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Zero Company Builds

Change log

Build data and gameplay updates

Every change to this site's data, dated and sourced. When a reveal or a patch changes a mechanic, the affected pages are listed here so you can see exactly what moved.

  1. Maximum Bond costs 1,190 XP, not 350 — the rank table is per rank, and this site read it as a running total

    A reader playing the retail build wrote in to say the Bond XP figures this site published on 8 September are what each rank costs on top of the last, not cumulative totals, and a re-read of the guide they came from bears it out. Every mission count derived from the old reading roughly triples, which changes how many pairings a campaign can realistically carry to the top.

    What changed

    • **The column was ambiguous and the arithmetic was not.** The guide heads its table "Total Bond XP to Unlock" and never says whether that total is per rank or running; this site read it as running. Read that way, rank 3 sits 10 XP above rank 2 — a third of what one shared mission pays — while the guide's own prose says each rank requires more XP than the last. A reader's in-game observation settled which reading is right, and it is the one the numbers had supported all along. The per-rank costs are unchanged: 40, 70, 80, 100, 125, 175, 250 and 350. The running total is now printed beside them, and it ends at 1,190.
    • **Every derived figure moved.** On missions alone, at 30 Bond XP each, the first five ranks are about fourteen shared deployments rather than four, and the last three are another twenty-six rather than seven; rank 8 by itself is around twelve. Call for Backup, healing, shared Operations and Hawks' Pico-5 all add progress none of those counts include, and none of them is quantified — so the counts are a ceiling on how long the climb takes, not an estimate of it.
    • **A Friendly Game is worth less than this site said, and the advice does not change.** +40 Bond XP was described as a third of the way from rank 1 to rank 3; it is more than half of rank 2's 70 and a ninth of rank 8's 350. Take it early or not at all, as before — the gradient is the same, the ladder is just longer.
    • **What it does to squad planning.** The Focus Point schedule is untouched — 18 to each Operator across a full pairing, eleven of them in the last two ranks — but reaching those two ranks costs 600 of the 1,190, not 100 of 350. Concentrating a roster on fewer pairings was already the arithmetic; it is now the arithmetic by a wider margin, and a campaign that rotates its squad evenly should expect to see rank 8 on very few pairs, if any.
    • **How this was caught.** By email, from a reader, six days after publication. The site's own check — one source, nobody has corroborated a row of it — was stated on the record from the day the table went up, and it was the reading rather than the source that was wrong. The correction is noted on the Bonds page itself rather than only here, for the same reason the missing Very Low tier was.

    Still unknown

    • Whether 1,190 is the ladder's total in the game's own terms. It is the sum of eight published per-rank figures from one guide and one reader's account; no source prints the total, and nobody has corroborated the individual rows.
    • The reader put the total at 1,200 in round terms. The published rows sum to 1,190. If one row is off by ten, nothing published says which.
    • What the other Bond XP sources pay. Call for Backup, healing and shared Operations are all confirmed to build a Bond and none carries a figure, so the mission counts above are ceilings.

    Sources

    • 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.

  2. The Bacta Tank is once per cycle, and a patched Overwatch is not yet a reliable one

    A second reading of Patch 1.1's notes, five days on and with nothing newer published, turns up a Medbay rule the first pass missed: the Bacta Tank can be used once per cycle, and the launch build let Credits clear the whole ward at once. The same reading corrects how this site had paraphrased the through-walls Overwatch fix, and adds the one thing no patch note can say about itself — PC Gamer report Overwatch still failing to fire on legitimate triggers, which EA's notes never claimed to address.

    What changed

    • **One Bacta Tank use per cycle.** EA's notes list a fix for the tank being usable more than once in a cycle, which is the first first-party rule about the Medbay this site holds. It closes the only route around the healing bottleneck the campaign pages already described: one bed costs a cycle, one tank use is instant, and a second Injury in the same mission now costs a cycle whatever your Credits say. No build here assumed repeated tank use, so nothing is marked outdated — but a reader who paid to empty the Medbay in the launch fortnight was using a bug. The tank's price is still unpublished.
    • **The through-walls fix was narrower than this site said.** The 2026-09-10 pass relayed it as reaction shots firing through solid objects. EA's line, re-read verbatim, is that an Overwatch shot triggered against an attacker caused *the enemies* to fire through solid objects at Operators they could not see — an enemy-side line-of-sight failure that made holding a cone more dangerous, not a player-side one that made the cone more generous. The cone-edge fix was relayed correctly and is the one that concerned wide placements. Every record carrying the old wording is corrected.
    • **Overwatch can still fail to fire.** PC Gamer's own play after the patch had Overwatch not triggering even when enemies moved through several targeting cones on their turn, and they note that this, unlike the outside-the-cone and through-walls cases, does not appear to have been addressed. That is consistent with EA's notes, every Overwatch line of which fixes a shot that should not have happened. It is one outlet's account and it is filed as retail-reported — but it is filed on every Overwatch surface, because a page that lists the fixes and stops reads as a promise nobody has made.
    • **What that does to builds.** The displacement-into-Overwatch synergy is mechanically unchanged and keeps its official status; Patch 1.1 enforces exactly the cone it relies on. What changes is the execution risk, and both Overwatch builds now carry it as a weakness: a turn that rests on one cone firing has a failure mode a turn with a second cone, or a Sharpshooter's Advantage shot in hand, does not. The Overwatch Trap build, which holds more cones than any other, is the most exposed and already carried the reserve shot that answers it.
    • **Nothing else moved.** EA's News & Updates page still lists Patch 1.1 as the latest update on 14 September. No new class, weapon, Utility, Mod, Focus Tree, Bond or balance figure from a source this site would cite has appeared since the 10 September pass.

    Still unknown

    • What a Bacta Tank costs. Its limit is now first-party and its price is still nobody's.
    • Whether one tank use treats one Operator or one activation, and whether the limit is per cycle or per visit to the Den. EA's wording reads as one use; nothing describes what a use covers.
    • How often a legitimate Overwatch trigger fails in 1.1, and under what conditions. One outlet reports it on enemies crossing several cones in one move; a Steam discussion thread is a lead and not a citation; EA have not acknowledged it.
    • Whether the missed-trigger failure is a line-of-sight rule the notes did not describe rather than a bug. If reaction shots need a line the holder does not have, some 'missed' triggers are the game working as designed, and nobody has published the rule that would tell them apart.
    • When the next patch arrives. EA publish formal notes; the interval between them is still one data point.

    Sources

    • 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 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.

  3. Patch 1.1 turns ten launch-week observations into history, and the site's first version number is a real one

    EA's first post-launch patch shipped on 9 September, and it is a different kind of source from anything this database has held: a bug fix says what the game does now and what it was doing before, so it can retire a retail observation rather than merely outrank it. Ten behaviours players have been building around since launch — doubled Ion critical damage, Sweeping Salvo hitting outside its cone, Overwatch triggering outside its cone, Tel-Rea scaling twice off one Cross Training — were bugs, and every record resting on them now says so.

    What changed

    • **A displayed 100% now means 100%.** Attacks shown at 100% Chance-to-Hit could miss in the retail launch build and cannot from Patch 1.1. It is the first first-party statement anybody has made about whether this game's displayed odds can be trusted, and it settles exactly one endpoint — nothing published says anything about the rest of the range. The abilities that promise certainty, Precision Shot and Bull Rush, were in quiet disagreement with the combat maths until now.
    • **Overwatch cones are enforced.** Overwatch was triggering on units outside the targeting cone, and an Overwatch shot against an attacker was letting enemies fire back through solid objects at Operators they could not see. Both are fixed, and the effect on this site is unusual: nothing had to be retracted, because every recommendation here assumed the cone was a real shape a target had to enter. What changed is a reader's own experience — somebody who held wide cones in the launch fortnight learned a generosity that is gone, and they learned it from the game rather than from any article we can correct.
    • **Sweeping Salvo covers only its cone.** The Assault's Ultimate was hitting enemies outside its targeting cone. Its per-rank damage figures are unaffected — those were always per target — but its coverage is smaller and more strictly defined than the launch build's, which promotes the cone's *angle* from a minor gap to the most useful unpublished number on the class page. Its range is published; its width is stated by nobody.
    • **Immovable did nothing at all.** The status the Heavy's Bulwark grants at its sixth and final rank was not providing its bonuses. It is the only documented case on this site of a published ability card describing something the game did not do — and the only source that could ever have exposed it is a patch note, which is now a standing caution on the status-effects page about the class of evidence this database rests on.
    • **Tel-Rea Vokoss changed more than any other Operator.** Three fixes land on her. Her Force attacks were taking the Ranged Damage Cross Training twice and now take it once; Critical Damage bonuses now apply to them, where they previously did nothing. Nothing here has to be withdrawn — this site never published a scaling figure for either — but critical investment on her is new build space, and a reader who measured her damage before 9 September measured the wrong game.
    • **Harmony has a second source, and it is an item.** The Droid Dismantler grants Harmony on a Droid death; in the launch build it granted it on every enemy death. That corrects a sentence three records here have carried since 2026-09-01, that Shockwave's sixth tier is the only route past the six Harmony she opens a turn with. There is a second, it costs a Utility slot, and it only works against droids — which makes the anti-droid squad the one place she has a resource engine outside her own Focus Tree.
    • **A second class now counts outside combat.** A Secondary Specialization's passive Cross Trainings enter the maximum-Bond selection pool at Relationship +8, and Secondary Specializations count for Specialization-specific Operation requirements. The second is the more interesting entry, because the fix is the only evidence that the mechanic exists: nothing this site has read — not EA's guide, not two dual-Specialization guides, not any Operations coverage — has ever mentioned an Operation asking for a class.
    • **Scattergun tiers stopped being the same gun four times.** Tiers II, III and IV were using Tier I's values. They have their own now, and EA print not one of them, so the catalogue still lists four names with no figures — and a published Cly Kullervo build carrying a Scattergun Mk. III was carrying an unknown quantity on the day it was written.
    • **Ion Blasters no longer double Critical Damage**, and the **DC-17m Anti-Armor can now critically hit and takes the damage bonuses that apply to grenades** — a scaling route no other weapon-shaped item here has. The DC-17m is entered as a record on the strength of two rules and nothing else: the patch names it, no guide read here mentions it, and it has no damage, cost or charge count anywhere.
    • **A Life of Labor II can no longer accumulate without limit** when purchased repeatedly. No value on this site changes — the ladders here come from three independent readings of the Focus Tree, and the exploit produced totals no table ever printed. The warning is aimed at the reader's own campaign rather than at any source.
    • **Two new synergies, at opposite ends of the evidence.** The Droid Dismantler's Harmony is first-party. The other rests on one publisher: VULKK report Intimidating Posture's Taunt firing from blaster-based area attacks and Assist Attacks, which would mean a Heavy carrying Sweeping Salvo taunts every enemy the cone hits. EA's card says "primary Blaster Attacks" and no more, so the pairing is published with the disagreement at the top of its unknowns.
    • **The Heavy gained more from one day than any class since the Focus Tree tables.** VULKK independently reproduce Bulwark's whole ladder — 24 metres, an 8-metre area, +2 to +6 Defense — which had been one screen reading from one session, and print two figures that were unknowns here: Unstoppable costs 1 Action Point, and permits up to 4 Retaliation stacks at maximum rank. The Impact Underlay gains the first published effect for any Underlay outside the Reinforced line, reducing incoming melee damage by 50%.
    • **Records keep their old behaviour in the editor notes rather than losing it.** A build written in August around doubled Ion critical damage was not wrong when it was written. Every record the patch touches now carries a real version string — the first on this site that is a number rather than a description, because EA finally published one.

    Still unknown

    • Every figure the patch touches. It corrects behaviours and prints not one number — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, and no statement of what Immovable now provides.
    • What the DC-17m Anti-Armor actually is. EA name it, no guide read here mentions it, and even its equipment slot is a reading of where every comparable item sits.
    • Whether Intimidating Posture's Taunt really fires from area attacks and Assist Attacks. One publisher says so and EA's ability card is narrower. It is the difference between the Heavy being a single-target puller and the best group redirection in the game.
    • Which Operations require a Specialization, and what they ask for. A patch note establishes that such requirements exist and names not one of them.
    • Which passive Cross Trainings a Specialization contributes to the Relationship +8 pool. The patch says a secondary's now enter it; no maximum-Bond passive has ever been named by anybody.
    • Whether any other published status was inert at launch the way Immovable was. Nobody would know without another patch note.
    • Whether the game adjusts displayed odds anywhere below 100%. Still untested by anybody, and a fix at one endpoint is not evidence about the middle.
    • Whether the Droid Dismantler's Harmony reaches Tel-Rea when another Operator carries it, and how much a Droid death grants.
    • Sweeping Salvo's cone angle, which now decides everything the ability contains.
    • What a point of Ranged Damage or Critical Damage is worth on a Force attack. The patch settles that both apply and neither it nor any guide gives a number.

    Sources

    • 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 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.

    • 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.

    • 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.

  4. The Bond ladder is eight ranks, Cross Training is fourteen options that stack, and the astromech's second class is called Analytics

    The shipped game's own Bond rank table and Cross Training list were published, which replaces six guessed-at bonuses with fourteen named ones and turns 'Bonds are the main source of Focus Points' into a schedule you can plan a campaign against. Separately, the astromech's padlocked second Specialization finally has a name and five abilities, and the Squad Builder draws its Focus Tree band for the first time.

    What changed

    • **Fourteen Cross Trainings, all named.** This site published three for most of August and six from launch week, and three of those six were recorded under our own descriptions because a reviewer had named the effects and not the options. The full list is 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) and Combined Fire Games (+1 Assist Damage).
    • **Timing Exercises is +3%, not +5%.** The old figure was a previewer reading a pre-release build and this database carried it from 2026-08-14. It is superseded rather than deleted, and it is worth noting that a launch-week guide still repeats the +5% — a guide published after release is not automatically describing the shipped build.
    • **They stack, and they cannot be refunded.** Both were open questions here. A pair that reaches the top has taken eight of them and may have taken the same one repeatedly, so three instances of Fitness Work is +12 Max Health on both Operators. The flip side is that the choice is permanent, where a Focus Point can be reset for free from Cycle 3 — which makes this the one genuinely irreversible progression decision in the game.
    • **Eight ranks, not four tiers.** The ladder runs Very Low, Low, Neutral, High and Very High across eight numbered ranks, costing 40, 70, 80, 100, 125, 175, 250 and 350 Bond XP each. Very Low is a tier nobody had reported — the ladder published here for six weeks was missing a step at the bottom rather than at the top. Very High is stated to be the maximum, which retires a question this site has carried since the trophy list named the tier.
    • **Focus Point income is now a schedule.** A rank pays 1, 1, 1, 1, 1, 2, 4 and 7 points to **both** Operators, so a full pairing yields 36 across two of them and eleven of the eighteen each arrive in the last two ranks. This site has advised concentrating a roster on fewer pairings since it was written, from intuition; that advice is now arithmetic.
    • **Hawks' AP support has a name and a second job.** It is called Pico-5, and each use adds 4 Bond Points between Hawks and the ally he hands an Action Point to, capped at 20 per character per mission. That makes the squad's action economy and its relationship economy the same decision, which nothing else in the game does. The Advantage cost of 3 still rests on one previewer and is not corroborated by the guide that named the ability.
    • **The Den's Crew Focus upgrade is the largest single source of Focus Points anywhere.** Three ranks grant +2, then a further +3, then a further +4 to every Operator on the roster. Two guides carry the first two ranks; one carries the third, and it is unbylined, so the 2/3/4 progression is published with that provenance stated. Rank II costs roughly 1,750 supplies and nothing prices the other two.
    • **The astromech's second Specialization is Analytics.** Since 2026-08-20 this site has recorded that the class gains 'an extra passive, ability and Ultimate' at dual Specialization and that none of the three was named. It is five: Predictive Analytics (Ultimate, +2 to +6 Defense to all allies for the rest of the turn), Deep Target Scan (Standard, 1 AP, strips all Evasion from one enemy), Self Preservation, Telemetry (+5% Chance-To-Hit for the whole team) and Perfect Integration. It cannot be changed, and a secondary's Focus Tree stops at Tier 5 where a primary's reaches six.
    • **The Squad Builder draws it.** An astromech has no secondary to set, so `focusRowsFor` gave it an empty SPEC 2 band — the same bug the exotic SPEC 1 band was added to fix on 2026-09-01, one level down. An astromech bay now shows five investable rows, and two new share codes carry the Analytics ranks.
    • **Self Repair is recorded, with its disagreement.** Three guides describe an astromech healing 50% of its maximum health every turn, and no published Focus Tree lists the ability. Two of them disagree about whether spending more Action Points heals more; the flat reading is what this site publishes and the other is an unknown on the class record.
    • **Extended Storage and Storage Optimization stack after all.** That was `disputed` from 2026-09-01, because the only source printing them printed the same sentence twice with a proofreading error inside its own stacking claim. The class guide explains them as tiers 1 and 4 of one four-tier passive line, and three further sources count the result: **nine Utility charges a mission** from three slots at three uses each, against three for any other Operator. Three slots is also the class ceiling rather than one build's loadout.
    • **A thirteenth synergy: two astromechs are an Action Point battery.** Built-In Comlink's third rank removes the per-turn limit on handing an ally an Action Point, so two droids have six points a turn and nothing of their own worth spending them on. A retail guide describes pouring both into Cly Kullervo as a Gunslinger to stack Onslaught. The Squad Builder fires the rule at two astromechs rather than four, because the conversion is the whole effect at two and this site has never argued a full droid squad is good.
    • **A naming error was caught and not followed.** One guide attributes Perfect Integration's random-ally Defense bonus to Self Preservation. The ability cards reproduced by a better-standing guide assign the +1 AP after an Overwatch hit to Self Preservation and the ally bonus to Perfect Integration, and the cards are what this database records.

    Still unknown

    • Every maximum-Bond Passive Ability. Each pairing's is reported to be unique to that pairing, so this is one unknown per pair rather than one unknown — and it is now the largest hole in this database's coverage of the progression layer.
    • Whether fourteen is the whole Cross Training pool. The source calls its table 'all known basic Cross Training rewards', which is a claim about the author rather than about the game.
    • Conflict Resolution, a fifteenth Cross Training named by one guide and absent from the table. It is either a real option nobody else has listed or A Friendly Game under another name.
    • Whether the three trainings offered at a rank can include one the pair has already taken.
    • What any Focus Tree node costs. The income side of Focus Points is now well published and the spending side still carries no figure at all.
    • Whether Crew Focus rank III exists as published. Only one source, unbylined, carries the +4.
    • Predictive Analytics' Advantage cost, which no source prints — unusual for an Ultimate.
    • Whether two astromechs' Telemetry stacks, which decides most of what a second droid is worth.
    • Whether the comm link obeys the three-Action-Point ceiling. If it does, two droids refill an Operator rather than overloading one, and the AP battery is a smaller effect than the guide describing it suggests.
    • How much Bond XP anything other than a shared Tactical Mission awards.

    Sources

    • 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.

  5. Every Weapon Mod named: 64 mods in 16 effect lines, and the Squad Builder now fits all of them

    A published taxonomy turned the Weapon Mod system from a list of eleven names into a structure — sixteen effect lines of four steps each, four lines competing for each of a weapon's four slots. The Squad Builder now offers all 64 mods and all 78 Utilities, groups them by slot, and enforces one mod per slot, which it could not do while no mod had a published slot.

    What changed

    • **The structure is the finding, not the list.** Each of the four attachment slots — Barrel, Cell, Scope, Stabilizer — holds four lines of mods, and every step in a line has the same effect at a different value. So the decision a reader makes in a slot is a choice between four effects, and the step is how far up a line their campaign has taken them.
    • **Seven mods gained a slot they had spent a fortnight refusing to guess at.** This site would not read a mod's category off its name, on the grounds that a name is not a source — and the taxonomy shows how right that was: the Lightweight line's top step is called Weightless Stabilizer, and the Incendiary line's is called Wildfire Modulator. Neither carries its family's word. The categories now come from a published family assignment instead.
    • **A fan wiki was wrong about the Hypercharge Capacitor.** It filed the mod under Barrel and this site recorded that as a lead rather than a fact. It is a Cell mod. That is the second time the rule against citing unbylined wikis has paid for itself.
    • **Three range scopes turned out to be one ladder.** Advanced Range Scope, Horizon Scope and an unrecorded third shared an effect and no stem word, and both records said in so many words that this was a finding to state rather than a hierarchy to infer. The line is Long Range Scope, Advanced Range Scope, Horizon Scope, Limitless Scope — and the two figures already recorded here, 10% and 15%, fall at steps 2 and 3 without anything being adjusted.
    • **Nothing has been interpolated, because three lines prove it would be wrong.** The Condenser line spans +2 to +6 and its published middles are +3 and +4; the Tracking line runs +1, then +2, then up to +8. Fifty-three of the sixty-four steps have no published value and are shown without one.
    • **Two published figures contradict their own line.** The Hypercharge Capacitor is +5 at step 2 of a line spanning +2 to +6. The Ion Modulator's item card reads +16 against Ray Shields in a line published as +1 to +4. Both are recorded with the conflict named rather than resolved in favour of the better-reading source.
    • **The Squad Builder's loadout panel was rebuilt.** It offered eleven mods and nineteen Utilities against a game with sixty-four and seventy-eight, so a reader could not fit the mod in their own Armory. It now offers all of them, grouped by attachment slot, replacing rather than refusing when a slot is already occupied — and it marks every tile whose value is unpublished, which is most of them.
    • **Utilities went from nineteen to seventy-eight**, with Mk. ladders collapsed behind a disclosure so the picker is a list rather than a wall. Twelve of the new entries read like Meditations — Serenity, Tranquility, Visions of the Future and nine others — which the Padawan's Focus Tree predicts and no source states, so they are grouped and flagged rather than classified.
    • **There is no armour slot, and the site now says so.** An Operator equips a weapon, four mods and three Utilities. Armor is a statistic on the character sheet; armour sets are cosmetic; the armour-flavoured Underlays occupy Utility slots. That was checked rather than assumed, and it is published as a fact because an absence a reader arrives asking about deserves an answer.
    • **The first build here with a loadout in it.** A launch-week guide published three Operators with their mods and Utilities fitted, and `/builds/published-loadout-squad` records them — the first time a build page on this site carries a loadout, because it is the first whose loadout somebody observed rather than argued. Two of the three independently follow the buying order this site derived from the mod system a day earlier.
    • **Three upgrades apply to the whole roster and are now squad state.** Grenade Throw Distance at +2.0m and two ranks of Teamwork Assist Damage at +2 each are bought once and held by every Operator, so they sit in the Squad Builder's campaign settings beside permadeath rather than in a bay — a per-Operator field would have let the builder express a squad the game cannot produce. They travel in the shared link as three flag letters. Assist Damage now has four published sources and no stacking rule for any of them, which the panel says on screen.
    • **An unbylined community catalogue was admitted at tier 4**, which is a first here and is explained rather than glossed. It agrees on five separate checkable points with bylined sources, including two figures this site already held from unrelated guides that land exactly on the two ends of one line's published span. Every record resting on it alone is labelled a community build.
    • **StarWars.com's own guide closed two smaller gaps.** That Operations can strengthen or weaken a Bond is now first-party rather than a previewer's account — and it is the only part of the falling half of that system that is. And Advantage being earned by inflicting damage is corroborated first-party, without the per-hit figure or the cap, which still rest where they rested.

    Still unknown

    • What fifty-three of the sixty-four mods are worth. Sixteen lines have a published span and eleven mods have a published figure; nothing else does.
    • Whether any line is evenly spaced. Three are known not to be, which is why none of the gaps has been filled in.
    • Where any mod is obtained and at what rarity. One mod has a published price anywhere — the Horizon Scope at 1,750 Credits.
    • What Shock does, and what a stack of Burning is worth. Two entire lines rest on numbers nobody has published.
    • Whether the twelve Meditation-like Utilities are Meditations, and whether they are restricted to Force-using Operators.
    • Whether mod effects stack with the Specialization abilities that duplicate them — the Ergonomic line against Onslaught, the Adjuster line against the Scoundrel's armour penetration.
    • Which Operations strengthen or weaken a Bond, and by how much.
    • Whether Assist Damage stacks across its four published sources — the two roster-wide Teamwork ranks, the Tracking mod line, Fearless Leader and a Scoundrel's assists.
    • Base grenade throw distance, which is what would make the roster-wide +2.0m mean something. It is the only distance figure in metres published anywhere in this database.

    Sources

    • 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".

    • 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.

    • 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.

    • 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.

    • 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.

    • 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".

    • 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").

  6. The exotic classes get their Focus Trees, and the Squad Builder stops drawing an empty one

    A reader reported that the Jedi Padawan's tree did not appear in the Squad Builder. It did not, and neither did the Mandalorian Warrior's or the astromech's — the builder read a bay's rows from its standard Specializations, and an Operator on an exotic class has none. The rows have now been entered from the first source to publish them, nine abilities were added along the way, and every tree in the game is buildable.

    What changed

    • The bug was in one function. `focusRowsFor` walked a slot's primary and secondary Specialization; an exotic class is read off the Operator rather than stored on the slot, so Tel-Rea Vokoss, Cly Kullervo and every astromech reached the Focus Tree tab and found nothing in it. Nothing failed — no type, no test, no error — which is the same shape as the astromech Talent bug found on 2026-08-31, and both were found by someone using the site rather than by anything in it.
    • Eleven rank ladders were entered, and this is the first published evidence for any of them. Shockwave 18 damage to 30, with the Harmony-per-enemy upgrade confirmed as the sixth tier specifically — which matters, because it is the only route past the six Harmony Tel-Rea starts a turn with, and it turns out to be the most expensive node in her tree. Force Push 12 to 18. Padawan Training's five steps, which is where her 30% base deflection and her second and third Meditation slots come from.
    • Cly Kullervo's Electro Web Surge is priced at 4 Advantage on its own, which resolves a figure this database refused to guess at. Three darts at 2 plus the detonation at 4 is exactly the 10 Advantage two previewers described for the whole combination — the arithmetic was right and was deliberately not written down until a source printed the parts.
    • Nine abilities were added that this site did not have. Coordinated Support is the largest of them: the astromech's Ultimate hands **every** Operator an Action Point, and two at its final rank. The comm link already recorded here moves one point to one ally, which is a much smaller thing, and the two had been standing in for each other.
    • Ruthless is the Mandalorian Warrior's third row — +2 Critical Damage rising to +6 — and it is the row that argues for the secondary Specialization she is uniquely allowed. Critical damage wants a critical chance to pay out on, and a Gunslinger's Keen Eye more than doubles the base 5%.
    • Five astromech passives arrived at once: Extended Storage, Storage Optimization, Improved Motors, Hardened Frame and Built-in Thrusters. All five are marked Cannot Upgrade, which is why the class shows **two** Focus Tree rows where every other class shows three. That is not a gap in the evidence — it is what the game's tree prints, and it is the trade for the droid's extra Utility slots.
    • Extended Storage retires a standing question: the two uses per Utility item a previewer observed are a property of the droid, not of those items or that difficulty. A new question replaces it, because the same source prints a second passive with the same sentence and says the two stack. That one is entered at a lower confidence than anything else in the pass, with the doubt stated on the record.
    • Two authored Talents have published ladders for the first time — Strong with the Force at five steps and Combat Jump at four — so Tel-Rea and Cly now get a Talent row where Hawks still does not. The step counts are genuinely per-Talent: five here, four for every universal Talent, three for Built-In Comlink.
    • Eight two-character share codes were added, so a squad built around an exotic Operator now carries its Focus Points in the link. Before this it encoded the bay and silently dropped every rank in it. `npm run test:engines` now checks that property directly for all 32 investable rows, by setting each to rank 2 and reading it back.
    • Not one Focus Point cost is published anywhere, in any tree. The builder still records what a build assumes and still cannot tell you whether you can afford it, and it says so where a reader meets it.

    Still unknown

    • What any node in any Focus Tree costs. Eleven ladders are now published and not one price is.
    • Whether Extended Storage and Storage Optimization are two stacking passives or one row printed twice. It is the difference between two extra uses per Utility item and one.
    • The Wayseeker band. Tel-Rea's SPEC 2 is padlocked, its three rows are named, and none of them has a published ladder — so her tree is four rows here where the game draws seven.
    • What the astromech's dual-Specialization additions do. An extra passive, ability and Ultimate are confirmed to arrive and none of the three is named.
    • Electro Web Surge's blast radius, which is what decides how the overlapping blasts are placed — the whole skill of using it.
    • Whether the astromech's Enhanced Scanners and the Scout's Combat Recon apply the same status. Both rows now buy range over six tiers and both end near 24 metres, which makes them look more alike than they did.

    Sources

    • 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

  7. Cycle 18 is corroborated, and the first Operation reward that costs a statistic

    The dual Specializations unlock had rested since 2026-08-11 on one previewer saying “cycle 18” once, from a capped build; two launch-week guides of the shipped game now print it independently, so it is a date rather than a rumour. The same pass entered A Friend of a Friend, the first Operation chain published in full — and its Operator improvements all carry a penalty, which is a kind of decision no page on this site had previously had to describe.

    What changed

    • Cycle 18, twice, from the retail build: “once you hit Cycle 18 in game” and “after Cycle 18, roughly halfway through the campaign”. It moves out of ‘one previewer names’ and into a flat statement. The unknown that replaces it is much narrower and worth keeping — those two wordings are a cycle apart on whether the unlock lands on 18 or after it.
    • One of the two adds that it unlocks “for the entire roster” rather than per Operator. If that holds, Cycle 18 is a planning date for the whole company at once and not a milestone each Operator reaches separately.
    • The Focus Tree draws three bands — Talent, Spec 1, Spec 2 — read off the retail build screens this guide had never used, though the ability records beside it had been citing them since 2026-08-30. The secondary occupies its own position with the same three ability rows, and every ability of the second class is available.
    • A class cannot fill both slots. The Change Specialization screen padlocks the one already taken by the other, and two guides state the rule the padlock implements; one adds that “different standard classes can be combined freely”. So the restriction is the duplicate, not the pairing. The Squad Builder has filtered the primary out of the secondary list since it was written, on reasoning rather than evidence — this is the database catching up with the builder, which is the pleasant version of finding the two disagreeing.
    • One guide reports that a secondary's Focus Tree ranks stop at Tier 5 where a primary's reach Tier 6. **It is one publisher and it is published as such.** The other dual-Specialization guide covers the same system and does not mention it. It is recorded because of which rank it takes away: the sixth is where several ladders buy a behaviour rather than a number, so a capped secondary would lose the interesting step. Until a second source appears, put the class whose sixth rank you want in the primary slot — it costs nothing to order a pair that way.
    • A Friend of a Friend is the first Operation whose contents are published rather than its rules: seven instalments, one per cycle, from the Den's HoloTable. Its seventh offers four Operator improvements and every one is a trade — Unbroken Concentration +2 Focus Points for −2 Max Health, Hand To Hand +2 Melee Damage for −1 Ranged Damage, Keen Eyes +3% Ranged Critical Chance for −1 Critical Damage, Compounding Strength +1m First Movement for −5% Ranged Chance-To-Hit. Two independent guides list all four with identical figures.
    • That is new in kind, not just in quantity. Every campaign bonus this database held before today was additive — a Zone tier grants +2 Focus Points and takes nothing — so no page here had ever had to say a permanent improvement could be the wrong pick. Three of these four pay a melee or mobility build out of a ranged one's pocket, which makes them a build decision rather than a reward.
    • **Neither guide calls those four effects permanent, so this site does not either.** The research this entry came from described them that way and the sources do not support it; a stat change lasting one cycle and one lasting the campaign are completely different decisions, and the question is in `unknowns` where it belongs. Neither guide says how many Operators receive them either.
    • The chain's fourth instalment pays the squad instead, for 250 Credits: Nysillin heals all injuries, Marcan Herb grants an additional Bond boost, Bula Fruit grants +4 Max Health. The Bond option is the one that compounds, because Bonds are one of the two published sources of Focus Points — but “participating Operators” is the guide's phrase and it is nowhere defined.
    • Watch the names on the last of those. The instalment's Keen Eyes is not the Gunslinger's Keen Eye passive already in the database — one letter apart, different systems, +3% with a penalty against +6% with none.
    • One thing found in the same pass was deliberately not entered. A guide names the fourth exotic class, which this site has carried as unnamed since it was written. A bare name from one publisher with no ability attached is a research lead, not a record — the same answer the weapon-mods pass gave a wiki-sourced mod name on 2026-08-29 — so it sits in a comment in `content/exotic-classes.ts` naming what would settle it.

    Still unknown

    • Whether the Tier 5 ceiling on a secondary's Focus Tree ranks is real. One publisher states it; no capture of a capped ladder has been published.
    • Whether “after Cycle 18” means on reaching 18 or on completing it. The two guides are a cycle apart.
    • Whether A Friend of a Friend VII's four improvements are permanent, how many Operators receive them, and whether taking one forecloses the others.
    • Whether other Operation chains offer improvements of the same kind. One chain is published in full and there is no reason to think it is the only one.
    • How the exotic classes pair at the unlock. “Different standard classes combine freely” is said of the eight only.
    • What a node in any Focus Tree costs — the figure that would turn ‘budget across six rows’ into arithmetic.
    • What the fourth exotic class does. A name is circulating from one publisher and nothing describes a single ability.

    Sources

    • 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

    • 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: 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

  8. Weapon Mods are finally filed by slot — and the list here is now knowingly shorter than a published one

    Two items bought from an Operation are entered: the Horizon Scope, whose three sources disagree about what its 15% comes off, and the Thermal Imploder Grenade, which has a name and a price and no published effect at all. The same pass found the first mapping of individual mods to the four attachment categories, which settles one long-standing question, narrows three more — and shows that this database is missing twelve mods somebody has bylined.

    What changed

    • The Horizon Scope reduces a chance-to-hit penalty by 15% and costs 1,750 Credits at the third instalment of A Friend of a Friend. **Its three sources split two-to-one on which penalty**, so the record quotes both wordings instead of picking the better-reading one. Two walkthroughs say “on ranged attacks”, which would cover cover, injury and every other ranged penalty; the guide that files it under Scope in a fifteen-item taxonomy says “from Range”, which is the distance penalty only. Those are very different mods — and the two saying the broader thing word it identically to each other, which makes them one account rather than two.
    • It is the first mod here with a published Credit price, which is the first thing that lets a mod be weighed against anything else the same Credits would buy.
    • The Thermal Imploder Grenade is the thinnest record in the database and was entered deliberately. Two independent bylines list it in the same Operation at the same price — 1 Capacitor — and neither supplies a damage figure, a radius, an AP cost or a use limit. A name and a price with an empty effect is more useful than silence, because a reader meeting that choice needs to know nobody has published what they are buying. Inferring an effect from the words “Thermal” and “Imploder” is exactly the invention the content model forbids, and a search for the item returns Star Wars lore pages that make it easy.
    • Three items in `weapons.ts` now share one of two words: Thermal Detonators, the Prototype Imploder and this. Nothing published pairs any two of them, and the record says so rather than quietly merging any pair.
    • A Capacitor is a campaign resource this database cannot explain. It is spent on the grenade and granted elsewhere in the same walkthrough alongside Credits, Intel and Contacts, and no source defines it, says how it is earned, or gives a cap. It is the only price here denominated in something unexplained, and it is recorded as an unknown rather than guessed at.
    • Hack the Minotaur's mods page gained the **first published mapping of individual mods to slots** — fifteen named mods under Barrel, Cell, Scope and Stabilizer. That closes the Assassin's Scope's oldest unknown: it is a Scope mod, by name, at the same +12% a second guide already gave it. Category taken from a source rather than read off the word “Scope” in the title, which is the distinction this file has insisted on since the first scope was entered without one.
    • Three more slot-category unknowns are narrowed rather than closed, and the difference is the point. A “Range Scope” and a “Tracking Scope” and a “Superlight Stabilizer” are listed with categories; the records here are called Advanced Range Scope, Advanced Tracking Scope and Weightless Stabilizer. A sibling's category is not this record's category, so each unknown now names the sibling and stays open.
    • **Twelve mods named by a bylined guide have no record here**, and that is stated on the page rather than left as a silent gap. They clear the bar this file uses — several records were entered on exactly a name and an effect. They are absent because entering them is a pass of its own: each needs a permanent two-character share code, and several are probably grades or renames of mods already recorded. Merging them wrongly would make the table longer and less accurate at once.
    • So the callout on `/database/weapon-mods` changed its claim. It used to say the longer lists in circulation all come from wikis. One of them no longer does.

    Still unknown

    • Which chance-to-hit penalty the Horizon Scope's 15% reduces, and whether it is flat or proportional.
    • What the Thermal Imploder Grenade does. Every figure, in other words.
    • What a Capacitor is, how it is earned, and whether it is capped.
    • Whether the Horizon Scope, the Advanced Range Scope and the unrecorded Range Scope are three grades of one mod or three mods. One effect string, three names, no rarity on any.
    • Whether the Thermal Imploder Grenade and the Prototype Imploder are the same item.
    • The twelve bylined mods not yet entered, and which of them are duplicates of records already here.
    • A rarity for any of the fifteen categorised mods. The guide that files them gives none.

    Sources

    • 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 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

    • 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.

    • 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".

  9. Every Talent's full ladder, and respeccing turns out to be free from Cycle 3

    Three launch-week guides walked the Focus Trees and published all four steps of all ten universal Talents, which is the largest single block of retail data this database has taken in. The same guides answer the cost question this site refused to read optimistically five days ago: respeccing unlocks at Cycle 3, costs nothing, and refunds every Focus Point except those spent on an authored character's fixed Talent.

    What changed

    • Every universal Talent now has its complete ladder at /database/talents. The Bigger They Are runs +2, +3, +4, +6 against elite and boss enemies. Anticipation goes one, two, three Evasion stacks a turn and then becomes castable on allies. Cold Blooded goes one Vicious stack once a combat, then twice, then three times, then two stacks three times. Taunt adds a −2, −4 and −6 damage penalty to the enemy it pulls. A Life of Labor accumulates +5 health and +1 Defense, then +2 melee, then +2 critical damage, finishing at +7, +2, +4 and +4. Thievery runs 150 to 300 Credits, Espionage 5 to 12 Intel, Sabotage one detonation a combat to unlimited, Grit +2 to +12 max health with a second Invulnerable stack at the end, and Fortitude +2 to +6 Defense while injured, ignoring the injury accuracy penalty at its last step.
    • The structural correction matters more than any of those numbers. This site recorded three ranks per Talent from 14 August. There are four steps — a base rank and three upgrades — and every published table agrees. The 2026-08-20 companion pass had already met four steps on the authored Talents and filed it as a local surprise rather than the general rule it turned out to be, so the mistake had been sitting in plain sight for nine days.
    • Four of the ten spend their last step buying a behaviour rather than a number: Anticipation reaching allies, Sabotage becoming unlimited, Cold Blooded doubling its stacks, Fortitude cancelling the injury penalty. Those are the four to finish rather than spread points across. The two economic Talents are the opposite — Thievery and Espionage pay out linearly, so a half-upgraded one is proportionally useful in a way a half-upgraded defensive Talent is not.
    • Respeccing is free, unlocks at Cycle 3, and happens at the Personnel console by the map table. Changing Specialization refunds every Focus Point in the class tree. On 26 August this site recorded a review's phrase — Focus Points can be reset "at any time" — and deliberately refused to read it as free, on the grounds that a reset costing Credits or a cycle would be a real constraint on how often you would do it. That caution was correct to exist and is now resolved by evidence rather than by hope.
    • The exception is worth carrying into play. On an authored character, the Focus spent on their fixed Talent at the top of the tree does not come back — Hawks' Fearless Leader and Trick's For My Brothers are investments rather than allocations. Recruits have no such node: their Talent can be changed as well as their Specialization.
    • That inverts the advice about banking points. The argument for hoarding was that trees were invisible and a wrong pick was permanent. Neither half survives Cycle 3, so an Operator sitting on unspent Focus is simply weaker than one who guessed, and the answer to a difficulty spike is respeccing an Operator you already have Bonds with rather than fielding a fresh one whose relationships start at zero.
    • Three status effects gained the game's own wording. Evasion makes the next attack on that unit miss automatically. Vicious guarantees the Operator's next ranged or melee attack is a critical hit. Invulnerable prevents all damage from the next incoming attack. All three had been described from spoken commentary until now, which was the specific weakness the status-effects record flagged when it was written. All three are absolutes in a game otherwise built on percentages, so they are worth spending on the roll you can least afford to lose.
    • The weapon table gained its second outlet. A launch-week tier list independently publishes 12, 10, 8 and 6 base damage with the same critical bonuses and the same Action Point behaviour as the Polish guide chapter entered on 27 August — from a different playthrough, in a different language. The "single-outlet" caveat that has sat on every damage figure since then is retired, and replaced by one that says what is still missing: nobody here has reproduced these numbers, and neither outlet is EA.
    • One new weapon figure arrived with it, and it is single-outlet: all four weapon types start at 11% critical chance, unmodified. It is recorded as a system fact rather than as a column on each weapon, because the sameness is the finding — the four types differ in what a critical is worth, not in how often one lands.
    • One source is registered with a caution attached. PC Gamer's Talent and respec guides are the pages this site's editor read, and neither body could be retrieved here — pcgamer.com serves a membership interstitial to an automated fetch. They are registered for their URL and byline, and every value drawn from them was checked against two guides that were retrieved in full before anything was published. No record cites them alone.

    Still unknown

    • Focus Point costs per rank. The ladders are published and the price of climbing them is not, so no Focus budget can be planned from them yet.
    • Whether Built-In Comlink really has three steps where the ten universal Talents have four. One outlet prints it, and no other has published a table for it at all.
    • Whether changing a recruit's Talent refunds the points spent inside that Talent, the way a Specialization change refunds the class tree.
    • Whether an unspent Evasion, Vicious or Invulnerable stack survives the end of the turn. All three are defined as affecting "the next attack" and none states a duration.
    • Whether a respec is possible before Cycle 3, or simply unavailable until the Personnel console unlocks.
    • Whether the 11% critical chance is a floor common to all weapons or a coincidence of four unmodified starting weapons.

    Sources

    • 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 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 – 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

    • 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.

  10. Trick's explosive strike was the Soldier's Rocket Strike all along — and it costs no Action Points

    Two records have described one attack since 13 August, kept apart because merging them would have been a guess. A launch-week guide priced the rocket at 10 Advantage with no Action Point cost, which corroborates the figure two previews gave for Trick's version, so the records are merged and the older one is marked outdated rather than deleted.

    What changed

    • Rocket Strike costs 10 Advantage — the entire pool at its known maximum — and no Action Points at all. That second half is the part that changes how a turn is played: the Soldier can move, take an ordinary shot, and still fire the rocket, so the turn can always afford it and the only question is when the pool fills.
    • It also resolves the 'charges up' language two previews used. A wind-up across turns and an aiming step within one are different costs, and this site has carried the ambiguity since 13 August rather than picking. An ability that can be fired after moving and attacking is not winding up.
    • The merge closes the oldest open question on Trick's page. He starts as a Soldier, which was published on 14 August, and this database has said 'very likely the same ability' ever since — the honest position while nothing corroborated the cost. His explosive strike record is now marked outdated and superseded by Rocket Strike, and it is kept rather than deleted so that a reader arriving from a preview finds what they searched for and is told what it turned out to be.
    • This is a downgrade to Trick's page and an upgrade to its accuracy. He is not the Operator with the most expensive unique ability in the game; he is a Soldier with a fixed Talent, and the rocket belongs to anyone you make a Soldier. Build advice that rested on him specifically now rests on the class, which is where it was always pointing.
    • The cost carries a caution that should not be smoothed away. It rests on one retail guide of modest standing plus two pre-release previews describing the same attack. The two best-standing Soldier ability tables here — Hack the Minotaur's and GameRant's — both print this ability and give no Advantage cost at all. That is a gap rather than a contradiction, and it makes 10 the first figure on the record to re-check in play.
    • The change was prompted by a reader's correction rather than by a source, and the distinction is worth being exact about. The correction asserted three things: that the explosive strike is a Soldier ability rather than Trick's, that it costs 10 Advantage, and that it is otherwise free. None of them was entered on the correction's say-so. Each was checked against published evidence first, and what the correction supplied was where to look. That is what /corrections is for, and this is the first time the path has run end to end.
    • One long-standing note is retired with it. The 2026-08-28 ability pass deliberately withheld this cost because the figure of 10 that circulated traced to a fan wiki the same pass had caught misreading three separate rank tables. The reasoning was right, and the answer changed when better evidence arrived rather than when the number got repeated more often.
    • Prose that had drifted has been corrected alongside the data: two FAQ answers, two build notes, the Advantage economy guide's price warning, the Soldier's unknowns and Trick's tier placement all described the rocket as his rather than the class's.

    Still unknown

    • Rocket Strike's blast radius, which decides whether the class answers a formation or a pair.
    • Whether the one-use-per-fight limit two previews describe is a real rule, or simply what a 10-Advantage price looks like against a pool that caps at 10. Nothing states a use limit on the ability itself.
    • Whether the 10 is right at all. Two better-standing retail tables print the ability and give no cost.
    • Whether a clone's rocket launcher elsewhere in the game is this same ability — its charges appear to vary.

    Sources

    • 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

    • 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: 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

    • 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

  11. Weapon Mods and Utilities are now part of a build — and travel in the shared link

    The Squad Builder has modelled an Operator as a class, a weapon and a Talent, and two Operators identical on all three can play quite differently depending on what is fitted to them. Every bay now carries up to four Weapon Mods and three Utilities, the loadout encodes into the squad code, and seven new rules read it — while the item lists themselves stay short on purpose.

    What changed

    • Every bay has a fifth panel. Weapon Mods and Utilities are chosen per Operator, capped at four and three respectively, and both travel in the shared squad code as two new positional fields. A link built before today encodes byte-for-byte as it always did — the encoder trims trailing empty fields, and he engine test suite asserts that against a literal rather than assuming it.
    • The mod system is well evidenced and the mod list is barely started, which is a distinction this pass refused to blur. Four attachment categories are confirmed by two outlets independently — Barrel, Cell, Scope, Stabilizer — one mod fits in each, and a weapon goes from one Modification Slot to four over a campaign. Three mods have bylined names: the Hypercharge Capacitor (+5 damage on the first attack of each combat, Superior rarity), the Ion Modulator (increased damage against ray shields), and the Type-K Ergonomic Stabilizer, which is a name and nothing else.
    • The new /database/weapon-mods page opens by saying it is short and why. Longer lists circulate on fan wikis, and a Hypercharge Capacitor II with its own rarity and effect was proposed for entry from one — it is an unknown on the Hypercharge Capacitor's record instead, naming the lead. Tier 5 is a research lead and never a citation, and the 2026-08-28 pass is why the rule holds rather than bends: the wiki that prompted it was caught placing Rocket Strike's rank-five damage at rank one.
    • Six Utilities join the three EA named. Thermal Detonators, Firebombs and Droid Poppers are explosives; Medpacs, the Repulsor Unit and Smoke Bombs are support; and the Scattergun and Ion Blaster are the group worth knowing about — situational weapons that occupy a Utility slot rather than replacing your blaster, so an Operator carrying one has a close-range or anti-droid option without giving up their primary.
    • Utility slots are now published rather than unknown. Three per Operator, starting with one: the second is built at the Den from Level 5, and the third is traded against an extra Weapon Mod slot in an Operation. Astromechs have all three from the start and carry two charges of each item, which the builder treats as the exception it is — a droid loaded with equipment gets a synergy, and everyone else gets a warning that a full loadout assumes both upgrades.
    • Seven rules read the loadout. Four synergies: the Ion Modulator with a Droid Popper as the two published answers to a ray shield; the Ion Modulator on a Pistol specifically, because a per-attack bonus multiplies by a weapon firing three times a turn; a Firebomb beside a volume-damage squad, because flat Defense taxes many small hits hardest and fire bombs reportedly strip it; and an astromech carrying two or more Utilities. Three warnings: mods fitted with no weapon chosen, more than one Utility on a non-droid, and the Hypercharge Capacitor on a Pistol, where a once-per-fight +5 lands on the smallest attack in the game.
    • One existing synergy widened, and it is the most useful change here. Displacement into Overwatch was an Operator property — you had it because you fielded Cly, Kabb or a Padawan. A Concussion Grenade displaces from any Utility slot, so a squad of four Custom Operators can now run the best-evidenced pairing on this site. What is still unpublished is how far the grenade pushes, which is what decides whether it reaches the cone reliably, and the finding says so.
    • Every one of these findings is deliberately quieter than the class rules above them. Not one named mod and only three of nine Utilities carry a published figure of any kind — no damage, no radius, no AP cost, no use count — so the rules say what pairs with what and refuse to say by how much.
    • The curated builds seed no loadout, on purpose. They are argued from mechanics with numbers attached, and putting equipment into them would rest a recommendation on evidence the build does not itself use.

    Still unknown

    • The complete Weapon Mod list. Three named by a bylined source is a table, not a list.
    • Which of the four categories any named mod occupies. Not one has been assigned by a source, which is why the builder caps mods at four rather than enforcing one per category.
    • Every figure on every Utility — damage, radius, AP cost and how many charges each starts a battle with.
    • How far a Concussion Grenade pushes, which decides whether the Overwatch pairing is reliable or opportunistic.
    • Whether firing a Scattergun counts as an attack for Quick Draw, Onslaught and Overwatch. That is the difference between a third source of attacks and a panic button.
    • Whether the Wildfire Modulator is a Utility or the Weapon Mod a previewer described applying Burning on hit. Its one source files it as a Utility and its behaviour reads like a mod.
    • Whether an Ion Blaster and a Droid Popper answer the same droid problem, in which case a squad may be carrying one answer twice.

    Sources

    • 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 — 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.

  12. Four ability damage ladders, and Sweeping Salvo stays at 4 Advantage after all

    Launch-week guides published the first rank-by-rank ability tables this database has held, giving damage ladders for Rocket Strike, Brutal Strike, Sweeping Salvo and the Soldier's passives. The headline change is a change that did not happen: a proposal to raise Sweeping Salvo's cost from 4 Advantage to 7 was investigated and rejected, and the 4 came out of it better evidenced than it went in.

    What changed

    • Rocket Strike deals 12, 16, 20, 24 and 28 across its first five ranks and 34 at the sixth, where survivors are left Vulnerable. Brutal Strike climbs by one a rank — 12 to 16 — then jumps to 18 at the sixth, where the Daze becomes a Stun. Sweeping Salvo runs 14 to 18 then 20, with effective range widening from 12 metres to 18. Strength reaches +6 melee damage and +6 metres of grenade throw at its sixth rank, and Armsmaster gives a flat +2 blaster and grenade damage that cannot be upgraded at all.
    • The Sweeping Salvo investigation is the part worth reading, because it is a case of newer evidence being older evidence. A 7-Advantage figure was put forward as a retail observation that made this site's 4 obsolete. It traces to a single article dated 17 August — ten days before launch — which prices "Sweeping Salvo III and Open Fire II" together at 7 "at the ranks shown in combat previews". Two launch-week guides describing the shipped game both give 4, one of them written by the same author whose earlier piece carried the 7.
    • What settled it was the pairing rather than the date. That sentence prices two abilities at 7, and this database independently holds Open Fire at 9 — a figure the same author's retail table now repeats. Half the claim was falsifiable against evidence already here, and it was false, so the other half did not get entered on its own authority. A number that arrives attached to a second number you can check is a gift, and this one checked badly.
    • It also closed a question that had been open on the Open Fire record since 14 August: whether the 9-Advantage cost falls at higher ranks. It does not. The 7 was a preview build, not a rank effect, and reading it as one was this site's inference rather than any source's claim. What rank does buy is a third shot at maximum.
    • One genuine correction did come out of the same check. Sweeping Salvo's critical-hit restriction lifts at the sixth rank, not the fifth as recorded here since August. The retail table prints "cannot score Critical Hits" on ranks one through five. That changes build advice rather than trivia — an Assault buying rank five to unlock the Strike the Flanks payoff on its biggest attack would have been buying a rank too early — and it is single-source, so it is the first thing to reproduce.
    • Combat Recon is the quietest result and possibly the most valuable: nothing in it changed. The retail source gives the same owner, the same +1 Advantage per assessed enemy and the same 24-metre maximum that two previewers described in August, adding only a 16-metre base range. That figure is the one the whole Advantage economy, a build thesis and the Scout's tier placement all rest on, and it survived the build change intact.
    • Rocket Strike's Advantage cost is still not recorded, which is the pass's one deliberate omission. A figure of 10 circulates and is plausible — Trick's explosive strike is already entered at 10 and Trick starts as a Soldier — but it traces to a fan wiki and to one page that could not be retrieved to verify. It is the first number to check in retail, not the first to publish, and it sits in the unknowns saying so.
    • That fan wiki is why this entry names a tier-5 rule rather than a tier-5 source. It prompted the investigation and is cited for nothing, and checking it against bylined tables showed why: it places Rocket Strike's rank-five damage at rank one, caps Strength a rank early, and gives Armsmaster upgrade ranks it does not have. Appendix B.1 calls tier-5 material a research lead, and this is what that looks like when it works — the lead was worth following and none of it was worth quoting.
    • Sweeping Salvo and Combat Recon both move from preview-reported to retail-reported. Neither is `tested`, and neither will be until somebody here reproduces it: two outlets agreeing is corroboration, not verification.
    • Stale copy corrected alongside the data. Two pages still said only two Advantage costs were known, which stopped being true on 14 August; one page still listed Combat Recon's owner as an open question after it was resolved on the same date; and the status-effects mechanic still attributed Sweeping Salvo to Hawks rather than to the Assault. All three were prose that had drifted from records that had already moved.

    Still unknown

    • Rocket Strike's Advantage cost and blast radius. The most valuable single gap in the ability database.
    • Whether Sweeping Salvo's three uses reset per combat or per mission. The record says combat, the previewer who priced it said mission, and no retail source has settled it.
    • Whether Open Fire's third shot at maximum rank is covered by the 9 Advantage or costs more.
    • Focus Point costs for every rank of every ability. The damage ladders are now known and the price of climbing them is not, so no rank is yet worth recommending over another.
    • Whether any of these ladders is the same in the shipped build a patch later. Every figure here is one outlet's reading of an ability card on launch week.
    • Blast radii, cone angles and area sizes for every area ability except Combat Recon's.

    Sources

    • 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.

    • 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

  13. The first weapon damage figures, and the Rifle moves from B to A because it said it would

    A launch-day guide published the full weapon table — base damage, critical bonus, range band and the Repeater's cost, which was the gap the reviews left. The Rifle's tier placement named this exact observation in advance as the thing that would move it, so it moved.

    What changed

    • Longarm 12 damage with a +12 critical bonus for 2 AP. Rifle 10 (+6) for 1 AP, then 2 AP for a second shot. Repeater 8 (+4), consuming every remaining Action Point. Pistol 6 (+4) for 1 AP. Range bands are short for the Pistol, medium for the Rifle and Repeater, long for the Longarm — two of which narrow what this database had recorded.
    • The Rifle is now A rather than B, and the reason is the rule rather than the number. Its placement carried a movesIf saying retail damage showing it as the damage-per-Action-Point baseline would move it — specifically 'a first shot at 1 AP hitting harder than a pistol's'. It is 10 against 6 at the same price. The trigger fired as written, so the band moved; nobody gets to decide afterwards that they meant something stricter.
    • The Repeater is the instructive case, because its trigger half fired and the half that fired was not the condition. It said the Final Action turning out to be a per-weapon option rather than Trick's alone would matter, and then conditioned on 'a 22-damage close-out available to any frontline Operator'. The first half is confirmed — every Repeater consumes the turn. The second is not: base damage is 8 with a bonus for spending more points that is reported as significant and published nowhere. So it stays at B, with a new trigger naming the one figure that settles it.
    • That figure is now the most valuable unknown in the equipment database. A 3 AP Repeater shot near the 22 damage one preview recorded makes it the best closer in the game; anything near 8 makes an all-AP attack indefensible. Nothing in between is evidenced, and the placement says so.
    • The Pistol keeps S, on an absence that is worth being uncomfortable about. Its trigger names enemy Defense — flat reduction subtracted per hit, which taxes three Pistol shots three times and a Longarm's one shot once — and no enemy Defense figure is published anywhere. The Rifle now beats it on damage per point, so the Pistol's placement is being carried by its ability text alone.
    • The cost type had to be widened a second time, by the same lesson that created it. A single number could not express the Rifle, whose second shot costs more; a pair of numbers cannot express the Repeater, whose shot has no fixed price at all. Writing it as 3 AP would have been wrong in every case except firing it first, so the cost is stored as a rule and the page renders 'all remaining AP' in words.
    • No damage-per-Action-Point column appears anywhere on this site, and a test now asserts that none appears. It would be arithmetic for three weapons and invention for the fourth, and a comparison valid for only part of a table is worse than no comparison.
    • The evidence is uneven across the table and the records say so individually rather than in a footnote. Action Point behaviour is now the best-corroborated weapon claim here — two outlets, two languages, neither citing the other. Every damage figure rests on one outlet, and no second source has published a weapon damage number of any kind.
    • Accuracy is the statistic still missing, and it is missing completely: no hit-chance figure, no critical rate, no range distance for any of the four. The page that holds the numbers says so at the top rather than letting a full-looking table imply otherwise.
    • Also corrected: four block comments in content/weapons.ts had been mangled by a repair script in the previous pass, which mistook comment lines containing an odd number of quotation marks for unterminated strings and joined them with a literal escape. They compiled and linted cleanly, which is exactly why they survived.

    Still unknown

    • What a Repeater shot deals at 2 AP and at 3 AP. One figure, and it decides a tier placement.
    • Enemy Defense values. Flat reduction per hit does not tax the four types equally, and it is what the Pistol's S band rests on not existing.
    • Accuracy, hit-chance modifiers and critical rates for every weapon type.
    • What the range bands mean in actual distance.
    • Modification Slot counts — starting, maximum, and whether the four types differ. EA state only that the number rises over the campaign, and a trophy proves four mods fit at once without proving four is the cap.
    • Whether the Repeater's all-AP rule is the same mechanic as Trick's Fire Repeating Blaster or a separate one that resembles it.
    • Any corroboration for the damage figures. They rest on one outlet and nobody else has published a weapon damage number.

    Sources

    • 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

    • 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

  14. Pistol 1 AP, Longarm 2, Rifle 1 then 2 — and Utility charges refresh every battle

    Launch-week coverage published the first weapon statistic this database has ever held: three of the four Action Point costs, which makes weapon comparison a calculation instead of a description. Two other rules landed with it — limited-use Utilities refresh at the start of every battle rather than lasting a mission, and Focus Points can be reset and reallocated at any time.

    What changed

    • A Pistol always costs 1 AP. A Longarm always costs 2. A Rifle costs 1 for the first shot and 2 for the second, which is the entire three-point turn. The Repeater is named as the fourth ranged type and given no cost, so it stays unpriced here rather than being inferred from its role.
    • The Rifle is the one to plan around, because it is the only weapon that charges more the second time. A Rifle Operator picks between moving and firing twice; they cannot do both on a standard turn. The Squad Builder's weapon panel now says so on the tile and again underneath it, which is the first time that picker has carried a number at all.
    • The Longarm's answer arrives as a correction. This site had flagged 'whether Longarm attacks consume all available AP' as an open question since 13 August, reasoning that a long-range attack was the likeliest candidate for the all-AP rule EA describe. It is a flat 2 AP and leaves a point over. The guess was wrong, it is recorded as wrong on the record itself, and the all-AP rule is now a question about Abilities rather than about weapons.
    • Limited-use Utilities — grenades and health packs among them — refresh at the start of every battle, including consecutive battles inside one larger story mission. That inverts the habit every tactics player brings to this game: a charge carried out of a fight is a charge wasted, not a charge saved. It is on every Utility card and in its own callout, because a rule that contradicts an assumption has to be harder to skim past than a clause.
    • Focus Points can be completely reset and reallocated at any time, which answers an unknown the Focus Tree record had carried since it was written and answers it more generously than the question expected. Nothing states what a reset costs, so 'at any time' is not published as 'for free' — that distinction stays in the unknowns.
    • Bond levels turn out to offer a wider menu than this site had recorded. Three named Cross Trainings were read off the screen by a previewer in August; a reviewer describing the same menu adds increased health, ranged accuracy and movement range. Three are offered at a time, at least six exist, and 'you choose one of three' had quietly hardened here into 'there are three' — which no source ever said. The three new options are entered under our own descriptions rather than invented in-game names.
    • The health option is the strongest single piece of evidence on that record: a previewer named health buffs among the Bond bonuses in August and nobody had repeated it since. Two independent accounts, one build apart, is better corroboration than most facts here carry.
    • Two evidence labels are new, and they exist because launch week broke the taxonomy. `retail_review` is a tier-3 source — an outlet's review or hands-on of the shipped game — because Appendix B.1's tier 3 says 'pre-release observations' and none of these are, while tier 4 is reserved for values verified here. `retail_reported` is the matching status: it describes the build people are playing, so it carries no 'balance may change' caveat, and it is still somebody else's single observation, so it is not `tested`. Nothing on this site is `tested` yet.
    • None of the three sources is the developer, which is worth stating because one of them looks like it. The Xbox Wire tips article sits on a platform holder's channel and is bylined to an Xbox Wire editor; Xbox do not publish this game. So no fact from any of them wears a Confirmed badge, and `npm run test:evidence` enforces that rather than trusting it.
    • The Sharpshooter's Precision Shot moves from preview-reported to retail-reported. A reviewer with the full game lists a 100%-accurate shot among the abilities on offer, corroborating the ability's defining property from the shipped build. Only the never-missing is corroborated — the Advantage cost and the +50% maximum-rank critical damage are still one previewer's screen readings, and that critical figure is still the number the Scoundrel/Sharpshooter synergy is argued from.
    • One bonus rule, filed against Action Points: three AP is a cap on what an Operator can *hold*, not a ration of what they may spend. Assists and ability grants push a single Operator well past three points of actions in a turn — which is what stops the Rifle's escalating second shot being a hard ceiling, and makes AP support and the Rifle a genuine pairing.

    Still unknown

    • The Repeater's AP cost — the one weapon of the four with no published figure, and the gap that stops a complete AP-efficiency comparison.
    • Damage, range and accuracy numbers for every weapon. 'Least damage' and 'longest range' are comparisons, and they are all that has been published.
    • What a Focus Point reset costs, and whether it consumes a cycle.
    • How many Cross Trainings exist in total, and whether the three offered at a level are fixed or drawn from the pool.
    • The in-game names and figures for the health, ranged accuracy and movement range Bond bonuses.
    • How many charges each Utility starts a battle with, and whether the refresh rule covers every Utility or only the consumable ones.
    • Whether a Pistol's third shot in a turn still costs 1 AP. 'Always' is the source's word; three shots is the case nobody has described.

    Sources

    • 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 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

  15. Advantage is 1 per Operator damaging an enemy, and ten badges were wrong

    The lead designer states the Advantage rate outright — one per Operator damaging an enemy, to a maximum of ten — which closes the oldest unknown on the Advantage page and lets the Squad Builder express a squad's demand in damaging actions rather than in a currency nobody can see. The same pass corrects ten records and one builder rule that were labelled official while resting on hands-on previews alone.

    What changed

    • The rate resolves a three-way disagreement this site had been holding open. Video previews said Advantage came from landing attacks, two written previews said dealing damage, one said dispatching enemies. A developer interview outranks all of them, so damage wins — and the readings differ only on a hit that deals no damage, which is now an unknown in its own right rather than a conflict between sources.
    • The quantity is what changes the tooling. The Squad Builder could already price what a squad spends and had nothing to say about what it earns. It now converts demand into damaging actions: a squad whose Ultimates total 23 Advantage needs 23 of them, against the twelve Action Points four Operators hold — which is a far more legible way to say 'this squad cannot afford its own turn'.
    • Ten Advantage is now a measurable ceiling rather than a bare number: ten damaging actions to fill from empty, so an ability priced at the full pool costs close to a whole turn of the squad shooting.
    • The evidence correction is unrelated to the interview and was found while checking it. Six abilities — Sweeping Salvo, Combat Recon, Bulwark, Bull Rush, Quick Draw and Precision Shot — one Talent, three questions and one Squad Builder rule carried an official badge while citing hands-on previews and nothing else. Official is reserved for EA, StarWars.com and developer interviews, so the badge was attributing screen readings to a publisher. All eleven now read preview-reported, and the four resting on a single previewer dropped from confirmed to strongly supported.
    • Those records also moved from 'pre-release' to 'pre-release preview build', which is the distinction that decides what happens on 27 August: a preview build is a build, so they need re-testing against retail rather than promoting.
    • A new check, scripts/verify-evidence.ts, now fails the test suite if any record claims official status without an official source, if any claim cites no source, or if any cited source id does not resolve. Ten mislabelled records is too many to have arrived deliberately, so the audit became a test.

    Still unknown

    • Whether a multi-hit or multi-target attack generates 1 Advantage or one per enemy damaged. This is the largest remaining question about the economy and it decides what a Gunslinger's several shots are actually worth.
    • Whether an attack that connects but deals no damage generates anything.
    • The Advantage cost of four of the eight Ultimates.
    • Whether the maximum of 10 can be raised.
    • Where the rank-by-rank values on Combat Stim, Identify Weakness and Morale Boost came from. They are attributed to the developer interview and are far more granular than an interview would carry, so their attribution is under review.

    Sources

  16. A written guide corroborates three systems and adds two details

    A pre-launch mechanics guide published on 22 August describes Fearless Leader, Combat Jump and Custom Operator recruitment. Almost all of it was already recorded here in more detail, which is itself worth publishing: three claims this database had been carrying on one outlet's account now have a second, and two open questions narrowed.

    What changed

    • What is new, in full: Combat Jump's Burn scales with the Talent's ranks rather than appearing only at the last one, and a Custom Operator's generated build is reconfigured at the Den. Both narrow an unknown rather than adding a mechanic.
    • The recruitment point is the one that changes a decision. A recruit arrives with a generated name, Talent, primary Specialization and weapon type, and those can be adjusted afterwards — so passing on a good recruit because the roll gave them the wrong Specialization is the wrong reason to pass. What it costs to change is still unpublished.
    • Fearless Leader is unchanged. The guide describes it as a squad-wide buff to assist damage, Defense and Chance-to-Hit that improves with its ranks, which is what this database already recorded from two official sources — so the record gains a corroboration rather than an edit, and its verified date is deliberately not bumped.
    • Combat Jump's cost line was single-source until now: 2 Advantage, no Action Point, and triggering neither Overwatch nor retaliation. A second outlet describing the same ability is the corroboration that claim needed, even though it supplies no numbers.
    • Several authored Talents are independently confirmed without changing: Tel-Rea Vokoss generating Harmony, Luco Bronc's Sharpened Senses, Jae Mordant's Final Shot assisting against low-health targets, Trick reviving after being Downed, and Kabb Uppercut's Uppercut refunding AP on a kill.
    • No new first-party material. No EA or StarWars.com article since the 17 August final-trailer piece exposes weapon-mod names, weapon statistics, Focus Tree numbers or ability costs, so the gaps in the database are unchanged.

    Still unknown

    • How many Burn stacks Combat Jump grants at each rank below the maximum of four.
    • What reconfiguring a Custom Operator costs — Credits, a cycle, or nothing — and which of the five generated properties can actually be changed.
    • The size of Fearless Leader's three bonuses at any rank, and whether they apply to Hawks himself.
    • Which authored characters are the exceptions to Specialization changes.

    Sources

    • 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

  17. The roster caps at twenty, and one of our source links was wrong

    Two facts were sitting unextracted in an official EA article this site already cites: the Operator roster starts at seven and caps at twenty, and certain missions let you control characters beyond the squad limit of four. Both had been recorded here as open questions. Separately, a source added earlier the same day carried a URL that did not exist, and that is worth publishing rather than quietly fixing.

    What changed

    • The roster runs from seven to twenty, raised by Den upgrades, story progression and authored Operators joining. Twenty is a wide bench against a squad limit of four, and Bonds are what make width expensive: relationships build between a settled pair, so an Operator you recruit and rarely field earns you nothing.
    • Four is the standard squad limit rather than an absolute one — EA say certain missions give you additional characters to control. Which missions, how many, and whether you pick them are all unstated, so plan squads as four and treat the extras as a bonus rather than a slot.
    • Neither fact is new reporting. Both were in a tier-1 article registered here since August, while the questions above them carried them as unknowns. The gap was in our reading of the evidence rather than in the evidence, which is a different failure from the ones this log usually records and a more embarrassing one.
    • The correction: the VULKK guide added earlier on 23 August was entered with a reconstructed URL and a paraphrased title rather than the real ones. The claims drawn from it were re-checked against the live article and quote it exactly, and the citation now points where it should. A link nobody can follow is worse than no link, because it looks checked.
    • Not entered: a widely repeated claim that only one exotic-class Operator can be deployed at a time, astromechs excepted. It appears in aggregator videos and wikis and in no first-party source, and EA's own material does not support it. It stays out until something tier-4 or better carries it.

    Still unknown

    • Which Den upgrades raise the roster cap, and by how much each.
    • Which missions grant additional characters beyond the four, how many, and whether you choose them.
    • Whether the standard squad limit of four can itself be raised.
    • Whether more than one exotic-class Operator can be fielded at once.

    Sources

    • 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"

  18. PC system requirements, with the half everyone drops

    EA publish minimum and recommended PC specifications and this site had recorded neither, which left a common pre-purchase question answered everywhere except here. The new page reproduces both tiers with the resolution, framerate and preset each is actually specified against.

    What changed

    • The target line is the reason the page exists rather than a link to EA's. A minimum specification here means 1920×1080 at 30 FPS on the Low preset — it is not the hardware that runs the game, and a spec table quoted without that context invites exactly that misreading.
    • Both tiers publish alternatives rather than requirements. EA name an Intel and an AMD processor at each level, and the minimum graphics row names an Intel Arc B580 alongside the Radeon RX 5600 XT and the GeForce GTX 1080. Any one part on a row satisfies it.
    • Storage is 50 GB at both tiers, and DirectX 12 and 64-bit Windows 10/11 apply to both.
    • Recorded as structured data on the game profile rather than as page copy, so a revision to EA's table is one edit rather than a hunt through prose — the same rule that keeps the release date in one place.
    • PC only, and the page says so. EA publish no console performance target of any kind, so no resolution or framerate is stated for PlayStation or Xbox and none is guessed at here.

    Still unknown

    • Any performance target on console.
    • Whether the 50 GB figure includes the day-one patch, and whether an SSD is required rather than assumed.
    • Whether upscaling, frame generation or ultrawide aspect ratios are supported.
    • What the Low and High presets change, and whether presets exist between them.

    Sources

    • 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

  19. Release date page published, and the rule against ranking before testing overridden

    Six days before launch this site had no page a reader could land on to find out what day the game came out, and no ranked page of any kind — the two highest-demand query clusters around a release, both of them going elsewhere. A release page now answers the first from sourced product facts, and three tier lists plus a starting-class guide answer the second, with every placement labelled theorycraft and carrying the observation that would move it.

    What changed

    • New: /release-date. The confirmed date and platforms, the editions, and a section stating plainly that no unlock time has been published by anyone — three official pages were re-read to establish it. Every fact on the page is read from the game profile record rather than written into the page.
    • The unlock time, the preload window and early access on the Deluxe edition were added to the game profile's unknowns. They are recorded absences, so the questions that answer with a no restate an entity rather than originating a claim.
    • Four new questions: when the game releases, what time it unlocks, whether the Deluxe edition carries early access, and what it costs. Three of the four answer with an absence.
    • New: /guides/beginners. The confirmed rules of a turn and a campaign ordered as a first session meets them, assembled from the mechanic records so that re-verifying a mechanic on 27 August updates it automatically.
    • New: /tier-list, and one list each for Specializations, Operators and weapon types. This overrides blueprint non-negotiable 4, which forbade publishing 'best' before testing; the override, its date and its reasoning are recorded in docs/00-BLUEPRINT-SUMMARY.md and docs/SEO.md rather than quietly applied.
    • What the override did not license: no placement claims to be tested. Every row carries theorycraft or preview-reported, and every row names, in advance, the specific observation that would move its band. On 27 August that list is the checklist.
    • New: /guides/best-starting-class, which asks a different question from the class tier list — strongest at rank one with nothing unlocked, rather than strongest fully invested.
    • Not built: a Weapon Mod tier list. Not one mod has a published name, so there is nothing to rank. /tier-list says so rather than omitting it silently.

    Still unknown

    • The unlock time on any platform, in any timezone.
    • Whether the game preloads, and from when.
    • The price of either edition. EA publish none.
    • Every figure the tier lists would need to be measurements rather than analysis: ability Action Point costs, enemy Defense values, and the rate Focus Points arrive at.
    • Every Weapon Mod name, which is what blocks the fourth tier list.

    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

    • 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

    • 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

    • 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: 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

  20. Every companion Talent priced and ranked; Harmony corrected, and Jae Mordant's class published at last

    A hands-on preview walked all six authored companions plus the astromech through their kits rank by rank, which turns most of this site's companion Talents from described effects into priced ones. Two entries were wrong rather than merely thin: Tel-Rea Vokoss' Harmony does not accumulate across a fight, and Cly Kullervo is less locked than we said.

    What changed

    • Harmony is a per-turn allowance, not a running total. Tel-Rea Vokoss begins every turn holding up to six stacks, each worth 4% deflection and 4 lightsaber damage, and a Lightsaber Strike consumes three. This site said she accumulates Harmony across a fight, is weakest on turn one, and should be held back while it builds — all of which followed from that reading and none of which is true. She is at full strength immediately, and waiting wastes the allowance.
    • Tel-Rea Vokoss now recommends no Specialization at all. She cannot take one of the eight as a primary or a secondary: at the dual-Specialization unlock she invests in Force Pull, Lightsaber Throw and Elegant Weapon instead. The two class recommendations her page carried were flagged as theorycraft and are removed rather than reworded, because they were advice for a choice that does not exist.
    • Cly Kullervo can take a secondary Specialization, and the Squad Builder was refusing it. Her primary is locked to Mandalorian Warrior, but any of the eight can be added alongside it mid-campaign. The builder cleared her secondary along with her primary until today, so a legal squad could not be built or shared. Exotic classes now record that distinction themselves rather than the builder assuming all three behave alike.
    • Jae Mordant starts as an Assault. Her Specialization was the largest single gap on this site and the reason her page deliberately carried no build advice; it is published, so the page now makes recommendations. Final Shot is priced too: once per turn, executing an enemy left on 4 health or less at the first rank rising to 10, from anywhere on the map, and it cannot miss. It does nothing while she is Downed.
    • Combat Jump costs Advantage, not an Action Point. Cly Kullervo's Talent was recorded with the wrong cost type entirely — 2 Advantage and no action, provoking neither Overwatch nor retaliation, which makes it a far better positioning tool than the record implied. Her armour's +3 base Defense also answers a question open since August 6th about whether the beskar does anything mechanical.
    • Uppercut refunds the travel, not just the strike. Kabb Uppercut can spend a full turn's Action Points crossing the map, kill an ordinary enemy on arrival and get all of it back, which makes it a movement ability with a kill attached. His page now recommends Sharpshooter for that reason and no longer recommends Heavy.
    • Combat Gas raises damage as well as accuracy: 2 Advantage, no Action Point, once per battle, for stacks worth +5% to hit and +1 ranged damage each. Luco Bronc was filed as a pure accuracy fix and is not one. There is also a real anti-synergy with his own class, since the Sharpshooter Ultimate cannot miss and still spends a stack.
    • For My Brothers does inflict an Injury, until the third rank buys an exemption for the first Downing of a mission. Trick's record has carried a standing instruction since August 14th not to call him permadeath-resistant until somebody answered that; the answer is that the caution was right at low rank and wrong at the top one, where he stands up inside the same turn with an Action Point back.
    • Electro Web Dart and Electro Web Surge are entered as abilities. Cly Kullervo's unnamed 'electrified darts' had been an open question since August 13th. The Surge ignores Defense, which is what makes the pair worth roughly a full Advantage pool in a turn.
    • Astromechs do not take a standard class at dual Specialization. They unlock an extra passive, ability and Ultimate instead. Their Action Point donation is also confirmed as a transfer of the droid's own point rather than one created from nothing, which keeps it distinct from Hawks paying 3 Advantage for the same effect.
    • The starting Specializations for every changeable companion are recorded for the first time: Kabb Uppercut as a Scoundrel, Trick as a Soldier, Jae Mordant as an Assault, Luco Bronc as a Sharpshooter. All four can be changed at the Den.
    • Nothing was invented to fill the gaps this opened. Several published numbers cover only the first and last rank of a Talent, and the steps between are recorded as unknown rather than interpolated.

    Still unknown

    • How many ranks the authored Talents have. Four steps are described for For My Brothers, where a Custom Operator's Talents have three.
    • The values at the middle ranks of most companion Talents. Sources give the first and the last.
    • What the astromech's extra passive, ability and Ultimate at dual Specialization actually are.
    • Electro Web Surge's own Advantage cost, separate from the darts that set it up.
    • Whether Sharpened Senses stacks survive into the next turn, which decides how much one activation per battle is really worth.
    • Whether unspent Harmony carries over, and whether stacks are lost when Tel-Rea takes damage.
    • Whether Final Shot's ranks raise the threshold or the number of shots per turn. Two sources disagree, and neither is written as settled.
    • Which secondary Specializations Cly Kullervo is actually offered in practice.

    Sources

    • 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

    • 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

  21. Trophy list entered as a new evidence tier; Very High Bond, four-astromech squads and four-mod weapons confirmed

    The pre-release trophy list published on 17 August answers five questions this site had recorded as unknown, including whether a four-astromech squad is legal and how many Weapon Mods fit on one weapon. It is a different kind of evidence from anything here before — a trophy proves an action ships without describing how it works — so it has its own status label rather than being filed as official or preview-reported.

    What changed

    • `achievement_confirmed` is a new status label, and `achievement_list` a new source tier. A trophy requirement sits between the two labels either side of it: stronger than a preview, because it describes the retail build rather than a capped one, and weaker than a developer article, because it names no cost, no cap and no value. Both the badge and /about pick it up automatically.
    • Very High is a fourth Bond tier, above the Low, Neutral and High previewers reported. High was not the top of the ladder, and whether Very High is has not been stated.
    • Ten pairings are evidenced to reach Very High, including two astromechs and two Custom Operators. They are published as existence proofs, not as a compatibility matrix — /database/bonds says above the table that an absent pairing is unknown rather than impossible.
    • A mission can be completed with four astromechs. The Astromech class record carried 'whether a full astromech squad is viable or merely possible' as an open question since it was written; the legality half is now answered and the viability half is restated as its own unknown, because an achievement proves somebody did it once and nothing more.
    • At least four Weapon Mods fit on one weapon. The wording is deliberate throughout: the trophy proves four fit, not that four is the maximum, and this site does not publish the second claim.
    • Four new mechanic pages: displacement, chance to hit, difficulty and Beskar Mode, and Weapon Mods. Displacement and chance to hit are consolidations of facts that were scattered across three pages each; difficulty had no page at all, and Beskar Mode was not mentioned anywhere on the site.
    • Weapon Mods are a guide rather than a database section, and deliberately. Not one mod has a published name, so an index would be a table of blank rows — the same test that keeps the fourth exotic class and the lightsaber unrecorded. /llms.txt now says so explicitly, because it previously told models that weapon-mod information was absent entirely.
    • /database/bonds is a new page. The three Cross Training bonuses and their values were live on the site already, inside two mechanic pages as prose — a number with a source living in a paragraph is the failure docs/CONTENT-MODEL.md exists to prevent, and they are now records.
    • Medkits are entered as the third Utility. EA name three and this site recorded two; the open question about whether a Medkit is distinct from the Medic's healing stays on the record rather than being resolved by assumption.
    • The Concussion Grenade's displacement claim now has a source. Its editor note carried a standing instruction not to call it a displacement tool because the name implied one and nothing stated it — a previewer knocking enemies out of the combat space with one is that source.
    • Two written previews from the 11 August embargo were missing from the source list and are now entered: Xbox Wire's and PC Gamer's. Between them they add the Gunslinger and stacking-Burn interaction, a sharper wording for how Advantage is generated, the observed astromech loadout, and a played account of the Heavy's taunt and counterattack loop.
    • Three new builds: Gunslinger Burn, Hawks Stationary Sharpshooter and Astromech Support. A Hawks and Trick AP-burst page was considered and not created — the existing Hawks AP Support build already models the same interaction, and a second page would have been the thin near-duplicate the indexation policy exists to keep out.
    • Nothing was downgraded. Where the newly entered previews are more cautious than this site's existing records — declining to name abilities this site has named from captured footage, or to quote costs it has recorded — the existing records stand.

    Still unknown

    • The name of every Weapon Mod. Not one has been published, which is why there is no mod database.
    • Whether four Weapon Mods is the maximum or merely a proven floor.
    • Whether Very High is the top Bond tier, and every maximum-Bond Passive Ability.
    • Whether pairings outside the ten evidenced can reach Very High. Almost certainly yes; nothing states it.
    • Whether a four-astromech squad can complete every mission, or only the one the achievement describes.
    • What each difficulty tier actually changes, and whether the three-Injury threshold moves with it.
    • How far anything pushes, and whether heavy or armoured enemies resist displacement.
    • What an enemy-to-enemy collision does to either enemy.
    • Burning damage per stack, the stack cap, and whether the mod triggers per attack or per hit.
    • The name and values of the stationary damage-and-accuracy ability a previewer used on Hawks.

    Sources

    • 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

    • 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

  22. 63 questions given their own pages, and the game's own platform and credit facts recorded for the first time

    The site could explain the Advantage economy in detail and could not say what platforms the game ships on. That gap is closed: product-level facts are now a sourced record, and 63 of the questions people actually search for have pages that answer them from the records this site already held.

    What changed

    • A `gameProfile` record now holds the developer credits, publisher, genre, platforms, player mode, setting, editions and pre-order bonus, each field carrying its own source ids. EA's and StarWars.com's pages were re-read on 2026-08-15 to enter it.
    • Platforms are recorded as PC, PlayStation and Xbox — the three families EA name — and the console generation is recorded as an unknown. Every 'PlayStation 5 and Xbox Series X|S' in circulation traces to reporting rather than to EA, and this site does not repeat it.
    • No price is recorded for any edition. EA's pre-order page names the Standard and Deluxe editions and their contents and publishes no figure, so a price here would have been copied from a storefront rather than sourced.
    • StarWars.com's phrase 'a single-player turn-based tactics game' is now the source for both the genre and the player mode. EA's own game page never addresses player count, which is why the claim cites StarWars.com alone.
    • 63 question pages published under /faq, grouped into seven topics. No fact originates in them: every answer restates a Mechanic's confirmed facts, an Operator's build facts, a weapon-system fact or the new game profile, and cites the same sources that record cites.
    • Every named ability now has its own URL under /database/abilities/. Abilities are searched for by name — 'zero company zero in' is a query, 'zero company abilities' is a browse — and an index page cannot rank for the first on their behalf.
    • `FAQPage` structured data now appears on the question pages and on the mechanic, class, ability and Squad Builder pages that carry question blocks. It is built from the same array the page renders, so the markup cannot describe questions a reader cannot see.
    • `VideoGame` structured data now appears on the homepage, built entirely from the game profile, alongside a new visible section carrying the same facts. The markup needed the section to exist first — blueprint 10.2 allows structured data only where the visible content supports it.
    • The canonical origin is now normalised in code. `lib/site.ts` rewrites the bare apex to the `www` host it redirects to, so an environment variable pointing at the apex can no longer publish canonical tags, an og:url, a robots Host line and every sitemap entry that all immediately redirect.
    • The indexable route count moves from 103 to 192.

    Still unknown

    • The price of any edition, on any platform. EA publish none.
    • The console generation. 'PlayStation' and 'Xbox' is the whole of what EA say.
    • Whether a Collector's Edition exists — widely reported, and on no EA page this site has read.
    • Whether the game has any co-operative mode. StarWars.com say single-player; nobody addresses co-op either way.
    • Whether the game supports mods, and how many languages it ships in.

    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

    • 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

    • 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

  23. There is no sniper rifle: the four weapon types, and the words people use instead

    EA name exactly four Weapon types — Longarm, Repeater, Rifle and Pistol — and a good deal of the vocabulary circulating for this game is borrowed from XCOM rather than taken from the game. The weapons page now publishes the mapping, so a reader who searched for a sniper rifle, a shotgun or a heavy weapon gets a straight answer instead of silence.

    What changed

    • Sniper rifle means Longarm. Machine gun, LMG and repeating blaster all mean Repeater. Assault rifle and carbine mean Rifle. Sidearm and blaster pistol mean Pistol.
    • Shotgun and heavy weapon map to nothing. No close-range burst type has been named, and Heavy is a Specialization rather than a weapon — a Heavy carries one of the same four types as anyone else. Both are recorded as absences of evidence, not as EA ruling them out.
    • Ion is the confirmed counter to Separatist droids, but nothing states how you equip it — weapon, Weapon Mod or Utility are all still open. The anti-droid build already said so; the weapons page now says it too.
    • The lightsaber stays off the weapons page. Tel-Rea Vokoss fights with one and previewers describe her attacks, but no source says whether it fills the weapon slot, so entering it as a fifth type would be inventing a mechanic. It remains on her Operator page and in her unknowns.
    • Dual-wielded pistols are asserted by several sites and stated by none. The Gunslinger's multi-attack identity makes it a reasonable guess and it is recorded as a guess, in the Pistol record's editor note.
    • The confirmed rules about the weapon system moved out of the page and into the content database, where they carry sources. Two mattered: each weapon has a set number of Modification Slots which can increase over the campaign, and every Operator's default weapon can be changed in the Armory. The Ion recommendation had been asserted on the weapons page with nothing cited for it at all.
    • Weapon Mods are swapped freely between missions rather than consumed, are visible on the weapon model, and at least one applies stacking Burning on hit — so a mod is a source of status effects, not only of stat changes.
    • Armory and Weapon type are now glossary entries, and Weapon Mod gained the slot rule and the Burning example.
    • No numbers were added, because none have been published. Damage, accuracy, AP costs and slot counts remain unknown and remain listed as unknown.

    Still unknown

    • Whether a shotgun-equivalent exists under one of the four type names.
    • How Ion damage is delivered — weapon, mod or Utility.
    • Whether the lightsaber occupies the weapon slot or sits outside the system.
    • Whether any Operator dual-wields, and whether that is a weapon or an ability.
    • How many Modification Slots each weapon starts with, and what increases them.
    • The in-game names of individual weapons within each type.

    Sources

    • Lead Zero Company To Victory on August 27

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

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

    • 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: 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

    • 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

    • 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

    • 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

  24. The Scout is an Advantage battery, and Trick's rocket costs the entire pool

    Three written previews give the Advantage economy its first named generator and its first ability priced at the maximum: a previewer reports the Scout has several abilities that fill the shared pool quickly, and Trick's explosive strike is priced at 10 Advantage for one use. Together those turn Advantage from a resource you spend into a resource one Operator's slot can be dedicated to producing, which is a squad-composition decision rather than a tactical one.

    What changed

    • The Scout now leads with Advantage generation rather than reconnaissance. A previewer describes it as having several abilities that accumulate Advantage at a rapid pace — the only class anyone has described that way, and the first time any class has been given an economic role instead of a tactical one. Its officially stated role is unchanged and still reads 'reconnaissance'.
    • The pairing is not ours. The same previewer put a Scout alongside Cly Kullervo, who he calls very Advantage-hungry, and describes her clearing the battlefield as a result. A new build page, Scout Advantage Battery, is that pairing with the other two slots reasoned out and labelled theorycraft.
    • Trick's explosive strike is entered at 10 Advantage for a single use — the entire maximum pool spent on one attack. It is the third confirmed price after Hawks' 3 and Sweeping Salvo's 4, and it is a different shape of decision: a squad carrying it can afford nothing else that fight.
    • Cly Kullervo has a kit for the first time. A previewer describes her tagging several enemies with electrified darts and then chaining an electrocution through them and everything nearby. Nothing is named or priced, so it is recorded as a previewer's account with every quantity listed as unknown.
    • Astromechs enter combat with no blaster at all, armed instead with grenades, ally buffs and enemy disruption. This retires a standing unknown rather than adding one — the site previously asked whether an astromech could deal meaningful damage and noted that no previewer described one doing so. Silence was evidence of absence here, and grenades are now the droid's only damage route.
    • Tel-Rea Vokoss may return fire rather than only stop it. A previewer characterises the Padawan kit as Force pushing enemies and deflecting blaster fire back at them, which is recorded on Noble Stance. Whether the returning is part of that ability, how much a returned shot deals, and whether it is a passive instead are all open.
    • The Squad Builder gained two rules and lost none. A Scout alongside any Advantage spender now reports a generator-and-spender synergy, ranked as a reading rather than a confirmed finding because it is preview-reported. A Scout with nothing to spend on now warns instead — the pool caps at 10, so income a squad never spends is thrown away.
    • Bonds are not reported to unlock your second Specialization. A reading to that effect circulates and no source found supports it; the previews describe Bonds paying out stat boosts, Focus Points and Cross Training, while the secondary Specialization is placed at a campaign position, with one previewer naming cycle 18. The Bonds guide now says so explicitly, as a claim about the sources rather than about the game.
    • Specialization kits are reported to be lean — one or two passives, an action, and a single Advantage-needing ability each. If that holds, a four-Operator squad has at most four claims on the pool, which caps how badly the economy can be overloaded.
    • These three sources are written rather than spoken, so their names and numbers are the authors' own rather than an auto-generated caption's guess. That is a genuine evidence upgrade over the 2026-08-11 video previews, and it is why a figure like 10 Advantage is recorded as a number. The tier is unchanged: still hands-on preview, still a capped build, still subject to change before 27 August.

    Still unknown

    • Which Scout abilities generate Advantage, how many there are, and how much each yields. 'Several' and 'rapid' is the whole of the evidence.
    • Whether Combat Recon — the scan granting one Advantage per unit — is one of them. It is the obvious candidate and its owner is still deliberately unattributed.
    • Whether Trick's strike is his own or the Soldier's rocket seen on him, which turns on his unpublished starting Specialization.
    • Whether 'charges up' means a wind-up across turns or an aiming step within one.
    • What Cly's darts and electrocution cost, whether the electrocution requires the darts, and how far the chain spreads.
    • Whether deflected blaster fire is returned to its sender or merely stopped, and how much a returned shot deals.
    • Whether Bonds contribute to the secondary Specialization unlock at all.
    • Whether the maximum of 10 can be raised — which matters more now that one ability is reported to cost all of it.
    • Whether Advantage is generated on landing an attack, on dealing damage, or on killing. Three previews now word it three ways.

    Sources

    • 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

    • 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

    • 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

    • 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

  25. Advantage is earned by landing attacks, not by dealing damage

    Four independent previewers state the same generation rule, which settles a question the Advantage guide previously could not answer and pointed at two opposite squad compositions. Advantage income is a function of how many attacks a squad lands per turn, so the class that fires most often is the squad's engine and the class with the single biggest hit is its sink.

    What changed

    • The site's Advantage pages previously said the formula was unpublished and named the two possibilities — hits landed or damage dealt — without being able to choose. IGN, Star Wars HQ, Dantics and EckhartsLadder all describe it as landing attacks.
    • Two Advantage costs are now known, both spoken aloud as they were spent: Hawks grants an ally one Action Point for 3 Advantage, and Sweeping Salvo costs 4 with a limit of three uses per mission. That per-mission cap is the only one found on any ability, and it changes banking behaviour.
    • The pool starts each fight empty, so the strongest abilities are unavailable on the opening turn. A previewer frames this as having to build momentum before the big tools come online.
    • This resolves a correction from 2026-08-06. The AP grant's attribution to Hawks had no citable source and was downgraded; a previewer has now used it as Hawks and named its cost.
    • The practical consequence for building is that a squad needs generators as well as spenders. Four Advantage spenders sit on an empty pool — which the Sharpshooter illustrates, since its best ability drains a resource it barely fills.

    Still unknown

    • How much Advantage a single landed attack generates, and whether it varies by weapon or damage.
    • The Advantage cost of every ability except the Hawks AP grant and Sweeping Salvo.
    • Whether the maximum of 10 can be raised.
    • Whether Advantage carries between missions or resets.
    • Which Operator or Specialization owns the scan that generates Advantage per unit.

    Sources

    • 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 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

    • 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

    • 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

    • 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

  26. Thirteen abilities and five status effects added from hands-on previews

    The abilities database nearly tripled, and the site gained a status-effects page where it previously had no coverage of them at all. Four of the eight Specializations now have a described core mechanic, and the Scout — flagged as the thinnest class page on the site — has a concrete role for the first time.

    What changed

    • Ten hands-on preview sources were added at tier 3. Until now every fact on this site came from an EA page, a StarWars.com page or one Xbox Wire interview: nothing from anyone who had played the game.
    • Newly described class mechanics: the Gunslinger's core shot refunds its Action Point on a kill; the Sharpshooter has an Advantage shot that cannot miss; the Soldier's rocket falls across a group; the Heavy's ordinary attacks taunt what they hit, alongside an area taunt.
    • The Scout's attacks reportedly apply a mark that removes range and smoke hit-chance penalties against the target. That recasts the class from a vague reconnaissance role — awkward in a game with no fog of war — into a squad-wide accuracy enabler.
    • Status effects are entirely new to the site: flat damage reduction, stacking burn, the Scout's mark, an accuracy debuff, and stacking invulnerability from a Talent. Flat reduction is the most build-relevant, because it punishes volume damage far more than single large hits.
    • Talents are assigned independently of Specializations. The strongest defensive pattern anyone has demonstrated — an area taunt combined with the Grit Talent's invulnerability — crosses both systems, and the Squad Builder models both since it gained a Talent slot.
    • Ability names transcribed from spoken commentary carry an editor note saying so. None has been confirmed against the game's own interface, and the effects are better evidenced than the labels.

    Still unknown

    • Every status effect duration and magnitude, beyond a single observed Defense value.
    • AP costs for all of the new abilities.
    • How many Grit stacks an Operator gets, and how they refresh.
    • The in-game names of abilities entered with descriptive ones.
    • The complete ability kit for all eight Specializations.

    Sources

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

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

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

    • Star Wars Zero Company 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 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

    • 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 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

  27. Healing costs a cycle, and a cycle may be a whole mission

    Previews describe a scheduling layer above combat that the site had no page for: cycles advance on completing a tactical mission, missions and Operations expire, and treating an Injury in a standard Medbay bed costs a full cycle. If one previewer's report that you can run only one combat mission per cycle is right, avoiding Injuries stops being a safety preference and becomes a scheduling advantage.

    What changed

    • Two new guides cover this: how the cycle clock works, and what to do at the Den between missions.
    • Conversations at the Den unlock missions that otherwise never appear — three previewers say so independently, and one warns you can miss content by skipping them. That makes the between-mission routine progression rather than flavour.
    • Operations can injure the Operators sent on them. One previewer reports that on normal difficulty every Injury he took came from Operations rather than from combat.
    • Enemy factions strengthen over the campaign regardless of what you do; crisis decisions steer how rather than whether. Ignoring certain Operations reportedly grants enemies upgrades that persist for the rest of the game.
    • An Injury is taken on being reduced to zero health, not from damage generally. That makes the system materially more forgiving than the three-strikes framing alone suggests, and previewers with genre experience all volunteer it.
    • A second Specialization is reported to unlock at cycle 18. That is one spoken figure from one preview build, and it is recorded as attributed rather than as a fact.

    Still unknown

    • Whether one combat mission per cycle is correct. A great deal of the campaign advice rests on it.
    • How many cycles a mission or Operation stays available for.
    • Whether the campaign has a total cycle limit.
    • What a Bacta Tank costs, and how that compares with the value of a cycle.
    • Whether an Operator can be killed outright from full health, or only through three separate downs.

    Sources

    • 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

    • 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

    • 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

    • 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

  28. Every Operator re-checked against its sources; Cly Kullervo's armour claim withdrawn

    All eleven Operator records were read back against the articles they cite, one character at a time. Four of the cited URLs did not point at the claim — one was the Xbox Wire front page — and two Operators cited a page that never mentions them. One build-relevant claim turned out to have no source at all and has been removed.

    What changed

    • Cly Kullervo no longer claims to be 'the only Operator in Mandalorian armor'. Nothing states it — not her Databank entry, not the EA article, not the announcement — so the claim and the 'explosives' tag that rested on it are gone. Her Mandalorian identity is confirmed and unchanged.
    • Cly now recommends Gunslinger first. StarWars.com calls her 'an infamous Mandalorian gunslinger', the only case where an Operator's official description names a Specialization.
    • Luco Bronc dropped to strongly_supported. Sources say he defended 'his home of Umbara' and never state his species, so 'Umbaran' is our inference and is now recorded as one.
    • Jae Mordant and Kabb Uppercut cited the StarWars.com game page, which mentions neither; neither has a Databank entry. Both now cite the EA article their biographies actually come from.
    • The species list dropped to strongly_supported. EA name six — Devaronian, Human, Mirialan, Togruta, Twi'lek and Zabrak — and introduce them with 'such as'. The familiar ten-species list is not confirmed by any source at our tier threshold.
    • Hawks' customisable voice and starting weapon were removed from his build facts and moved to unknowns; EA list species, first name, appearance, clothing and Specialization.
    • Tel-Rea Vokoss and Cly Kullervo now carry an explicit caveat that they may be among the 'couple of exceptions' Bit Reactor say cannot change Specialization, which would make some recommendations on their pages unreachable.
    • Source URLs are now deep links to the specific article, and per-character StarWars.com Databank entries were added for the five Operators that have one.

    Still unknown

    • Whether 'gunslinger' and 'sharpshooter' name Cly's and Luco's Specializations or merely describe them.
    • Which characters are the exceptions that cannot change Specialization.
    • Luco Bronc's species.
    • Whether the four further species — Neimoidian, Ovissian, Rodian, Weequay — are real, and whether they are Custom-Operator-only.
    • Force Push's Advantage cost. A figure of 6 circulates but traces only to fan sites.
    • Whether Hawks' voice and starting weapon are customisable.

    Sources

    • 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

    • 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

    • 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: 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

  29. Hawks' AP support downgraded: the ability is confirmed, the attribution to Hawks is not

    The source audit was extended from Operators to abilities, Specializations, weapons, Utilities, mechanics and builds. Most values held. The exception is the one the site leaned on hardest: nothing we can cite says the Advantage-for-an-Action-Point ability belongs to Hawks.

    What changed

    • EA list 'granting an additional AP to an ally for the turn' among generic examples of what Advantage buys. They do not attribute it to an Operator. The Xbox Wire interview, which this ability cited as its only source, never mentions it at all.
    • Three claims attached to it had no source: that it is Hawks', that it is once per turn, and that it persists across Specializations. All three are now unknowns. The ability itself stays — its existence is confirmed.
    • The ability dropped to strongly_supported, and the Squad Builder's AP-chain synergy dropped from official to theorycraft. The rule still fires on Hawks, because every secondary source agrees it is his; only the label changed.
    • Six of the eight Specializations cited only the developer interview, but the role wording they paraphrase is EA's — the interview characterises three roles, not eight. All eight now cite the EA article.
    • Call for Backup cited the interview, which does not mention it. Re-sourced to EA, who describe it directly.
    • Force Push cited the StarWars.com game page, which names no abilities at all. Re-sourced.
    • Verified clean and unchanged: all four weapon types (Longarm, Repeater, Rifle, Pistol), both Utilities, three Action Points per Operator per turn, the Advantage cap of 10, three Injuries to permanent death on standard difficulty, the mid-campaign secondary Specialization, Bonds, Cross Training and the Focus Tree.

    Still unknown

    • Whether the AP support ability belongs to Hawks, is limited to once per turn, or persists across Specializations.
    • The Advantage cost of every Advantage ability, including the AP grant and the Soldier's rocket.
    • Whether Identify Weakness guarantees a critical or only raises the chance.
    • Whether EA's Medkits should be a third Utility entry, or are the same thing as the Medic's healing.

    Sources

    • Lead Zero Company To Victory on August 27

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

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

    • 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

    • 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"

  30. The rest of the announced cast are not Operators, and Luco Bronc is an Umbaran after all

    Researched the seven characters named in the SDCC cast announcement that have no page here. None of them can be entered as an Operator: two are confirmed as something else, and five have no published role at all. The same research settled a species question the earlier audit had opened.

    What changed

    • EA's pre-order page lists the roster as 'Authored Operatives such as a Clone Trooper, Mandalorian, Umbaran, Jedi Padawan, and more'. Luco Bronc is the only Umbara-connected authored character, so his species is settled from the other direction and his record is restored to confirmed.
    • The same sentence corroborates Cly Kullervo as a Mandalorian and Tel-Rea Vokoss as the Jedi Padawan, both now cited twice.
    • Kundri Fathom is an antagonist, not an Operator — EA name her as leader of the Separatist-aligned cult the Infinite Coil.
    • Runa Blask is not a playable Operator either. StarWars.com describe her as keeping Zero Company's lights on, working from the Den rather than deploying.
    • Bennic Halloren, Neesh Renark, Typhon and Visser appear in the cast announcement as a name and a voice actor and nothing else. No official source states what any of them does. Their roles are described only on wikis, which this site treats as a lead rather than a fact.
    • M-3VO is the exception among those five: StarWars.com introduce him as the Caisson's pilot, which is a published role rather than a cast credit.
    • No entries were created for any of the seven. Blueprint 5.3 does not publish an entity with too little data to justify a page, and a character page whose only content is a voice actor is that.
    • The SDCC source had been sitting on a placeholder URL pointing at the StarWars.com news index. It now deep-links to the cast announcement.

    Still unknown

    • What Bennic Halloren, Neesh Renark, Typhon and Visser actually do, and whether any of them is playable.
    • Whether M-3VO is a squad Operator or the Caisson's pilot only. StarWars.com confirm he flies the ship and nothing more.
    • Whether the game has authored Operatives beyond the seven with pages here — 'and more' implies it does.

    Sources

    • 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

    • 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

    • 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

  31. Runa Blask and Kundri Fathom now have pages, marked not deployable

    Added a supporting-cast section to the Operators index for named characters who are not squad members. Two of the announced cast qualify; the other five still have no published role and remain unlisted.

    What changed

    • Operators can now be `kind: "supporting"`. The Squad Builder reads only authored Operators and Custom Operator groups, so a supporting character cannot be selected into a bay, and no squad code was added for either — existing shared links are untouched.
    • Runa Blask: Hawks' right hand at the Den, on one sourced sentence from the SDCC cast announcement. The page says so rather than padding it out.
    • Kundri Fathom: the antagonist, leader of the Infinite Coil. Her existence and role are official; nothing about fighting her is, so the page carries no counter-building advice.
    • Their pages drop the sections that only make sense for a deployable Operator — no recommended Specializations, no story-mission row, and the Squad Builder callout says plainly that they cannot be deployed.
    • Bennic Halloren, Neesh Renark, Typhon and Visser still have no entry. A page whose only content is a voice actor is what blueprint 5.3 declines to publish.

    Still unknown

    • Whether Runa Blask has any mechanical effect on a run, or is purely narrative.
    • Anything about the Kundri Fathom encounter — whether she is fought at all, and with what.
    • What the other four announced characters do.

    Sources

    • 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

  32. M-3VO added to the supporting cast as the Caisson's pilot

    The squad's pilot droid has a published role after all, so he gets a page alongside Runa Blask and Kundri Fathom. He is filed as supporting rather than authored, because nothing official says you can deploy him.

    What changed

    • StarWars.com introduce 'the Caisson and its pilot, M-3VO', and describe both ship and droid as original designs Bit Reactor created for the game. That is a role, not just a cast credit — which is why he clears the bar the other four announced names do not.
    • Filed as supporting. EA's roster line lists the authored Operatives as a Clone Trooper, Mandalorian, Umbaran and Jedi Padawan, with no droid among them, and no source lists M-3VO among the Operators you take on a mission.
    • No squad code was added, so he cannot reach a bay and no shared link changes. If he turns out to be deployable, the record moves to authored and gains one then — safer in that order than the reverse.
    • His hologram is framed whole rather than cropped to a head. The bust rule assumes a head-and-shoulders subject, and a droid cropped that way is an unreadable slab of hull.

    Still unknown

    • Whether M-3VO can be deployed on a mission at all.
    • Whether he does anything mechanical at the Den. He is widely called the crew's medic, but not by a citable source.
    • His droid classification.

    Sources

    • 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

    • 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

  33. Site launched with all pre-release confirmed data entered

    Every officially confirmed mechanic, Specialization, Operator and ability available before release has been entered as structured data with sources attached. Nine build pages are published, of which four are built on confirmed synergies and five are labelled theorycraft.

    What changed

    • Eight standard Specializations entered from official role descriptions, each with an explicit list of what is still unknown.
    • Seven authored Operators entered. Jae Mordant deliberately has no build recommendations, because her kit has not been published.
    • Seven confirmed named abilities entered: Combat Stim, Identify Weakness, Force Push, Uppercut, Morale Boost, the Soldier rocket attack, and Hawks' AP support.
    • Twelve mechanics guides published covering Action Points, Advantage, Overwatch, cover, high ground, Injuries and permadeath, Call for Backup, Bonds, Cross Training, Focus Trees, dual Specializations and Talents.
    • The Squad Builder ships with the rules-based synergy engine and the nine-dimension squad evaluation, both built only from confirmed mechanics.

    Still unknown

    • The complete ability kit for every standard Specialization.
    • Exact AP and Advantage costs for all abilities and weapons.
    • Complete weapon statistics, range rules, accuracy curves and mod slot progression.
    • Full Focus Trees, ranks, prerequisites and Focus Point costs.
    • All Utilities, effects, Specialization restrictions and acquisition sources.
    • All Cross Training bonuses and maximum-Bond passives.
    • Whether every primary and secondary Specialization combination is legal.
    • Exact character base stats and scaling.
    • Difficulty modifiers, enemy stat variants and mission-specific constraints.

    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

    • 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: 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

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