Zero CompanyDatabank
Campaign systems
Systems

Campaign

What changes between difficulties, how fast the roster levels, and the bond ladder operators climb between missions. All of it is the game's own tables and wording.

Difficulty

Six settings, changeable at any time outside combat. The two lowest both ship labelled Story; the descriptions are what separates them.

Story D1Intended for players who prefer to enjoy the story with minimal challenge or for players with no familiarity with tactical games. All player actions deal increased damage. Enemies are significantly easier to fight, with much lower accuracy and damage.
Story D2For players who want some challenging moments with lots of room for error. Enemies are easier to fight. An ideal experience for players new to this style of gameplay.
Normal D3Intended for players new to tactical games. Enemies deal normal damage with normal accuracy. Weapon ranges are generous and mistakes are easy to recover from.
Hard D4Intended for players familiar with playing tactical games or players seeking a more challenging experience than normal. Enemies are tougher and deal more damage. Effective weapon ranges are reduced requiring more maneuvering and more risk. Initial bond levels between Operators are lower. The Bacta Tank is disabled.
Expert D5Intended for players with great expertise playing tactical games or players seeking the highest level of challenge for STAR WARS Zero Company. Careful tactics and planning are crucial on Expert difficulty. Enemies are tougher and deal greatly enhanced damage. Effective weapon range is greatly reduced requiring aggressive maneuvering and careful planning. Initial bond levels between Operators are much lower. The Bacta Tank is disabled.
Absolute D6The highest bar of difficulty. Every battle is a brutal fight for survival.

Bond tiers

Every pair of operators sits somewhere on this ladder. It runs four steps below neutral as well as four above, so a squad can actively dislike itself. Points are the running total needed to reach the tier.

-4Reviled0 pts
-3Despised50 pts
-2Hated70 pts
-1Disliked80 pts
0Neutral100 pts
+1Comrades125 pts
+2Friends175 pts · 15% reaction
+3Partners250 pts
+4Inseparable350 pts

How bonds move

Most bond movement comes from fighting together. The events that cost you points are dilemmas, disagreements and getting an operator hurt.

Actions taken in combatat most 5 per missionAwarded for actions taken in combat that benefitted a teammate
Completed an operation togetherCompleting Operations across the galaxy creates a lasting connection
Backup during combatat most 2 per missionAwarded when Operators call one another for Backup
Resolution of a DilemmaResolving a dilemma has altered the relationship between Operators
Time spent in the Lounge.Operators spent time in the Den Lounge together
Completed a mission togetherFighting together has built a stronger relationship
Conversation ChoiceProvided by a conversation choice made by the player
Cross-Training: Conflict ResolutionBoth Operators selected the Conflict Resolution training
Cross-Training: A Friendly GameBoth Operators selected A Friendly Game training
Death of an elite OperatorThe death of a teammate in combat has brought these Operators closer
Death of a respected OperatorThe death of a teammate in combat has brought these Operators closer
Death of a junior OperatorThe death of a teammate in combat has brought these Operators closer
Very strong disagreement during a DilemmaVery strongly disagreed with each other during a Dilemma
Disagreed with Hawks' decisionDisagreed with how Hawks chose to resolve a Dilemma facing Zero Company
Agreed with Hawks' decisionAgreed with how Hawks chose to resolve a Dilemma facing Zero Company
Disagreed on how to resolve a DilemmaDisagreed with each other on how to resolve a Dilemma facing Zero Company
Agreed on how to resolve a DilemmaAgreed with each other on how to resolve a Dilemma facing Zero Company
Damaged a Squad Memberat most 3 per missionDamaged one of your squad mates with friendly fire.
Assigned an injured OperatorAssigning an injured Operator to a dangerous task has affected opinions
Rallied a downed Operatorat most 3 per missionRallied an Operator who was downed in combat
Refused to helpHawks refused to help this Operator in a time of need
Helped in a time of needHawks agreed to help this Operator in a time of need
Helped in a time of needHelped in a time of need

Roster level

Level 1
0 XP
Level 2
100 XP
Level 3
225 XP
Level 4
250 XP
Level 5
275 XP
Level 6
300 XP
Level 7
325 XP
Level 8
350 XP
Level 9
369 XP
Level 10
400 XP

Roster level gates which abilities an operator can take: a tier with an unlock level will not appear before the roster reaches it.

Stat swings

An operator does not come back from a mission unchanged. These are the exact attribute changes the strategy layer hands out, split by how long they last.

What the game calls them
Extra PaddingIncreases Max Health by +{0} for all Operators.
Improved Assist DamageIncreases Assist Damage by +1.
Improved Cover Chance-To-HitReduces Chance-To-Hit penalties from Cover by 5%.
Improved Critical DamageIncreases All Critical Damage by +1.
Improved DefenseIncreases Defense by +1.
Improved DodgeReduces enemy Ranged Chance-To-Hit by 5%.
Improved Grenade DamageIncreases Grenade Damage by +1.
Improved HealthIncreases Max Health by +2.
Improved Melee DamageIncreases Melee Attack Damage by +1.
Improved MovementIncreases First Movement by +0.25m.
Improved Overwatch DamageIncreases Overwatch Damage and Retaliation by +1.
Improved Ranged Chance-To-HitReduces Chance-To-Hit penalties from Range by 5%.
Improved Ranged Critical ChanceIncreases Ranged Attack Critical Chance by +2%.
Improved Ranged DamageIncreases Ranged Attack Damage by +1.
Reduced Critical DamageReduces All Critical Damage by 1.
Reduced HealthReduces Max Health by 2.
Reduced Ranged Chance-To-HitIncreases Chance-To-Hit penalties from Range by +5%.
Reduced Ranged DamageReduces Ranged Attack Damage by 1.
Permanent
All Crit DamagePenalty-1 Critical hit damage
HealthPenalty-1 Max health
Ranged Accuracy Against DistancePenalty
Ranged DamagePenalty-1 Damage
All Crit DamageReward+1 Critical hit damage
DefenseReward+1 Base armor
First Move SpeedReward+25 Movement per ap
HealthReward+1 Max health
Melee DamageReward+1 Damage
Ranged Accuracy Against DistanceReward
Ranged Crit ChanceReward+3% Critical hit chance
Ranged DamageReward+1 Damage, +1 Bonus damage
Next mission only
Next Mission Lose Max HealthPenalty-2 Max health
Next Mission Ranged AccuracyPenalty+1 Accuracy reduction
Next Mission All Crit DmgReward+2 Accuracy reduction
Next Mission DodgeReward+2 Strikes
Next Mission First Move SpeedReward+25 Movement per ap
Next Mission Ranged AccuracyReward
General
Progression HealthReward+1 Max health

Cross-training

What an operator walks out of a training slot with. These stack for good and do not expire between missions.

Assist Damage+1 Damage, +1 Bonus damage
Crit Chance+3% Critical hit chance, +3% Critical hit chance
Crit Damage+1 Critical hit damage, +1 Critical hit damage
Defense+1 Base armor
Dodge Chance+1 Strikes, +5% Class tactic points
Gain Bond A Friendly Game+40 Class tactic points
Gain Bond Conflict Resolution+40 Class tactic points
Gain Focus+2 Class tactic points
Grenade Crit Chance+5% Critical hit chance
Grenade Damage+1 Bonus damage, +1 Bonus damage
Health+4 Max health
Large Dodge Chance+3 Strikes, +5% Class tactic points
Large Speed+100 Movement per ap
Melee Damage+1 Damage
Overwatch Damage+1 Damage
Ranged Damage+1 Damage, +1 Bonus damage
Reduce Range Penalties+5% Class tactic points
Speed+50 Movement per ap
Utility Damage+1 Damage

Influence awards

Zone influence is handed out in three fixed sizes rather than in arbitrary amounts. What each one is worth against a zone's thresholds is on that zone's page.

Small influence
3
Medium influence
5
Large influence
7

Loading tips

Enemies using Cover are more difficult to hit. Move around the cover to improve your shot.

Smoke makes enemies more difficult to hit, but can also make your own Operators harder to hit.

The Sharpshooter's Precision Shot cannot miss. Use this to finish off tough targets.

The Medic's Combat Stim ability lets them boost an Operator's Damage and Health.

The Heavy's Bulwark will Taunt enemies and controls who they can attack.

The Gunslinger's Open Fire ability is excellent for eliminating multiple targets at once.

The Soldier's Rocket Strike is a powerful detonation that easily strikes multiple enemies.

The Scout's Ambush can do terrifying damage to a single enemy target.

The Gunslinger's Quick Draw is not to be underestimated and can rampage through weak targets.

The Astromech's Coordinated Support grants the entire team additional AP.

Each Operator has three AP each turn. Use them wisely.

When an Operator's Health drops to zero, they are Injured.

Special Abilities require Advantage, which is gained by damaging enemy units.

Take Cover behind objects on the battlefield to protect your units. Cover makes your Operators harder to hit.

Enemies with Evasion are very difficult to hit, but firing on the enemy removes Evasion.

Explosive Grenades are short range explosives that destroy cover and deal excellent damage.

The Medpac can heal your Operators, but can't be used on the Astromech.

The Astromech excels at granting teammates additional Action Points.

The Sharpshooter's Zero In ability grants powerful bonuses, but is lost once they move. Find an excellent perch and light the enemy up.

Repeating Blasters end the Operator's turn, but deals substantial bonus damage when spending 2 or 3 AP.

The Soldier's Brutal Strike ability strikes an enemy at close range.

The Pistol can be fired multiple times each turn, letting an Operator generate more Advantage.

Cly Kullervo's ElectroWeb Dart can slow enemies down and set them up for the powerful ElectroWeb Surge.

Cly Kullervo's ElectroWeb Surge detonates all ElectroWeb Darts. Use multiple darts to massacre enemy units.

Call for Backup from someone else on the squad and they'll join in on the Operator's next attack.

Critical Hits add significant extra damage when attacking.

Some Cover can be destroyed by damage. If your Cover gets destroyed, get to a new position on the double.

Use to inspect an enemy and get a full breakdown of their important information, like Status Effects.

You can use your Operators' actions in any order. Use & to cycle between Operators.

Need to look at the whole battlefield? Use to switch to a bird's-eye view.

Use while aiming to get an exact breakdown of your Chance-to-Hit.

Aim carefully: Abilities like Bull Rush and Push deal even more damage if you throw an enemy into something.

Selecting a location on the battlefield will Move to that location. Selecting an enemy will ready an Attack.

Visit the Personnel Facility regularly to assign Focus Points to your Operators.

New items come to the Armory every cycle. Neesh surely has something to help with your next Mission.

Talking to your Operators is a great way to discover new Operations and Missions.

When Operators grow Bonds, they earn Focus Points and unlock Cross Training opportunities to gain permanent improvements.

The Influence Lens on the Holotable shows a variety of unique rewards you can earn by gaining Zone Influence.

Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.

You can Customize your weapons and their appearances in the Armory

Operators have limited Utility and Weapon Mod slots. Look for opportunities to increase them at the Upgrade Facility, Influence Lens, or along the Campaign.

You can freely refresh the available recruits at the Recruitment Facility. You can also change their species, specialization, weapons and outfit after recruiting them.

The Upgrade Facility has several categories of upgrades available. As you increase your Den Level, new options will unlock.

The Memorial lets you pay your respects to fallen Operators.