Reference
Glossary
The game's own definitions for every keyword it marks up in ability and item text. Anything underlined elsewhere on this site links back to here.
Category
Keywords
Action LockedSome actions, such as Overwatch, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.AdrenalineGrants 50% increased movement rangeAdvantageAdvantage is used to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage.AggressiveDeal +2 damage on the next Attack, and consume 1 stack.AnalyzedAP (Action Points)Action Points are required to move, attack, and use abilities.Area EffectThis ability affects all targets in defined area. Most area attacks have a radius around the target location. Some area abilities affect targets in a cone or a line.ArmoredReduces incoming damage by 50%ArmoryThe
Armory is where you can manage your Operators' loadouts and upgrade your Operators' weapons.AssistAssist your teammate on an attack. Most Operators join the attack, but some Operators provide bonuses on their teammate's attack instead.AttunementEach stack of Attunement empowers all Force Abilities, making them a bit stronger.BackupAn ally providing Backup joins their teammate on the next attack with an Assist Attack.Bacta TankThe Bacta Tank allows an operator to recover injuries instantly but it can only be used once per cycle.Black MarketThe Black Market is where you can buy and sell Weapon Modifications, and Utilities.BlasterBlaster AttackBlaster Attacks include all attacks that use the Operator's primary blaster to inflict damage on enemies. Attacks that use a secondary blaster are considered Sidearm Attacks.Blaster DamageThis ability inflicts damage based on the power of the equipped Blaster and all applicable bonuses.BondsBonds improve the relationship between two Operators. The more bonds develops, the stronger both Operators become and the more readily they work together.BurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.Chance to Retain MarksThis is the chance that the Operator has for their Marks to persist after Assisting an ally. Marks will still disappear at the end of the turn regardless of this chance.Chance-To-HitChance-To-Hit determines the chance that an attack on a unit will succeed. If a random roll against this chance fails, the attack will miss and have no effect.Chromatic CamouflageThe Plague within this unit can warp light and color, making it nearly impossible to detect.Close RangeAny shot taken on a target within 6.0m is a close range shot.Commander's MarkEach stack of Commander's Mark increases damage done to the target by 5. When this target is attacked, 1 stack of Commander's Mark will be consumed.ContactsA currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.CoverCover are objects on the battlefield strong enough to hide behind. When using Cover, a unit is protected and more difficult to hit with ranged attacks.Cover BonusThe bonus granted to a unit that is in Cover, which inflicts a -35% Chance-To-Hit penalty on any would-be attackers that aren't Flanking the covered unit.CreditsA currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.CrisisSpecial Operations and Missions that prevent enemies from becoming stronger.Critical ChanceA chance to deal additional Critical Damage to a target.Critical ChanceA chance to deal additional Critical Damage to a target.Critical HitA hit that strikes a weak point, doing additional Damage on top of the equipped weapon's Base Damage.Critical Hit DamageThe amount of Bonus Damage dealt when an attack Critically Hits, added on top of the attack's Base Damage.Cross TrainingWhen two Operators Cross Train both Operators receive the selected ability as a permanent upgrade. Cross training upgrades are never lost, and stack if selected multiple times.CustomizeOperators can Customize their origin, voice, appearance and outfits at the Customization Facility and weapons at the Armory.CycleCycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.DartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.DazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.DeathSTAR WARS Zero Company has permanent death. If an Operator with 2 injuries is downed again, they are gone forever. You may toggle this in the campaign options.DefendingWhile defending, incoming ranged and melee attacks suffer an additional -30% chance-to-hitDefenseDefense represents protection from either physical armor, toughness, or skill. Incoming Damage is reduced by an amount equal to Defense.Defense PenetrationPenetrating attacks can ignore a portion of the target's Defense, neutralizing armor and other defensive measures.DeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.Den LevelTracks the engineering capabilities of the Den. At higher Den levels, powerful improvements can be built at the Upgrade Facility.DevastatingObjects that provide cover can be damaged or destroyedDilemmasSpecial Operations with decisions that affect Bonds between Operators.DisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.DownedA Downed Operator is incapable of continuing to fight and suffers an Injury. An Operator who suffers enough Injuries is permanently killed.DroidDroids are weak against Ion effects and cannot be Healed.ElectrifiedElectrified units have their Movement Range reduced by 75%.EquipEquiping an Item is done at the Armory. Each Operator can change what items they are using before going on a mission. Operators start with limited slots for items, look for oportunities to increase them.EvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.ExposedTargets are considered Exposed when they are not protected from the attack by Cover. Some enemies do not use Cover and bonuses do not apply.FacilityInteract with Facilities around the Den to increase your Roster size, improve individual Operators, or upgrade the Den's capabilities.Fast ActionFast Actions cost 1 AP to execute.FathomThe enigmatic leader of the Infinite Coil.Final ActionFinal Actions consume all remaining AP and generally provide extra effects based on the amount of AP used for the action.Fire DamageDamage caused by intense heat and fire. This damage Ignores Defense.First Move SpeedBonuses to First Move Speed increase the distance an Operator can move on their first AP used to Move.Flanking DamageDamage done by attacks made against an Exposed target.Focus PointFocus Points are how each individual Operator can enhance their Action and Passive abilities. They can be spent and refunded between missions.ForceForce AttackForce Attacks include attacks that use the Force to push, pull, or otherwise harm enemies.Force DamageDamage inflicted by attacks that use the Force.Free ActionFree Actions do not cost AP.GrenadeGrenades explode at the target location, affecting All Units within the blast radius.Grenade AttackGrenade Attacks include all thrown devices that explode.HarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.HatredEach stack increases the Second Sister's Lightsaber Damage by +4.HealingHealing effects restore Health lost during enemy attacks.HealthHealth is the amount of Damage a unit can suffer before being defeated. Operators are Downed when defeated, and enemy units are eliminated when defeated.High GroundA higher position allows more accurate attacks.HitAny attack that successfully hits a target based on the attack's Chance To Hit.Ignores DefenseThe damage of this attack is not affected by the target's Defense score.ImmovableThis unit is temporarily Immune to Push and Pull effects.Impact DamageImpact Damage is caused by the physical force of impact.Imperial VendettaEach stack increases Critical Damage by +1 when attacking Imperial enemies.ImperviousThis unit is temporarily Immune to all negative Status Effects.InfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.InfluenceInfluence is a reflection of your connections within a Zone. Every person you help, every backroom deal made will improve your relationship with the people in that Zone. Go to the Influence Lens on the Holotable to see unique rewards.InjuredInjured Operators cannot fight effectively and suffer a -10% Chance-To-Hit penalty for each injury.
An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.Inquisitor's DefenseTrained by the Inquisitorius, the Second Sister's Defense increases more and more as she loses Health.InspiredRanged and Melee Damage are increased by +2 for the remainder of the turn.IntelThe currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses.IntimidateReduces the enemy's damage by 50%InvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.Item NameItems are categorized as either Utility Items or Weapon Mods which can be equiped to individual Operators at the Armory.LethalIncreases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.LightsaberDamage inflicted by attacks that make use of a Lightsaber. These attacks Ignore Defense.Lightsaber AttackLightsaber Attacks include any attack that makes use of a lightsaber. These attacks are also considered Melee Attacks.Lightsaber DamageDamage inflicted by attacks that make use of a Lightsaber. These attacks Ignore Defense.Locked SpecializationThis specialization cannot be changed for this operatorLocked SpecializationThis Operator cannot change any of their specializations.Locked TalentThis talent cannot be changed for this operatorMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.MarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.MedbayThe
Medbay is where you can assign Operators to recover from Injuries. Injuries occur when an Operator is downed during a Mission or during a risky Operation.Medical BedMedical beds allow Operators to recover from Injuries over the course of a cycle. More beds can be added at the Upgrade Facility.MeditationMeditations enhance the abilities of a Jedi in specific ways. These special abilities are similar to Utility Items with passive benefits, but can only be equipped by a trained Jedi. Meditations are equipped in the Armory.MedpacA Medpac is a Utility Item that an Operator can use to heal themselves or a single ally, with healing values and number of uses changing depending on the level. Medpacs cannot be used on Droids.Melee ActionMelee Actions include a Move to the target. The first part of the move is included with the attack, but if the move is longer than a single move distance, additional AP are required.Melee AttackMelee Attacks include any close range physical strike.Melee DamageThis ability inflicts damage in close combat based on the power of a Melee Weapon and all applicable bonuses.MemorialThe Memorial honors your Operators who have fallen in combat.MissionA Missions Description give you context for what a Mission is about before you embark. Consider the objectives and faction of enemies you will face before equipping items and selecting a squad.MomentumDefeating an enemy will allow you to MOVE againMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.Move ActionThe Move Action allows the Operator to move within a range determined by their Movement score. The Operator can combine multiple moves into a single action. AP cost depends on the distance of the move.Move ActionThe Move Action allows the Operator to move within a range determined by their Movement score. The Operator can combine multiple moves into a single action. AP cost depends on the distance of the move.Movement RangeThe distance that an Operator can move in a single AP. Most bonuses to Movement only affect the first AP's worth of movement, but some rare bonuses affect all moves.OperationOperations are non-combat encounters you may engage with to advance the campaign, collect resources or enhance The Den and Crew. Operations always cost Intel. Whenever 2 or more Operators are assigned to an operation they will gain Bond with each other. However, assigning an Injured Operator on a Dangerous Operation will negatively impact morale across the team.OperatorOperators are the core fighting members of your Roster. These are the individuals you send on Missions and can engage in combat. Check out each facility to learn about how you can enhance their equipment and abilities.OrganicOrganic units include all normal biological life. These units are not sensitive to certain attacks in the same way Droids and Machines are.OverwatchOverwatch is an action that ends a unit's turn, and has them hunker down and fire at any enemy unit that moves through their Target Area. The Overwatching unit can fire a number of times equal to the amount of Action Points invested. Overwatch Shots have a 50% chance to immediately Stop a target's movement. If an Operator holding an Overwatch takes damage, they will exit Overwatch and all remaining shots are lost.Overwatch AreaThe Width of the conical Target Area created by a unit's Overwatch.Overwatch Chance-To-HitOverwatch Chance-To-Hit determines the chance that an Overwatch Reaction Attack on a unit will succeed. If a random roll against this chance fails, the attack will miss and have no effect.Overwatch DamageThe amount of Damage done by the reaction fire from a unit's Overwatch.Overwatch RangeThe Length of the conical Target Area created by a unit's Overwatch.PassivePassive abilities provide benefits that are always active. These abilities never require AP.PersonnelThe Personnel Facility is where you can manage your company, spend Focus Points and view the Bonds between Operators.PinnedCannot Move or activate Movement AbilitiesPlagueFathom's Plague has mysterious and sinister effects on those that survive the infection.Plague ArmorThis unit is empowered by Fathom's Plague and reduces incoming damage by 50%.PullPull effects forcefully move a unit towards from the source of the pull (a strike, explosion, or a force-user). If the unit strikes objects or falls, additional Impact Damage is added to the attack.PushPush effects forcefully move a unit away from the source of the push (a strike, explosion, or a force-user). If the unit strikes objects or falls, additional Impact Damage is added to the attack.RallyRallying a Downed Operator will restore them to the fight and allow them to take actions again.RangeThe effective range for an equipped weapon.Ranged AttackRanged Attacks include all attacks execute at range. Blaster, sidearm, and some force attacks also receive bonuses that apply to all ranged attacks.Rapid FireRepeaters add additional Damage when investing extra AP in an attack.Ray ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.ReactionReaction abilities activate when certain conditions are met. These abilities are automatic and never cost AP.Reaction ShotsEach Reaction Shot deals 50% damage.RecruitmentThe Recruitment Facility allows you to hire additional Operators from across the Galaxy to bolster the strength of your company.ReflectionReflects an incoming attack back at the attacker, dealing Damage equal to what would have been dealt to the Reflecting unit.ReinforcedREINFORCED is a superior level of ARMORED. It reduces incoming damage by 75%, but devastating weapons bypass this effect.RelentlessThis unit does not take Cover but cannot be Exposed.RepairRepair restores lost Health to Droids. These effects do not restore humanoid targets.ResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.RetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.RocketScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.ScorchedScorched units suffer 6 Damage when any action is taken. This damage ignores Defense.SentryThis unit will be fired upon if it movesShadow PlagueThe Coil are bound together by the mysterious Shadow Plague.Shared Suffering (Ally)Damage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.Shared Suffering (Self)The Guardian reduces damage dealt to a protected ally by 75%. The Guardian takes 25% of any damage they receive. The ally loses this protection if the Guardian is defeated.Sharpened SensesGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.ShockedDecreases this unit's Movement by 50%.Sidearm AttackSidearm Attacks include any attack that uses a secondary blaster or armament to damage enemies. Sidearm attacks are also considered Ranged Attacks.Slow ActionSlow Actions cost 2 AP to execute.SmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.Special ActionSpecial Actions do not cost AP to execute. These actions instead require Advantage. These are powerful, but careful choices for controlling combat situations.SpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.StacksStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.StealthEach stack grants +2 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.Stealth ModeOperators in Stealth Mode can't be targeted by enemies directly and can build stacks of Stealth by taking Non-Offensive actions. Ends if the Operator attacks, is damaged, or moves to close to an enemy.StimulantIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.StopA unit that is hit by an Overwatch Attack while moving has chance to be Stopped. The movement immediately ends.Strong StimulantIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.StunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.Superior PositionDamage is increased when this unit has High Ground against a target.SurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.TauntA Taunted unit must target the source of the Taunt.TeamworkThrowUnder SentryThe unit that placed this Sentry will automatically fire on this unit if it Moves.UnrelentingGrants an additional ACTION if the next attack defeats an enemy.UnstoppableDoubles the Heavy's Defense Rating. A high Defense Rating blocks many effects from enemy attacks.UpgradesFacility Upgrades are researchable improvements that enhance other facilities, some or all of your roster as well as provide bonuses on Operations or Missions. They usually take 1-2 Cycles to complete and cost Credits and Capacitors.Utility ItemUtility Items are equipment that an Operator can bring on tactical missions. They provide an additional ability or effect and require a specific slot.Vertical JumpViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.VulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.VulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.Weapon ModificationWeapon Modifications are items that you can apply to an Operator's weapon at the Armory . Each Weapon Modification enhances the Operator's stats or abilities and requires a specific slot. They also make your weapons much more stylish.ZoneThe Holotable displays all Zones of the Galaxy. Completing Operations and Tactical Missions will award Influence within the respective Zone. Gain enough Influence and you'll unlock a Zone Reward.
Effects
About To DevourIf not stopped, this Seer will Devour her Drained target on her next action, inflicting massive damage. This state can be broken by defeating this Seer or Pushing it away before it can complete this action.About To DieOn her next combat turn Fathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Fathom out of position.About To DieOn her next combat turn the Second Sister will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking the Second Sister out of position.AnchoredArmored+2 armorBackupBackup AvailableThis Operator can Call For Backup on this turn from any chosen teammate. The chosen Operator will Assist this Operator on the next attack, usually by joining the attack.Base ChanceBlindedThis unit cannot see clearly.BlindedReduces Accuracy and prevent Melee ActionsBurningBurning units suffer 1 Damage for each stack at the end of their turn. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.
Overwatch is disabled when units are burning.CamouflagedCamouflaged units cannot be seen or targeted by the player.ChargedConsuming a willing sacrifice has empowered Fathom, allowing her to use the Plague Shockwave ability.Chromatic CamouflageThe Plague within this unit can warp light and color, making it nearly impossible to detect.Conduit SufferingEmpowered by the Surged Plague, this unit can Share Suffering with multiple infected allies.CoverThe target is behind cover.CoverThe target is behind cover.Cross TrainingDamage ReducedDecreases Damage for the remainder of the turn.Dark DeflectionDazedA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.Deep CoverThis unit has the Deep Cover passive.DefendingWhile defending, an Operator or enemy is harder to hit with both ranged and melee attacks and has increased
Defense.DeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.DeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.DevourThe Surging Plague allows this unit to Devour the Operator they are actively Draining.Difficulty ModifierDifficulty ModifierDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on Ranged Attacks.DisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on Ranged Attacks.DrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.ElectrifiedElectrified units have their Movement Range reduced by 75%.EvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.EvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.Extra AP BonusTaking extra time on a shot provides improved accuracyFearless LeaderFinal ShotEach stack of Final Shot allows Jae to immediately fire her blaster and eliminate any enemy in her range that has low Health after an allied Operator's attack.Focus Within ChaosAssume a defensive stance, increasing Deflection Chance to 99%. All Deflected incoming Blaster Attacks are Reflected back to the attacker.Force GuidanceInsights from the Force are shared, increasing +50% Chance-To-Hit on this Operator's next Ranged Attack or Melee Attack.Full CoverThe target is behind full cover.HarmonyHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.HatredEach stack increases the Second Sister's Lightsaber Damage by +4.High GroundA higher position allows more accurate attacksIncreased DodgeReduces enemy Ranged Chance-To-Hit by 10%.InjuredInjured Operators have a Chance-To-Hit penalty.InjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury.
An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.Inquisitor DefenseAll incoming attacks against the Second Sister suffer a -50% Chance-To-Hit penalty for each stack of Attunement she possesses. All missed blaster shots are Deflected.Inquisitor's PreyThis Operator is the focus of the Second Sister. She will attack this Operator on her next turn.InspiredRanged and Melee Damage are increased by +2 for the remainder of the turn.IntimidateReduces the enemy's damage by 50%InvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.Just Plain LuckyI guess I'm just luckier than most.Keen EyeKill TargetTel-Rea will be executed by the Second Sister next turn if she is not stopped!LethalLethalLethalIncreases Chance-To-Hit and Critical Chance by +5% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.LethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.Line of SightTarget is not in sight.Longarm Critical ChanceLow ProfileThis unit is extremely effective at defending itself while in Cover. While in Cover, this unit's Cover Bonus is improved by an additional +25%.MarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.MiasmaMiasmaMiasmaA strange haze reduces Chance-To-Hit of incoming Ranged Attacks by 75%. This does not affect Melee Attacks.
When the enemy that generated the Miasma is damaged by any effect, the miasma is lost for the rest of the turn.MiasmaThe Surging Plague surrounds this unit with a palpable aura of dread and darkness, Reducing Accuracy of incoming ranged attacks. Hitting this unit temporarily drops the Miasma.MoraleEach turn, Morale restores 1 Health per Stack and then 1 Stack is lost.MoraleEach turn, Morale restores 1 Health per Stack and then 1 Stack is lost.No One Is SafeIncreases Chance-To-Hit by +10% against targets in Cover.No One Is SafeA boost of +10% Chance-To-Hit against targets in Cover.Noble StanceIn this defensive stance, Tel-Rea can Reflect Blaster Attacks from the selected direction and her Deflection Chance is increased.OnslaughtIncreases Blaster Damage by +1 for the rest of the turn. This Operator gains Onslaught each time they attack.Open Fire BonusIncreases Chance-To-Hit for attacks from Open Fire.OverwatchA unit in Overwatch is covering a selected area with blaster fire. When a hostile unit moves or takes action inside the coverage area, this unit automatically fires. Each stack of Overwatch allows one reaction shot. Units in Overwatch cannot gain AP.PassionThis Operator is in tune with their own emotional intensity. Increases Force and Lightsaber Damage by +2.Penalty From OperationPinnedPistol Critical ChancePlague ArmorThis unit reduces incoming damage by 50%.Plague Surge BasePrecision ScopePremeditationPrepare to KillThe Second Sister will execute Tel-Rea next turn if she is not stopped.Quick Draw VIRangeDecreases Chance-To-Hit based on Range.Ray ShieldRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.Ray Shield DestroyedThis unit's Ray Shield has been destroyed, and can no longer recharge.Ready To KillAt the end of the turn, this unit will Kill a targeted Operator. This danger can be Broken by Rallying the target or by knocking this enemy out of position.RecoveringThis unit is fighting through its pain, and will regain lost Health on its next action.RelentlessThis unit does not take Cover but cannot be ExposedResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.Retaliation: DrainWhen attacked, this unit responds by Rushing into close proximity and Draining the unit that attacked. This reaction can occur once per turn.RetaliatoryUnparalled reaction times bolstered by the Plague permit this unit to Retaliate against all incoming attacks.Risk of DeathThe next time this Operator is Downed, there is a 20% chance that they will DIE instead of going down.Risk of DeathThe next time this Operator is Downed, there is a 40% chance that they will DIE instead of going down.Risk of DeathThe next time this Operator is Downed, there is an 80% chance that they will DIE instead of going down.Rocket PrimedPreparing a destructive attack!ScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain a +20% Chance-To-Hit.ScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain a +20% Chance-To-Hit.ScorchedScorched units suffer 6 Damage when any action is taken. This damage ignores Defense.ShadowIncreases Critical Chance and Chance-To-Hit when attacking from Stealth.Shared SufferingBound together by the shadow plague, these zealots inspire their allies to shrug off pain through a rite of Shared Suffering.Sharpened SensesSharpened Senses provide improved Chance-To-Hit on Ranged Attacks.SharpshooterThis Operator has a +20% Chance-To-Hit bonus on all Blaster Attacks.SmokeUnits inside Smoke are much more difficult to hit. Each stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.SpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.Stationary TargetThis unit makes no effort to avoid incoming fire. While standing still, incoming attacks have a +100% Chance To Hit this unit.Stationary TargetThis unit makes no effort to avoid incoming fire. While standing still, incoming attacks have a +100% Chance To Hit this unit.Status EffectStealth ModeOperators in Stealth Mode can't be targeted by enemies directly and can build stacks of Stealth by taking Non-Offensive actions. Ends if the Operator attacks, is damaged, or moves to close to an enemy.StimulantIncreased Chance-To-Hit from Stimulant effect.StimulantIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.Streamlined ProfileBX Snipers' Cover Bonus is greatly increased.Strike The FlanksStrong StimulantIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.Stun ResistanceThis unit cannot be Stunned or Dazed again for the remainder of this combat.SurgeFueled by the Surging of the Plague, this unit has now become more powerful.SurgeFueled by the Surging of the Plague, this unit envelopes nearby infected in a dreadful Miasma.SurgeFueled by the Surging of the Plague, this unit is now Retaliatory, has Terrifying Reflexes, and physical fortitude.SurgeFueled by the Surging of the Plague, this unit has now become more powerful.SurgeEnergized by the Surging of the Plague, Hawks gains +50% Health, +2 Ranged Damage, +2 Melee Damage, and +2.0m Movement.SurgeFueled by the Surging of the Plague, this unit seems highly Volatile.SurgeAwakened by the Surging Plague, this unit now Devours its Drained victims.SurgeFueled by the Surging of the Plague, this unit now has significantly increased strength and can warp light and color around its body.SurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.Targeting VisorTargeting VisorTelemetryTerrifying ReflexesAmped reflexes bolstered by the Plague permit this unit to Fire Multiple Times during its turn.TrainedTranceEach stack increases Chance-To-Hit by +5% for all attacks. Does not expireUncontrolled RageThe Plague fills this unit's mind with uncontrolled rage. At close range, they release their fury, damaging all nearby units.
Each time this unit is attacked it reacts with Retaliation: Rush, charging the attacker and striking in Melee if possible.Under SentryThe unit that placed this Sentry will automatically fire on this unit if it Moves.Unnatural ResilienceThe Plague transforms rage into a phenomenal resistance to pain and injury, increasing Defense substantially while recovering.UnstoppableDoubles the Heavy's Defense Rating. A high Defense Rating blocks many effects from enemy attacks.ViciousVolatileWhen defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.VolatileThe Surging Plague overwhelms this unit, leaving them Volatile and ready to explode.VulnerableThe next incoming Attack on this unit will automatically become a Critical Hit.
Abilities
{0} Per Combat{0} Per Mission{0} Per TurnAdded DamageGained from Deadly Optimization.Added Damage: Firing SquadEach B1 Battle Droid within 4.0m of this unit increases this units Ranged Damage by +1.Added DefenseGained from Reactive Plating.
Removed at the start of the turn.Advantage AbilityAdvantage AbilityAdvantage AbilityAll stacks of Lethal are lost when movingConsumes All APCoverCritical AbilityDefendingDefense AbilityDefense LostLost from the effects of the Marauder's Armor Shredding.DeflectedEnemy has Evasion, this attack will missEnrageIncreases this units Melee Damage and Ranged Damage by +1 for each stack of this effect.Fast ActionFast Actions cost 1 AP to execute.Final ActionFinal Actions consume all remaining AP and generally provide extra effects based on the amount of AP used for the action.Flagship AbilityFree ActionFree Actions do not cost AP.Locks Further ActionsMelee ActionMelee Actions include a Move to the target. The first part of the move is included with the attack, but if the move is longer than a single move distance, additional AP are required.Move AbilityMove ActionThe Move Action allows the Operator to move within a range determined by their Movement score. The Operator can combine multiple moves into a single action. AP cost depends on the distance of the move.No targets in rangeObstructionPassivePassive abilities provide benefits that are always active. These abilities never require AP.PushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.RangeReactionReaction abilities activate when certain conditions are met. These abilities are automatic and never cost AP.Simple AbilitySlow ActionSlow Actions cost 2 AP to execute.SmokeSpecial ActionSpecial Actions do not cost AP to execute. These actions instead require Advantage. These are powerful, but careful choices for controlling combat situations.Standard AbilityTacticTarget already has max APTarget already has this effectTarget cannot benefit from this effectTarget cannot gain AP (Actions Locked)Target is already at full healthTauntA Taunted unit must target the source of the Taunt.This action will cause an enemy reactionThis action will trigger an enemy NexusThis action will trigger an enemy OverwatchThis action will trigger an enemy OverwatchThis action will trigger an enemy RetaliationThis action will trigger Burning damageThis move is ending in a harmful locationThis move will cause BurningThis move will cause ShockedThis move will trigger an enemy OverwatchUtility
Items
BasicBowcasterA powerful unique weapon used by Wookiees.CapacitorRare resource used for constructing UpgradesCredit-To-Intel ExchangeGain
50CurrencyDual PistolsCompact pistols capable of firing at two separate targets.ExoticExquisiteForce MeditationsForce Meditations are different Force abilities that can be equipped by Tel-Rea, giving her different advantages in combat.Heavy PistolA Heavy Pistol that can be fired multiple times.Intel-To-Credit ExchangeGain
100Light PistolA light pistol that can be fired multiple times.LightsaberA powerful melee weapon.Longarm RifleA powerful rifle suited for long range combat.ModificationOptimizationRepeaterA heavy weapon capable of immense damage.RifleA standard weapon that fires a short burst.Ships AvailableNumber of ships availableSuperiorUtilities
Facilities
ArmoryThe Armory is where you can manage your Operators' loadouts and upgrade your Operators' weapons.ArmoryThe Armory is where you can manage your Operators' loadouts and upgrade your Operators' weapons.Black MarketBlack MarketBlack MarketBlack Market QualityCombat ReadinessCore Zone InfluenceCrew FocusCrew QuartersCustomizationAt the Customization Facility, you can Customize your Operators' appearance and outfit.CustomizationAt the
Customization Facility, you can Customize your Operators' appearance and outfit.Droid Repair BayFacilitiesFriendly FireHighHighHolotableThe Holotable shows all available Operations and Tactical Missions for the current Cycle.HolotableThe Holotable shows all available Operations and Tactical Missions for the current Cycle.LongarmLongarm Critical ChanceLongarm DamageLongarm Range and OverwatchLowLowMedbayThe Medbay is where you can assign Operators to recover from Injuries.MedbayMedbayThe Medbay is where you can assign Operators to recover from Injuries.MemorialThe Memorial honors your Operators who have fallen in combat.MemorialThe Memorial honors your Operators who have fallen in combat.MIAMid Zone InfluenceNetworkingNeutralNeutralNeutralNot InstalledOuter Zone InfluencePersonnelThe Personnel Facility is where you can manage your company, spend Focus Points and view the Bonds between Operators.PersonnelThe Personnel Facility is where you can manage your company, spend Focus Points and view the Bonds between Operators.PistolPistol Critical ChancePistol DamagePistol Movement DistanceRecruitmentThe Recruitment Facility allows you to hire additional Operators from across the Galaxy to bolster the strength of your company.RecruitmentThe Recruitment Facility allows you to hire additional Operators from across the Galaxy to bolster the strength of your company.Recuperating in MedbayRepeaterRepeater DamageRepeater Movement DistanceRepeater Range and OverwatchRifleRifle DamageRifle Movement DistanceRifle Range and OverwatchSort By ActionTeamworkUpgradeThe Upgrade Facility lets you purchase improvements for other facilities and roster-wide upgrades.UpgradeThe Upgrade Facility lets you purchase improvements for other facilities and roster-wide upgrades.Utility ItemsVery HighVery LowWeapon ModsZone AurekZone BeshZone CreshZone DornZone EskZone FornZone GrekZone HerfZone IskZone JenthZone KrillZone Leth
Properties
AccuracyAccuracy helps overcome Strike Penalties that can be applied in combat.Assist DamageAssist your teammate on an attack. Most Operators join the attack, but some Operators provide bonuses on their teammate's attack instead.Attack RatingAn Operator Overwhelms an enemy when their Attack Rating exceeds the target's Defense Rating.
Overwhelming a target can grant bonus effects on successful attacks.AttunementEach stack of Attunement empowers all Force Abilities, making them a bit stronger.Brimming With RageThe combination of rage and the Plague's infection provides unnatural resilience. This unit can shrug off pain and physical damage with surprising ease.BurningBurning units suffer 1 Damage for each stack at the end of their turn. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.
Overwatch is disabled when units are burning.Burning (Permanent)Burning units suffer 2 Damage when any action is taken. This damage ignores Defense and is permanent.Critical ChanceChance to Critically Strike a target for extra damage.Critical Hit DamageAdditional damage applied when an attack Critically StrikesDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.DefenseDefense reduces incoming damage against this Operator from most sources. Certain attacks can ignore Defense.DefenseDefense reduces incoming damage against this Operator from most sources. Certain attacks can ignore Defense.Defense DOWNDefense RatingWhen an enemy's Attack Rating exceeds this Operator's Defense Rating, they are Overwhelmed.
Heroes suffer additional damage or penalties from Overwhelming attacks.Defense UpDroidDroids are weak against Ion effects and cannot be Healed.DroidDroids are weak against Ion effects and cannot be Healed.ElectrifiedElectrified units have their Movement Range reduced by 75%.ElectrostaffArmed with a high-energy Electrostaff. Melee Attacks from this unit Shock targets on impact.Entropic DrainTwisted by the Shadow Plague, these prophets of Fathom Drain nearby Operators, leaving even the most seasoned veteran Lethargic. The Seer gains Retaliation: Drain at the beginning of each turn.Evasive ActionThis unit is exceptionally agile, and begins each turn of combat with 1 stack of Evasion.ExpertiseFearless LeaderWhen Hawks is present, increases Assist Damage by +1 for all OperatorsFearless Leader IIWhen Hawks is present, increases Assist Damage by +1 and Defense by +1 for all Operators.Fearless Leader IIIWhen Hawks is present, increases Assist Damage by +2 and Defense by +1 for all Operators.Fearless Leader IVWhen Hawks is present, increases Assist Damage by +2 and Defense by +2 for all Operators.Fearless Leader VWhen Hawks is present, increases Assist Damage by +3 and Defense by +2 for all Operators.Fearless Leader VIWhen Hawks is present, increases Assist Damage by +4 and Defense by +3 for all Operators.HealthWhen an Operator loses all of their health, they become Downed and Injured.ImmovableThis unit is temporarily Immune to Push and Pull effects.ImperviousThis unit is temporarily Immune to all negative Status Effects.InfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.InteractionsInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.JinxedReduces Chance-To-Hit by 25%.Low ProfileThis unit is extremely effective at defending itself while in Cover. While in Cover, this unit's Cover Bonus is improved by an additional +25%.Machine LearningEach stack increases Chance-To-Hit by +5% for all attacks. Does not expire.Max Skill BonusMelee DamageMelee Attacks include any close range physical strike.MovementHow far a unit can move for one action point.OperationsPredictive AnalyticsEach stack of this effect increases this Operator's Defense by +1.Priority TargetThis Operator has been designated as a Priority Target. All Taunted Droid enemies will attack this Operator on their next turn.RangeThe optimal range for combat. Attacking outside of this range incurs a Strike Penalty.Receiving Backup: AnalyticsDetailed analytics readings from an Astromech companion increase Critical Chance by +50% on this Operator's next Ranged Attack or Melee Attack.Receiving Backup: Assist FireThe Operator providing Backup will Assist this Operator on the next attack, firing an additional Blaster Attack at the same target.Receiving Backup: Force GuidanceInsights from the Force are shared, increasing +50% Chance-To-Hit on this Operator's next Ranged Attack or Melee Attack.ReinforcedA unit that is Reinforced is very heavily armored and has incoming damage reduced by 90%. Devastating attacks ignore this reduction.ResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.RetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.ScorchedScorched units suffer 6 Damage when any action is taken. This damage ignores Defense.Shared SufferingDamage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.Shared SufferingThe Guardian reduces damage dealt to a protected ally by 75%. The Guardian takes 25% of any damage they receive. The ally loses this protection if the Guardian is defeated.Sharpened SensesGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.ShockedDecreases this unit's Movement by 50%.StealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.StealthEach stack grants +2 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.StunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.ViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.VulnerableThe next incoming Attack on this unit will automatically become a Critical Hit.VulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.Weapon DamageThe amount of damage dealt when attacking.
Design
Adaptive ResponseThe first time an Enforcer's Health falls below 50%, they gain +1 Resonance.Advanced ExplosivesB2 Battle Droids' Rocket Damage is greatly increased.AdvantageAdvantage is used to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage.Aggressive ResponseBrutes become Enraged when damaged, increasing their Damage by +1.AmbushAmplifierExtra damage at close range provided by the AmplifierArmsmasterThis Operator gains a +2 Damage bonus on All Attacks.Base DamageBorn AnewCaptains gain a new ability to Fully Heal an ally.Bracing StabilizerCapacitorA dense energy capacitor that overcharges blaster bolts adding extra Damage for the first turn of combat.Cleansing HealThe Captain's Heal now removes negative status effects.Coil VendettaHatred of the Coil adds +2 DamageCold BloodedCondenserCoordinated SupportBonus damage provided by Coordinated SupportDangerousDangerousInjuries are possible.Deadly OptimizationBX Snipers' Damage is increased by +3 at the start of their turn.Deadly ReflexesEnforcers' Damage increased by +4.DefenseDefense PenetrationDifficulty ModifierDisruptive ShotsEnforcers' Overwatch shots interrupt movement.Divine PainOnce per turn, Brutes gain Resonance when damaged.Droid VendettaHatred of Droids adds +2 DamageDull SensesBrutes are immune to Daze, Vulnerable and Shock.Durable FrameB1 Battle Droids' Health is increased by +6.Enhanced OverwatchBX Snipers take 2 shots during OverwatchErgonomic StabilizerExplosive EquipmentEnforcers can use Impact BombsExtremeExtremeInjuries are likely.Fearless LeaderFiring SquadB1 Damage is increased by 1 if near other B1 Battle Droids. Stackable.Flanking BonusDamage done by attacks made against an Exposed target.Fleet FootedThe Striker's Movement Range is greatly increased.HarmonyHigh ImpactBrute shots knock their target back 2m.Impact DamageImpossibleImpossibleInjuries are probable.Incendiary MinesMines used by the BX Commando now inflict Burning on affected targets.Incendiary RocketsB2 Battle Droids' Rockets now Burn targets and leave hazards in the impact zone.Ion DamageLife Beyond DeathAt 25% Health, Guardian's gain 1 stack of Invulnerable.MartyrOn death, Guardians apply 1 stack of invulnerable to the ally connected to Shared Suffering.ModulatorOne, Two, ThreeOnslaughtIncreases Damage by +1 for the rest of the turn. This Operator gains Onslaught each time they attack.Pack TacticsAdditional damage to Taunted targets.Penetrating RoundsBX Sniper shots ignore Defense.Plated ArmorB2 Battle Droids' Defense is increased by +2.Rapid FireRepeaters add additional damage when investing extra AP in an attack.Reactive PlatingB2 Battle Droids Gain 1 Defense whenever they are damaged. This bonus Defense is reset at the start of their turn.Resonant HealingThe Captain's Healing also grants a stack of Resonance to their target.Resonating StrikeThe Striker's Melee Attacks now grant them 1 Stack of Resonance.Retaliation ProtocolsB1 Battle Droids start each combat with 1 Stack of Retaliation.RiskySharpened SensesShocking StrikeThe Striker's Melee Attacks now inflict Shocked.Show No MercyShredder RoundsThe BX Marauder's attacks now reduce the target's Defense by 2.Siphoning BindSeers Heal 50% of their Max Health when they use Drain.StealthIncreased Damage from Stealth stacks.StimulantIncreased Damage from Stimulant effect.Streamlined FormBX Commandos start with 1 Stack of EvasionStreamlined ProfileBX Snipers' Cover Bonus is greatly increased.Superior PositionDamage is increased when this unit has High Ground against a target.SurgeSurge AuraThe Captain's Resonate ability now causes the target to immediately surge.Targeting ModulesB1 Battle Droids' Chance-To-Hit is increased.The Bigger They AreBounty Hunting experience adds +2 DamageTrick ShotUnshakeable AdvanceThe Striker cannot be interrupted by Overwatch.Unstable Baradium-coreThe BX Commando's Mine has a larger Blast Radius.UntouchableWhen the Seer Drains a target they gain 1 Stack of Invulnerable.
Customization
ArmwearAssaultAstromechBarrelBaseBootsCellClyCoil B1 Battle DroidCoil B2 Super Battle DroidCoil BruteCoil BX Droid CommandoCoil BX Droid SniperCoil CaptainCoil EnforcerCoil GuardianCoil SeerCoil StrikerColorGunslingerHeadwearHeavyJaeKabbLocationLower BodyLucoMedicPadawanScopeScoundrelScoutSharpshooterSoldierStabilizerStabilizerTel-ReaTopsTrickTypeWarrior
Misc
AffinityDescription of Affinty Connection TypeBiasDescription of Bias Connection TypeCharacter MovementThese inputs are used when the player is moving their character from a third person perspective.Command CenterThe Command Center is the heart of the Den. It contains all of the key facilities for managing Zero Company.InjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury.
An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.Just testingWhy no save how?MiscellaneousThese inputs are used throughout the game. These inputs cannot overwrite anything from other sections.Non-TargetingThese inputs are used when the camera is in an overhead perspective and outside of a targeting state.
These inputs cannot overwrite anything from GeneralOfficeThe Office is where Hawks unwinds after a mission and plans the future for Zero Company.Over-The-ShoulderThese inputs are used when the camera is in an over-the-shoulder perspective.OverheadThese inputs are used when the camera is in an overhead perspective.PrejudiceDescription of Prejudice Connection TypeStandardDescription of Standard Connection TypeStatus EffectsTargetingThese inputs are used when the camera is in an overhead perspective and targeting an ability.
These inputs cannot overwrite anything from GeneralThe PitThe Pit is where Hawks' Companions can be regularly found.
Explained in combat only
The game defines these on the battlefield without giving them a codex entry, so nothing on this site links to them. The wording is the game's own.
Aspect Always Damages CoverAlways damages the cover of the target.
Aspect Half DamageEach Reaction Shot deals 50% damage.
Aspect Overwatch ChargesAllows one Overwatch Shot for each AP used.
Aspect Web DartDarts can be detonated with ElectroWeb Surge.
GA Utility Med KitFull HEAL an ally.
No CooldownThis Blaster can be fired more than once each turn.
Plague MiasmaThe Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.
Plague MightThe Plague has magnified this unit's strength, providing a substantial increase to Max Health.
Shared Suffering AllyDamage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.
Shared Suffering SelfThe Guardian reduces damage dealt to a protected ally by 75%. The Guardian takes 25% of any damage they receive. The ally loses this protection if the Guardian is defeated.
Stealth T6Each stack grants +2 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.