bonus to hit chance", top Auto-Scope; Tracking/Assist, "+1 to +8 Assist Damage", top Stalker Scope. STABILIZER — Balancer, "+1 to +2 Defense after attacking (expires at the end of turn, limited stacks)", top Experimental Model-8 Balancer; Bracing, "+1 to +4 Blaster Damage if the operator has not moved this turn", top D-X22R Elite Brace; Ergonomic, "+1 to +3 Blaster Damage after attacking (stacks up to the max during turn)", top IQ Ergonomic; Lightweight, "15–33% chance to gain Evasion on fire", top Weightless Stabilizer. One wording differs from the rest of this database and is kept verbatim rather than normalised: the second slot is called POWER CELLS where two other guides call it Cell. The fourth it calls STABILIZER, which matters because the community catalogue calls that same slot Stock. **Checked for and absent**: any per-step name below the top of a line, any rarity, any acquisition source, and any statement of how many tiers a line has beyond "various".
- Best Builds in Star Wars Zero Company
FandomWire · Tier 3 — Retail review · accessed 3 September 2026
Supports: Bylined Soumyajit Mukherjee, published 1 September 2026. Three builds, presented as "worth trying" rather than as anything the developer endorses — that framing is why the records citing this are `community_build` rather than `retail_reported`. Trick, tank: Heavy + Soldier, maxing "For My Brothers, Conditioning, Unstoppable, and Bulwark"; weapon the DC-17M; Utilities Concussion Grenade, Repulsor Units MK. III, Deluxe Bacta Stim. **No Weapon Mods are given for this build.** Jae Mordant, ranged damage: Scout + Sharpshooter, maxing "Final Shot, Tactical Timing, Combat Recon, Pick Them Off"; weapon the Longarm; Weapon Mods Dual Coil Condenser, Superlight Stabilizer, Elite Targeting Scope; Utilities Custom RSKF-44, Stabilizing Underlay, Targeting Visor MK. III. Cly Kullervo, mobility and burst: Warrior + Gunslinger, "Combat Jump Lv. 2" plus maxed ElectroWeb abilities; weapon the Blaster Pistol; Weapon Mods Spiral Condenser, Assassin's Scope, Custom Ergonomic; Utilities Scattergun MK. III, Targeting Visor MK. III, Medpack MK. III. One numeric claim only: "Assassin's Scope increasing Critical Chance by 12%", which corroborates Mobalytics and Hack the Minotaur. Of Custom Ergonomic it says only that it "adds another point of Blaster Damage" — no figure, and notably **not** the +2 the community catalogue gives for it. Each build names three mods where a fully upgraded weapon holds four, and the guide does not say which slot is left empty.
- Zero Company build planner and item database
zerocompany.tools · Tier 4 — Community testing · accessed 3 September 2026
Supports: Unofficial, unbylined, self-described as maintained by "a community contributor" not affiliated with Lucasfilm, Bit Reactor or EA, with its data "extracted directly from the game build 24874058". Two pages read: /build-planner for the pickers and /builds for item effect text. The planner offers four mod slots labelled **Barrel, Cell, Scope and Stock** — the fourth disagrees with Power Up Gaming, Hack the Minotaur and TheGamer, all three of which call it Stabilizer; this database keeps Stabilizer and records the variance. Three Utility slots. Four weapon classes: Blaster Pistol, Blaster Rifle, Repeater, Longarm Blaster. Three roster-wide weapon upgrades: Grenade Throw Distance +2.0m, Teamwork Assist Damage I +2, Teamwork Assist Damage II +2 additional. **No armour or armour-mod category of any kind**, and the character sheet shows Health, Attack, Accuracy, Defense and Armor as statistics rather than as equipment slots. Sixty-four mods, four ordered steps per line. BARREL: Amplifier, Second Generation Amplifier, Dual Amplifier, Crystalline Amplifier / Single Coil Condenser, Dual Coil Condenser, Spiral Condenser, Dual Spiral Condenser / Basic Adjuster, Phase Adjuster, Pirate Adjuster, Enigma Adjuster / Rapid Cycler, Turbo Cycler, Lightning Cycler, Quicksilver Cycler. CELL: High-Energy Capacitor, Hypercharge Capacitor, Ultradense Capacitor, Supernova Capacitor / Incendiary Modulator, Advanced Incendiary Modulator, Inferno Modulator, Wildfire Modulator / Ion Modulator, Grade II Ion Modulator, Superior Ion Modulator, Pulsed Ion Modulator / Shock Modulator, Voltage Modulator, Hypervolt Modulator, Lightning Modulator. SCOPE: Long Range Scope, Advanced Range Scope, Horizon Scope, Limitless Scope / Precision Scope, Sniper’s Scope, Assassin’s Scope, Executioner’s Scope / Targeting Scope, Enhanced Targeting Scope, Elite Targeting Scope, Auto-Scope / Tracking Scope, Advanced Tracking Scope, Hunter’s Tracking Scope, Stalker Scope. STOCK: Balancing Stabilizer, Advanced Balancing Stabilizer, Auto-calibrating Balancer, Experimental Model-8 Balancer / Bracing Stabilizer, Advanced Bracing Stabilizer, D-X9 Bracing Stabilizer, D-X22R Elite Brace / Ergonomic Stabilizer, Custom Ergonomic, Type-K Ergonomic, IQ Ergonomic / Lightweight Stabilizer, Superlight Stabilizer, Ultralight Stabilizer, Weightless Stabilizer. Seventy-eight Utilities: Attuned to All Things, Auto-Rangefinder, Bacta Stim, Bonded to the Blade, Concussion Grenade (+ Mk. II, III, IV), Control Pain, Custom RSKF-44, Deluxe Bacta Stim, Double-dose Bacta Stim, Droid Dismantler, Droid Popper (+ Mk. II, III), Experimental Repulsor Units, Fast Healing, Firebomb (+ Mk. II, III), Flamethrower (+ Mk. II, III, IV), Fortified Will, Gas Dispenser (+ Mk. II, III, IV), Hunter’s Rangefinder, Hyper-Bacta Stim, Hyperinsulated Underlay, Impact Bomb, Impact Underlay, Ion Blaster (+ Mk. II, III, IV), Listen Through Chaos, Medpac (+ Mk. II, III, IV), Presence in the Force, Prototype Imploder, Rangefinder, Reinforced Underlay (+ Mk. II, III), Remachined RSKF-44, Repulsor Units (+ Mk. II, III), Restored RSKF-44, Scattergun (+ Mk. II, III, IV), Serenity, Smoke Bomb (+ Mk. II, III), Stabilizing Underlay, Surging Harmony, Targeting Visor (+ Mk. II, III), Thermal Detonator, Thermal Imploder, Tranquility, Trauma Kit (+ Mk. II, III, IV), Visions of the Future, Visions of the Past, Worn RSKF-44. Item effect text quoted verbatim from /builds: Dual Coil Condenser (Barrel) "Increases Critical Hit Damage by +3 when firing this blaster."; Spiral Condenser (Barrel) "Increases Critical Hit Damage by +4 when firing this blaster."; Elite Targeting Scope (Scope) "Reduces the Chance-To-Hit penalty provided by an enemy’s Cover by 20%."; Lightweight Stabilizer (Stock) "Provides a 15% chance to gain Evasion when firing this blaster if this Operator does not already have this effect."; Custom Ergonomic (Stock) "Increases Blaster Damage by +2 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum."; Targeting Visor (Utility) "Increases this Operator’s Chance to Hit by +5% and Critical Chance by +6%." **Checked for and absent**: Superlight Stabilizer, which the planner offers and this page gives no effect text for.
- Star Wars Zero Company Bonds & Cross Training Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 16 September 2026
Supports: Bylined Hack The Minotaur, "Latest Update: September 1, 2026". **The complete Cross Training table, fourteen rows, verbatim**: Speed Training "+0.50m first movement"; Target Practice "-5% range hit penalty"; Agility Drills "-5% enemy ranged hit chance"; Close Combat Drills "+1 Melee Damage"; Precision Shooting Games "+1 Critical Damage"; Timing Exercises "+3% Critical Chance"; Freeform Training "+2 Focus Points"; Ranged Combat Drills "+1 Ranged Damage"; Cover Combat Practice "+5% Cover Bonus"; Fitness Work "+4 Max Health"; Reflex Fire Training "+1 Overwatch Damage"; A Friendly Game "+40 Bond XP"; Grenade Training "+1 Grenade Damage"; Combined Fire Games "+1 Assist Damage". Introduced as "All known basic Cross Training rewards are listed below" — a claim about the author's knowledge, not a claim of completeness. **The eight-rank Bond ladder**, as a table of Rank / Tier / Total Bond XP to Unlock / Focus Points Earned / Cross Training: 1 Very Low 40 1 "1 Standard Upgrade"; 2 Low 70 1; 3 Low 80 1; 4 Neutral 100 1; 5 Neutral 125 1; 6 Neutral 175 2; 7 High 250 4; 8 Very High 350 7 "1 Unique Upgrade". Prose around it: "You also earn Focus Points by hitting each Bond Rank, with 8 Bond Ranks in total", and "There are 8 confirmed Bond Tiers... Very High is the maximum tier and the threshold the game's trophy list recognizes for reaching maximum Bond with a given pair." On the choice: "You get to select from 3 random Cross Training passives each time your Operators rank up in Bond XP. You cannot predict which options will appear at a given tier, only that they will be drawn from the total pool of available trainings." On stacking: "Cross Training STACKS on each Operator. This means you can have multiple instances of Fitness Work (+4 Max Health) or Speed Training (bonus First Movement) for example". On permanence: "Cross Training bonuses apply permanently to both operators in the pair once chosen, regardless of deployment status." On Bond XP: "Each completed mission awards 30 Bond points to every pair that participated"; Call for Backup is "a Free Action available once per turn to one randomly selected operator, at no AP cost", and "Both the operator who called and the operator who assisted gain Bond progress"; healing a specific squadmate builds Bond between those two; assigning two Operators to the same Operation does too. On the top tier: "The maximum-Bond Cross Training grants a Passive Ability unique to each pairing, which cannot be obtained through the Focus Tree or any other progression system." On permadeath: a dead Operator's Bonds are severed and "The Cross Training bonuses already earned and locked in from that pairing remain on the surviving operator." **Checked for and absent**: any Focus Point cost for any node, any figure for Bond decay, and any name for a single maximum-Bond passive. **Re-read 2026-09-16, "Latest Update: September 11, 2026", the table unchanged.** The XP column is headed "Total Bond XP to Unlock" and nothing in the prose says whether that total is per rank or running; the one sentence near it is "Unlocking each rank requires more Bond XP each time, so while your Operators will gain Ranks 1-5 quickly, anything beyond that will take significant investment to earn." This site read the column as cumulative from 2026-09-08. A reader playing the retail build reported on 2026-09-13 that each rank's figure is paid on top of the last, which the table supports — read cumulatively, rank 3 would sit 10 XP above rank 2 against a 30 XP mission award, and "more each time" would be false at that step. Filed as the per-rank reading from 2026-09-16; the full ladder sums to 1,190. **Checked for and absent** on the re-read: any statement of the ladder's total.
- Ultimate Star Wars Zero Company Astromech Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Hack The Minotaur, "Latest Update: August 31, 2026", with an on-page change log reading "v1.4 – August 31, 2026 – Updated utility items" and "v1.2 – August 27, 2026 – Actively updating build, focus progression, and cross-training". **The Analytics table — the astromech's second Specialization, published here for the first time anywhere this database has found.** "The Astromech's Secondary Specialization called Analytics cannot be changed", and "Secondary Specializations cannot go about [sic] Tier 5 for Focus Tree upgrades". Predictive Analytics (Ultimate) "All allies gain Defense for the rest of the turn. Nothing beats these odds", five tiers +2/+3/+4/+5/+6 Defense. Deep Target Scan (Standard) "Conducts an intensive analysis on an enemy. Scans and Spots the target and removes all Evasion. Costs 1 AP", five tiers of Effective Range 14.0m, 16.0m, 18.0m, 20.0m, 24.0m. Self Preservation (Passive) "When the Astromech is hit by an Overwatch or Retaliation attack it gains 1 AP", Cannot Upgrade. Telemetry (Passive) "Increases Chance-To-Hit by +5% for all Operators on the team", Cannot Upgrade. Perfect Integration (Passive) "When the Astromech is attacked, its data increases a random teammate's Defense by +1 for the rest of combat", Cannot Upgrade. **No Advantage cost is printed for Predictive Analytics.** The primary Astromech table reproduces `retail-htm-focus-trees` and is not re-entered from here, with one exception that matters: this page explains the two storage passives as ranks of one four-tier line rather than as two rows — "Tier 1 adds one extra use to all Utility Items the Astromech is carrying. Tier 2 adds 1 meter of movement. Tier 3 adds 2 Defense. Tier 4 adds another extra use to all Utility Items, stacking with the tier 1 bonus for a total of two additional uses per item." The Storage Optimization card itself reads "This effect stacks with Extended Range", the same proofreading error as on the Focus Tree index. On capacity: "Unlike operators, your Astromech has three slots for utilities and cannot increase the number to four." On Medpacs, in the recommended-Utility table: "Heals 30% of ally Health. Not on Droids." On squad legality: "EA confirmed that all three remaining squad slots can be filled with Astromechs on non-story missions, since only Hawks is required." On chassis: the R2, R3 and R4 series and the BR-1, "a new droid design created specifically for Zero Company by Bit Reactor". **Checked for and absent**: any ability called Self Repair, and any Focus Point cost for any node.
- Complete Star Wars Zero Company Den Guide & Upgrades
Hack the Minotaur · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Hack The Minotaur, updated 26 August 2026. The Crew Focus upgrade line, verbatim: "Focus Point I: All Operators gain +2 Focus Points." and "Focus Point II: All Operators gain +3 Focus Points." **Only two ranks appear on this page**; the third is registered from `retail-dtgre-den` and the difference is recorded on the record rather than merged away. Other roster-wide lines named: Increased Crew Quarters I–IV, raising the roster cap by 1, 1, 2 and 2; "Additional Utility Slot: All Operators gain an additional Utility Item Slot"; "Additional Weapon Mod Slot: All Operators gain an additional Weapon Mod Slot". The Zone Influence rewards it repeats — "+4 Max Health for all Operators" at Aurek Tier 2 and Esk Tier 2 — match `retail-mobalytics-zones` exactly. **Checked for and absent**: any Credit or supply cost for any Crew upgrade.
- Astromechs: How to Play the Strongest Character in Star Wars Zero Company
Mobalytics · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Mobalytics, "Updated on Sep 7, 2026". Read in a browser; the page returns 403 to an automated fetch, the same retrieval note that travels with `retail-mobalytics-zones`. On capacity, verbatim: "Astromechs get three utility slots and three uses per item, for nine total charges a mission instead of the usual one or two." On the self-heal: "Send the Astromech into the open and it can heal a large portion of its own health every turn, with a minimum of 50% of its max health, up to 100% if you spend all your AP on it", and "the Mech can't heal itself with Medpacs, but they're weaker than its self-heal anyway". On multiple droids: "Running two or more Astromechs stacks everything above. Two Astromechs feeding Action Points into a single fast, mobile Operator like Cly can let that Operator chain attacks well beyond what a normal turn allows, generating enough Advantage from each hit to keep the loop going. As a Gunslinger, she can then stack up immense Onslaught damage, or set up a huge Electro Web team nuke." On the Ultimate: "for 10-6 Advantage (depending on upgrades), it grants extra Action Points to the entire squad, INCLUDING ITSELF, once per fight", producing "somewhere between five and eight extra actions across that turn". On the Talent: "once its ability tree is fully upgraded, the once-per-turn limit on that sharing disappears". Build advice names a Focus Point price no other source prints: "Built-In Comlink 2 (3 is ideal, but 13 Focus Points is a lot)". **One naming error, recorded rather than followed**: "If you unlock the Self Preservation passive you permanently boost a random ally's defense by +1 whenever you're attacked." That effect is Perfect Integration on the ability card `retail-htm-astromech` reproduces, and Self Preservation there grants the droid 1 AP after an Overwatch or Retaliation hit. The card is taken as correct and this sentence as a mix-up.
- Star Wars Zero Company: How to Increase Bond Levels
allthings.how · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Pallav Pathak, updated 28 August 2026. Names three Cross Trainings this database already held — "Timing Exercises: +5% Critical Chance", "Reflex Fire Training: +1 Overwatch Damage", "Freeform Training: +2 Focus Points" — and two it did not: "Ranged Combat Drills (+1 Ranged Damage)" and "Fitness Work (+4 Max Health)", plus Conflict Resolution, which it describes as pushing "the pair toward their next bond level" rather than granting a stat. **Its Timing Exercises figure is the pre-release +5%**, where `retail-htm-bonds` reads +3% off the shipped card; see that record. On permanence, verbatim: training rewards are "locked in once taken, unlike Focus Points, which you can refund and respend." On the menu: "The training options are drawn at random for each playthrough, so no two campaigns present them in the same order." On the top tier: "Reaching the maximum bond unlocks a special Cross Training that grants a Passive Ability, the strongest tier of reward." **Conflict Resolution appears on no other source read in this pass**, including the fourteen-row table on `retail-htm-bonds`, which is why it is entered with that absence stated rather than as a fifteenth row of the same standing.
- Star Wars Zero Company: How the Astromech Class Works
allthings.how · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Kabir Anand, updated 2 September 2026. On the self-heal, verbatim: Self Repair "Consumes all remaining AP to restore 50% of the droid's maximum health." **This is the source that contradicts Mobalytics** on whether spending more AP heals more; both readings are recorded and the disagreement sits on the record. On capacity: an astromech has "all three unlocked" Utility slots, and with both storage passives "one Impact Bomb becomes three throws" — the third independent statement of the three-uses figure, after `retail-questdaily-astromech` and `retail-mobalytics-astromech`. On the class: astromechs are "locked to a single specialization called Astromech". **Checked for and absent**: any mention of Analytics, and any interaction between two astromechs.
- Star Wars Zero Company: Ultimate Guide
Into Indie Games · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Mahmud Munazil Rahman, 27 August 2026. Registered for one mechanic and cited for nothing else. On Hawks' Pico-5, verbatim: it "provides another ally with 1 AP in exchange for Advantage Points"; it grants "+4 Bond Points to the bond between the two characters"; and "one can receive up to 20 Bond Points per each character per mission with this ability". **The Advantage cost is not given on this page** — the 3 this database holds comes from `preview-christopher-odd` and is not corroborated here.
- Star Wars Zero Company The Den Guide: Every Facility, Upgrade & Unlock
DTG Reviews · Tier 3 — Retail review · accessed 8 September 2026
Supports: Updated 1 September 2026. **Unbylined** — a publication name and no author, which is why it is registered as the corroborating source on a figure and never as the originating one. The Crew Focus line at three ranks, verbatim: "Focus Point I: All Operators gain +2 Focus Points."; "Focus Point II: All Operators gain an additional +3 Focus Points."; "Focus Point III: All Operators gain an additional +4 Focus Points." Ranks I and II match `retail-htm-den` and `retail-games-gg-focus`; **rank III appears on no other source read in this pass**. Other Crew lines named without figures: Combat Readiness (starting Advantage), Teamwork I and II (Assist Damage) and the Lounge (passive Bond XP for Operators not deployed). **Checked for and absent**: any cost for any rank.
- Star Wars Zero Company Focus Points Guide: How to Earn, Refund & Reassign
games.gg · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Larc, published and updated 1 September 2026. Registered as the second independent account of the Crew Focus line and for the one cost figure anybody has printed for it: Focus Point II gives "+3 Focus Points across your whole roster" and costs "approximately 1,750 supplies". It names the Crew tab as where the line sits. On the other sources of Focus Points it agrees with what this database already holds: Tactical Missions award them to active Operators, a Bond level grants "+1 Focus Point" to both Operators, and Freeform Training grants "+2 Focus Points to both operators". On refunds: "Every point can come back for free between missions", node by node rather than as a full wipe, and a Change Specialization refund "becomes free once you reach Cycle 3". **Checked for and absent**: Focus Point I and III, and any total for a campaign.
- STAR WARS Zero Company — Patch 1.1 Notes
Electronic Arts · Tier 1 — Official · accessed 14 September 2026
Supports: Published 9 September 2026, the first post-launch patch; re-read in full on 14 September 2026, when it was still the newest entry on EA's News & Updates page. **Every item below is listed by EA under bug fixes**, which is what makes each one a statement about 1.0 as well as about 1.1. Secondary Specializations: their passive Cross Trainings "now correctly enter the selection pool at Relationship +8", and Secondary Specializations "now count for Specialization-specific Operation requirements and results". Chance-to-Hit: attacks displayed at 100% "can no longer erroneously miss". Scattergun: Tiers II, III and IV "no longer incorrectly use Tier I values". Droid Dismantler: Harmony "is granted only on Droid deaths, not on every enemy death". Tel-Rea: the Ranged Damage Cross Training bonus "is now applied once rather than twice" to her Force attacks, and Critical Damage bonuses "now correctly apply" to them. DC-17m Anti-Armor: it "can now critically hit" and "receives damage bonuses that apply to grenades". Ion Blasters "no longer double Critical Damage". Sweeping Salvo: "enemies outside the targeting cone are no longer hit". A Life of Labor II "can no longer infinitely accumulate bonuses when purchased repeatedly". Immovable: the status "now provides its intended bonuses". Bacta Tank, missed on the first read and added 14 September: "Fixed an issue where the Bacta Tank could be used more than one in a cycle" — EA's wording, typo included; the intended rule is one use per cycle. Overwatch, three lines, quoted verbatim on 14 September because the first pass had paraphrased the first of them too loosely: "Fixed an issue where Overwatch shots triggered against attackers caused the enemies to fire through solid objects at Operators they couldn't see" — an enemy-side line-of-sight failure, not the player's reaction shots passing through walls; "Fixed some instances of Overwatch triggering on a unit outside of the targeting cone"; and "Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked". A fourth mentions it in passing: "Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch". **Checked for and absent**: any figure for anything — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, no figure for what Immovable now provides, no Bacta Tank cost. Also absent: any fix for Overwatch *failing* to trigger. Every Overwatch line corrects a shot that should not have happened, and none claims a shot that should have happened now does.
- Star Wars Zero Company Update 1.000.003 Patch Notes for September 9
MP1st · Tier 3 — Retail review · accessed 10 September 2026
Supports: Registered for one thing, and it is the one thing an official page cannot corroborate about itself: that the patch actually shipped. Independently reports Patch 1.1 going live on 9 September 2026 as console update 1.000.003. It reproduces EA's notes rather than testing them, so it is never cited for a mechanic — only alongside `ea-patch-1-1` where a record needs the deployment to be more than the publisher's own word.
- Star Wars Zero Company gets much-needed first patch so you won't miss shots with a 100% chance to hit any more
PC Gamer · Tier 3 — Retail review · accessed 14 September 2026
Supports: Registered for one claim, and it is the one no patch note can make about itself: what the patch did *not* fix. The outlet's own playthrough had Overwatch failing to fire — in the passage as it surfaced through search, the main bug experienced was Overwatch not triggering even when enemies jog through multiple targeting cones on their turn, and that does not seem to have been addressed, although the bugs where Overwatch triggered on units outside the cone or behind solid objects have. The article body could not be retrieved by this site — pcgamer.com returns a membership interstitial to an automated fetch, as it did for `retail-pcgamer-talents` — so the byline and the exact build tested are unrecorded, and the claim is filed as one outlet's account rather than corroborated. It is consistent with EA's notes, which fix only shots that should not have happened, and it is why every Overwatch record here carries a reliability caveat rather than reading the patch as a guarantee. **Checked for and absent**: any statement of how often the failure occurs, any reproduction steps, and any acknowledgement from EA.
- Star Wars Zero Company Heavy Class Guide: Abilities and Builds
VULKK · Tier 3 — Retail review · accessed 10 September 2026
Supports: Published 9 September 2026, the same day as Patch 1.1, and **it does not state which build it was written against** — which is why nothing taken from it is filed as 1.1 behaviour. Bulwark reported at "up to 24m cast range" with an "8m area" and its Defense bonus "scaling from +2 to +6": all three reproduce `retail-htm-heavy` exactly, and are the first corroboration that ladder has had. Unstoppable "costs 1 AP", "starts with 2 Retaliation stacks", and at maximum rank "can be applied to allies" and permits "up to 4 Retaliation stacks" — the AP cost and the four-stack ceiling appear on no other source read in this pass. Impact Underlay "reduces incoming melee damage by 50%", the first published effect for any Underlay outside the Reinforced line. On Intimidating Posture: its Taunt "also triggers from blaster-based AoE attacks and from Assist Attacks", and the guide draws the conclusion itself — a Heavy with Sweeping Salvo "can Taunt every enemy the cone hits". **Checked for and absent**: any Advantage cost for Bulwark, which remains unpublished everywhere.
Reference and methodology sources
The publishing and technical standards this site follows.
- Google Search Central — Creating helpful, reliable, people-first content
- Google Search Central — SEO Starter Guide
- Google Search Central — Link best practices
- Google Search Central — Sitemaps overview and submission
- Google Search Central — Structured data introduction and guidelines
- Google Search Console Help — Performance report
- Google Search Console Help — Core Web Vitals report
- Google Search Central — Mobile-first indexing best practices
- Google Search Central — Influencing title links
- Google Trends — Google Trends
On reproducing official material
This site summarises official material in its own words and links to the original rather than copying it. Where a source URL points at a publisher’s hub rather than a specific article, the evidence line names the piece — those will be replaced with exact article URLs as they are confirmed.