Zero CompanyDatabank
Field manual
Field manual

About the databank

How the site is built, what the numbers mean, and where they stop.

01The archive

Every record here is read out of the shipped game, build 24874058. Damage values, critical chances, range bands, focus costs, level gates, drop weights and reward chances are the numbers the game itself uses, not measurements taken from play. Where a page shows a piece of prose, that is the game's own authored text, keyword markup and all: when a description says Burning, the game marked that word as a keyword and the link goes to the same definition the game would show you.

Tactical maps are the one thing drawn rather than read. The game ships no top-down art for its levels, so each chart is a plan view built from the level's own placed geometry and actor transforms: the floor plan under it is every static mesh in the level projected down and rasterised, and the markers are the real cover, spawn, objective and hazard actors at their real coordinates.

02Reading a record

A stat bar is scaled against the highest value anything in the game reaches for that stat, so a full bar means best in class rather than full marks. Ranges are the raw figures the game stores rather than metres or tiles, so they are worth reading against each other and not on their own. Critical chance is stored as a fraction and shown as a percentage.

Focus cost on a skill line is cumulative, not additive. Taking the tier-four ability at cost 13 replaces the cost you had already paid for tier three rather than stacking on top of it, which is why the build planner prices a finished line far lower than adding its tiers together would suggest.

A cross-reference that renders as plain text rather than a link is a reference to something the game has no player-facing entry for. Those are left readable instead of being turned into a page with a heading and nothing under it.

03What is not here

Roughly two hundred abilities and effects in the game files are bookkeeping: cooldown markers, interrupt flags, damage plumbing. They carry no name, no description, no modifiers and nothing a player ever sees, so they get no page. The same goes for the character appearance catalogue, the animation and projectile tables, and the campaign arc scaffolding, which in this build still holds placeholder names.

Custom recruits are absent by nature. They are generated when you hire them, so the game ships their parts rather than the people; the roster covers the authored operators only. Anything a future patch adds will need the extraction run again, so treat the build number in the footer as the date on this archive.

04The game in its own words

The game explains itself in a set of briefings the tutorial shows once and then files away. They are reproduced here verbatim, because they are the clearest statement of how the Den, the roster and the strategy layer are meant to work.

Armory

The Armory is where you manage Operator loadouts and swap weapons. Here, you can install Weapon Modifications for stat boots and unique effects, as well as equip your team with Utility Items for the upcoming battle.

Armory_Utilities_Description

Utilities are equippable items. Depending on an Operator's Specialization, they can carry one or more Utilities. Utilities grant an Operator new abilities that can be used in combat.

Armory_Utilities_Equip_Description

Utility Items provide a powerful Ability to your Operator. Press to Equip.

Armory_Weapon Modification_Description

Weapon Modifications can be slotted on a weapon to alter weapon stats and apply unique effects. Each weapon has a limited number of Modification Slots, which can be increased at the Upgrade Facility.

Armory_Weapon Optimization_Description

Weapon Optimizations can be applied to an Operator's signature weapon to upgrade its power and stats. Weapon Optimizations are permanent and only one of each type can be applied.

Astromech

With the Droid Repair Bay operational, Astromechs can now appear as Operators at the Recruitment Facility!

Bonds

The Bonds Tab reveals the shifting dynamics and affinities within your team. Strengthening Bonds is crucial for forming a successful Zero Company team. As Operators grow closer, they earn Focus Points and can Teach each other passive abilities and unique tricks at the highest level of Bond.

Campaign Complete_Body1

Clone operators can now be recruited at the start of the new campaign

Campaign Complete_Body2

Additional Origin options for Hawks are now accessible

Campaign Complete_Body3

Unlocked cosmetics in the Customization Facility populate across all playthroughs

Choice Operations

Not every operation runs smoothly, some may force you to choose a path. The right call can pay off, but the wrong one might land you in some hot water.

Clone_Description

With Rex's assistance, clone troopers can now appear as Operators at the Recruitment Facility!

Customization

The Customization Facility allows you to update your Operators' appearance and outfit. You also have the ability to select and change the species for both Hawks and your custom Operators.

Focus Points

Earned Focus Points can be allocated to upgrade Operator abilities. Focus Points can be gained through leveling up the Roster Level. Let's upgrade our newly recruited Operator. Navigate to the Focus Tree Tab, select our new recruit, and allocate a Focus Point to one of their abilities. This is also a good time to allocate Focus Points to other Operators.

Galaxy Map_Bond Event

Dilemmas arise when Hawks has to face an important decision. Every operator in Zero Company will weigh with their opinion on how to resolve the issue. Take care in your choice as Bonds between Operators can change depending on the outcome.

Holotable

The Holotable shows all available Operations and Tactical Missions for the current Cycle. Certain adventures are Critical to advance the story. All objectives have a limited time frame to complete before they disappear forever. You won't be able to respond to every opportunity, so choose wisely.

Holotable_Crisis_Mission_Description

Some Crises require direct action. Crisis Missions require you to deploy a squad to prevent your foes from becoming stronger. Choose carefully. The effect to which you don't respond will be permanently applied.

Holotable_Crisis_Operation_Description

Just as Hawks and Zero Company grow stronger, so do their foes. Crises arise as new technology is about to be deployed to the battlefield.

Holotable_Crisis_Selection

Choose carefully. The effect to which you don't respond will be permanently applied.

Holotable_Influence_Description

Completing Operations and Tactical Missions will award Influence within the respective Zone. Gain enough Influence and you'll unlock a Zone Reward. Zone Rewards can be powerful Items or upgrades.

Holotable_Influence_Go To_Description

Your actions both large and small have an impact on the Galaxy. Open the Influence Tab.

Holotable_Influence_Part Two_Description

Contacts represent valuable local allies willing to vouch for Zero Company, granting a large burst of Influence when assigned to a specific zone. Look across the galaxy's Zones and dispatch your newly-acquired Contact to accelerate your alliances.

Holotable_Intel_Description

You've run out of Intel, which is required to start an Operation. Intel is gained by completing Tactical Missions.

Inspect Mode

The Inspect Mode provides controller users context-sensitive help. Activate Inspect Mode by pressing .

Inspect Mode_Hover

Hover over keywords or icons to receive further information about its function, mechanics, or controls.

Medbay

The Medbay allows Operators to recover from Injuries sustained during dangerous Missions or Operations. Standard beds require one cycle to heal, while the Bacta Tank provides instant recovery. Injuries negatively impact combat stats and must be treated carefully- accumulating three Injuries results in permanent Death.

Memorial

The Memorial honors the Operators who have made the ultimate sacrifice. You can visit this archive to reflect on their legacy, reviewing their stats and major accomplishments they achieved during their time with Zero Company.

Mission Briefing

Mission Briefing provides additional information on the mission before embarking. Press the Select Squad Button when you are ready.

Mission Briefing_PS5

Mission Briefing provides additional information on the mission before embarking. Press the Select Squad Button when you are ready.

Missions

Tactical Missions are ground combat encounters where you will command your squad through intense, turn-based combat, engaging enemy forces and completing objectives on distant planets. Remember to tie up any loose ends you may have in the Den before launching a mission, as missions will advance you to the next Cycle.

Missions_Go To_Description

Change to the Mission Tab to see what Tactical Missions are available.

Personnel

The Personnel Facility is the central hub for managing your company of Operators. Here, you can review Operator ability and combat stats, track the relationship Bonds within your team, and spend Focus Points (earned through Missions and Operations) to upgrade their stats and abilities.

Personnel_Bonds_Cross Training_Description

When two Operators reach certain relationship levels, they can engage in cross-training to mutually power-up a stat or to teach one another passive abilities.

Personnel_Bonds_Go To Facility_Description

A Bond Level has increase between your operators. Proceed to the Personnel facility to initiate Cross Training.

Personnel_Description_Second Specialization

Operators can now unlock a secondary specialization, allowing them to increase their overall power and create new hybrid builds.

Personnel_Skills_Focus Points

Allocate Focus Points to Operator Abilities

Personnel_Tel Meditate_Description

As a Force User, Tel-Rea forgoes traditional Utility Slots in favor of Force Meditation Abilities. Force Meditation Abilities are powerful, exclusive techniques that deepen her connection to the Force and refine her overall kit. Tel-Rea starts out with a single Meditation slot, but can gain more as she continues her Padawan training. These Meditations are equipped in the Armory.

Press Build_Body

From everyone at Bit Reactor, we hope you enjoyed this early look at STAR WARS Zero Company! The full game will be launching on PC, XBOX Series X|S and PlayStation®5 console on August 27th.

Recruitment_Description

The Den has limited space for new Recruits. At the moment, there's room for three new Operators. Be on the lookout for opportunities to increase your Roster Capacity to grow Zero Company.

Recruitment_Go To Personnel

Proceed to Personnel to look at your new recruit.

Recruitment_Recruit

When you've found a recruit press to hire them.

Rewards

Completing Operations and Missions grant you rewards that can improve your Operators. Utility Items, Weapon Modifications and Optimizations are items which can be equipped at the Armory Facility. Intel and Credits can be spent in the Black Market and Upgrade facility.

Second Specialization Annoucement_Description

Operators are now able to equip a secondary Specialization! Go to the Focus Tree in the Personnel Facility to upgrade your Operators.

Shop

The Black Market is where you can buy and sell Weapon Modifications and Utilities. The Black Market refreshes its stock every cycle, so check back to see what's available!

Shop_Unlock

Press to order the supplies Neesh needs to open the Black Market

Squad Select

Select Operators to deploy on the mission. The maximum squad size is 4.

Tasks

Operations are brief, non-combat assignments outside of the Den focused on information gathering, acquiring loot, or just simply replenishing the Den's modest Treasury. To launch an Operation, you must spend Intel- information is the currency of the field.

The Den

The Den is a decommissioned cargo freighter permanently docked at the Ring of Kafrene, a mining colony and deep-space trading post. This is your home in between missions: a place to devise strategies, manage loadouts, and check in with your Operators.

The Pit

The Pit is the common area where your Operators work and socialize. Talk to your crew, form Bonds, and learn about new Missions and Operations.

Upgrade

The Upgrade Facility allows you to bolster Zero Company's effectiveness. Here, you can fund improvements to the Den's existing infrastructure, such as adding Medbay Beds, or purchase roster-wide weapon upgrades that improve the combat stats of all your Operators.

Upgrade_Slots_Description

Constructing an Upgrade takes at least one Cycle and an available Build Slot. Unlock additional slots to construct multiple upgrades at one time.