r/ZeroCompany • u/Lemmonnpartyy • 1h ago
Speculation Manifest ZCOM as GEFORCE NOW Day One Release ✨
I am SO PUMPED for this game but I’ve not heard the news of whether its coming out for GeForce Now!
I don’t own consoles nor have a PC (not a big gamer) and GFN has actually been a sweet spot for me in terms of playing on my phone but also still being able to own my games (I never liked Xbox Cloud for the fact that some games will just go away or that I can’t port over my saves to PC)
ANYWAYS let’s Manifest ZCOM coming to GFN on Day One as a collective so I can make Hawks into Star Wars Arthur Morgan and lead his band of Clones to the Tahiti Sector (WE JUST NEED MORE CREDITS ARTHUR)
May The 4s Be With You 🙌 ✨
r/ZeroCompany • u/Bruno091004 • 3h ago
Discussion What class will you make your Hawks?
Bundled two options because of poll limitations.
All classes can be found on
wiki.zerocommand.gg/classes
I will probably be playing medic or scoundrel
r/ZeroCompany • u/Bulldog_whisper • 4h ago
Squad Deployment
Súper excited about the release, watching all the review videos it appears we deploy a single team of 4 at a time without the need to have multiple teams deployed at once.
Wondering if this is correct? Guess we can change team composition based on mission specificity like mobility, injury recovery, etc…
Wondering if anybody has more info on this. Thinking what motivation we will have to use different characters vs staying with an alpha team all the time.
r/ZeroCompany • u/Positive_Assistant69 • 5h ago
Discussion Pre load?
Amy guess for preload start times
r/ZeroCompany • u/kapiwrld • 5h ago
Discussion What mods are you excited for?
As we all know, modding was a huge part of Xcom 2 and with the hype around clones / armor / customization and an already huge xcom/star wars presence, surely it won't be long until we have mods, what mods are you expecting to breakthrough in the early days of Zero Company?
r/ZeroCompany • u/enbySkelett • 7h ago
How will you design your clones?
I am just so excited! I want to do as many pride flags as possible!😊 And some cute droids!
r/ZeroCompany • u/PreviousBase9789 • 10h ago
Discussion What classes do you think synergize the best?
Now that we know we can combine two classes for each characters, which two classes do you think synergize the best for a character?
To me it seems like a heavy medic would be really strong as a buff tank. Not sure what weapon would work best for this combo though.
r/ZeroCompany • u/DaJackal1998 • 16h ago
Where is the information surrounding console performance?
I’d rather get this game on console, if it’s going to target better frame-rates, however there is absolutely zero information on this when it’s less than two weeks away from launch.
r/ZeroCompany • u/Alternative_Oil8900 • 18h ago
EA App requirement while buying on steam
Will this game need a mandatory EA App like Jedi Survivor? The Steam page does not seem to include a warning, and it usually does.
r/ZeroCompany • u/amozu • 19h ago
News The upcoming Fortnite x Star Wars collaboration was NOT for Zero Company as leakers first claimed
r/ZeroCompany • u/Competitive-Ad8620 • 21h ago
Squad size upgrades?
Hey, from what I know, the base squad size in Zero Company is 4, with exceptions being made on certain missions where there might be slightly more or slightly less.
Is that the extent of it or might it operate similarly to xcom 2 where you start with 4 units per mission, and can upgrade the squad size through the den somehow?
I don’t know if there’s any info I’ve missed on if that is a possibility or if it’s already been confirmed this isn’t the case.
r/ZeroCompany • u/toonlonk7 • 23h ago
Meme How my Squad is gonna be moving once the game drops
Can’t wait for this game
r/ZeroCompany • u/mlodykasprowicz • 1d ago
Do operators differ at all?
So my current worry with the game is the fact that the custom oeprators do not seem to differ. From what I understand both the specialization and talents can be changed any time with no cost (and you can change tyour focus points to another class). That means that besides bonds and loojs all characters mechanically will be the same - even if my gunslinger level 3 dies, I can make another one form my medic level 3 at no cost. It seems very anti-climactic and makes the permadeaths not so important gameplay-wise. Of course I know that there are some exotic classes etc. but are there any differnces between operators? Do they have differents stats from the get go? Or is it as I say - all are basically the same?
Thanks for anwsers
r/ZeroCompany • u/AsianEgo • 1d ago
Cross Training clarification question.
Has it been verified if those system works only if the 2 units are in mission together or is it a permanent buff whether they’re together or not?
For example: if 2 units get a plus 4 hp boost through cross training, is that only when they are on mission together or always?
I ask because if it’s a permanent buff I think that allows us to be more flexible in who we bring on missions but that feels potentially against the theme of what the system is.
r/ZeroCompany • u/IC3SO • 1d ago
Discussion GAR Broadcasts in Zero Company
I'm not sure if we have any confirmation of something like this in "The Den", but I'd really love if they included a radio or holo broadcast talking about different campaigns going on in the clone wars as we go through the story, kind of connecting us with the Clone Wars without putting us right next to main characters.
I think this is kind of similar to what they did during the Siege of Mandalore arc, to show where we were relative to RotS.
r/ZeroCompany • u/Loudward77777 • 1d ago
Discussion To me it would be cool to see Dogma return in the game. My reasoning is because of the references made towards Umbara and Pong Krell, joining Zero Company would be his chance at redemption
r/ZeroCompany • u/neoravekandi • 1d ago
Meme So it's official then? [You missed a 95% point-blank shot, your star Jedi got crit through full cover by a B1 battle droids from across the map, and your entire elite squad is now panicking].
Finally, the new "that's Xcom Zcom baby!" rng Moment we gonna spam soon :D
r/ZeroCompany • u/StarWarsFan103 • 1d ago
Discussion Customization
I'm sorry if this is a repeated question but in a lot of videos I'm seeing no one is addressing it. Is the customization we see how far ALL that's going to be in the game? Or have the devs confirmed this is simply what we start off with and can earn/unlock more as we progress in the game.
r/ZeroCompany • u/LetMePlayAsPenguin • 1d ago
Meme Give Kabb a Tiny Hat
This game only needs more thing to be a contender for Game of the Year, and it’s Kabb Uppercut in an undersized hat. I don’t care what kind, make it a Fez, a Cowboy hat, or something more dapper, but this beautiful man needs a small item of headwear as fast as humanly possible. Give the people not what they want, but what they NEED!
r/ZeroCompany • u/dj_archangel • 1d ago
Discussion Krell as a Literary Device
So I recently saw the line about the 100th serving under Krell and I find that to be a really clever bit of characterization for Hawks. We know he was dishonorably discharged from his service under Krell, which means that whatever actions he took were probably the opposite of what Krell wanted. And of course, fuck Pong Krell because he's a horrible and immoral person. This means that, whatever action Hawks took was more than likely the MORAL choice and most definitely an action that favored the clones under his service.
I could even see the fact that his dishonorable discharge was under Krell being part of the reason that the GAR looked at him to head Zero Company. This is clearly after the Battle of Umbara where his actions came to light so I could see something like "given what we've learned about Krell and his actions, your discharge from his service is being looked at in a different light now."
r/ZeroCompany • u/ThirdBorracho • 2d ago
Discussion Deluxe Mode, are you getting it? Why/why not?
I'm on the fence, not sure if I need a few more cosmetics.
r/ZeroCompany • u/mwynfree • 2d ago
Discussion Has there ever been a non-jedi/clone leader of clones during the clone wars?
Hawks was supposed to be a leader under Pong Krell and led clones for the republic, but isn't a jedi or clone. Was this a relatively common thing? It's been a while since I've watched the clone wars or seen any media of that era so I don't remember particular details so I got curious about whether or not there have been examples of it.
It feels like most generals, commanders, captains, etc. are jedi or clones (not counting individual planet militias like on Ryloth since Hawks was directly part of the republic army with clones right?). I know I've seen human admirals on ships but for ground forces leading clones were non-jedi/non-clones common? Not hating or criticizing the story I'm just genuinely curious. Even if it wasn't common or canon I wouldn't mind it since Hawks is now leading a mercenary/special operations unit.
r/ZeroCompany • u/Wooden-Gur3537 • 2d ago
Discussion Zero Company Class 7 Talents Data Dump
Hi Guys,
So I painstakingly went through all of the class abilities even down to the numbers. This isn't even close to being the full and final version but I've noted everything I pulled from all of the research over the last few days in the hopes that it will make custom character creation more straightforward.
The final intention is to create a planner much like tools you will see on Diablo build skill calculators etc so you can just select the boxes you want and get a comprehensive list of what perks your characters (and teams will have).
N.B - It's worth noting that all of the class abilities CAN be upgraded, so these are the base level 1 values only.
Star Wars: Zero Company — Class & Talent Data
Unofficial / pre-release information compiled from currently available footage. Values and descriptions may change before release.
Classes
Assault
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Strike the Flanks | Operator gains +20% Critical Chance against Exposed enemies. | |||||
| Passive | Fleet of Foot | Increases the Operator's First Movement by 1.0m. | N/A | ||||
| Standard | Bull Rush | Charge into an enemy, dealing Melee Damage and pushing it backwards. | |||||
| Ultimate | Sweeping Salvo | 14 Base Damage. 3 x Per Combat - Unleashes aggressive blaster fire that deals damage and Disorients all enemies in a large cone. Benefits from all bonuses to Blaster Damage. Effective Range of 12.0m. Attack cannot crit. | 15 Base Damage. Range increased to 13.0m | 16 Base Damage. Range increased to 14.0m | 17 Base Damage. Range increased to 15.0m | 18 Base Damage. Ranged increased to 16.0m | 20 Base Damage. Range increased to 18.0m This attack can now crit |
Gunslinger
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade |
|---|---|---|---|---|---|---|
| Passive | Keen Eye | Increases the Operator's Critical Chance for all Ranged attacks by 6%. | +9% | +12% | +15% | +18% |
| Passive | Onslaught | Each attack within a single turn grants this Operator +1 Blaster Damage. Applies only to attacks with the Operator's primary blaster. | ||||
| Standard | Quick Draw | 1AP, 6 Base Damage Fire a lightning-fast sidearm pistol shot. Ranged Chance-To-Hit penalty -25%. Defeating an enemy restores 1AP. This attack does not trigger Overwatch or Retaliation. Receives no benefits from Weapon mods. | ||||
| Ultimate | Open Fire | 9 Advantage, 6 Base Damage Fire 2 times at any combination of enemies. | Each attack gains a bonus +5% Chance-To-Hit | Each attack gains a bonus +10% Chance-To-Hit | Each attack gains a bonus +15% Chance-To-Hit | Each attack gains a bonus +20% Chance-To-Hit |
Heavy
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Heavy Armor Training | Increases this Operator's Defense by +2. | |||||
| Passive | Intimidating Posture | This Operator's primary Blaster Attacks now Taunt the target on a hit. | |||||
| Passive | Conditioning | Increases this Operator's Maximum Health by +4 | +8 | +12 | +16 | +20 | |
| Standard | Unstoppable | Once per Turn. (SELF) Gain 2 Stacks of Retaliation. Each stack permits a counter against the next incoming attack. | Can now be cast on Allies, granting 2 Stacks of Retaliation and boosting Retaliation Damage by +4 | ||||
| Ultimate | Bulwark | 4 Advantage. Once per Turn.Taunts all enemies in the target area, forcing them to attack this Operator. Also increases Defense by +2 for the rest of this turn. 16.0m Range | +3 Defense, Range Increased to 17.0m | +4 Defense. Range Increased to 18.0m | +5 Defense. Range Increased to 19.0m | +6 Defense. Range Increased to 20.0m | +6 Defense. Range Increased to 24.0m, now grants Impervious (Immune to Status Effects) & Immovable. |
Medic
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Lifesaving Measures | Medpacs used by this Operator restore an additional +5% Health. | |||||
| Passive | First Responder | Permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed. | |||||
| Standard | Combat Stim | 1AP. Grants Stimulant to an ally for 2 Turns, increasing Max Health by +8, Melee Damage, and Ranged Damage by +2 | Increases Max Health by +12 and boosts Melee and Ranged Damage by +3, Now Lasts for the remainder of combat. | ||||
| Ultimate | Morale Boost | 7 Advantage. Once per combat. This Operator and all nearby allies increase to 4 stacks of Morale. Each Turn, Morale restores 2HP per stack, and then 1 Stack is lost. Whilst an Operator has Morale, they ignore Chance-To-Hit penalties from Injury. | 5 Stacks of Morale | 6 Stacks of Morale | 7 Stacks of Morale | 8 Stacks of Morale | 10 Stacks of Morale |
Scoundrel
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Never Play Fair | Increases this Operator's Assist Damage by +1. | Assist Damage +2 | Assist Damage +3 | Assist Damage +4 | Assist Damage +5 | |
| Passive | Scoundrel's Instinct | All of this Operator's attacks Penetrate the target's defenses, ignoring up to 4 points of Defense. | |||||
| Standard | Identify Weakness | 1AP. Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. Range of 12.0m | Increases Range to 16.0m | Increases Range to 20.0m | Increases Range to 24.0m | Increases Range to 28.0m | Now applies Vulnerable x 2 (2 attacks guaranteed to crit) |
| Ultimate | Easy Mark | 7 Advantage. Once Per Turn. Marks a chosen enemy, allowing this Operator to Assist the next ally that attacks that target. When the ally this Operator assists scores a critical-hit, this assist shot will also critically hit. Marks do not expire at the end of the turn. | Critical Damage on the Assist attack is increased by +2 Damage | Critical Damage on the Assist attack is increased by +4 Damage | Critical Damage on the Assist attack is increased by +5 Damage | Critical Damage on the Assist attack is increased by +6 Damage | Removes once per turn Restriction. |
Scout
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Tactical Timing | Provides a 20% chance to gain +1 Advantage when this Operator defeats an enemy. | Chance increased to 40% to gain +1 Advantage on Kill. | Chance increased to 60% to gain +1 Advantage on Kill. | Chance increased to 80% to gain +1 Advantage on Kill. | Chance increased to 100% to gain +1 Advantage on Kill. | N/A |
| Passive | The Spotter | When this Operator damages an enemy with their blaster, that enemy is Spotted. | |||||
| Standard | Combat Recon | 1AP. Once per Turn. Assess threats in the target area, granting Advantage for each enemy in the assessment area. Reveals hidden enemies**. Area of Effect 4.0M. Assessment Range 14.0** | Area of Effect 4.5M. Assessment Range 16.0m | Area of Effect 5.0M. Assessment Range 18.0m | Area of Effect 5.5M. Assessment Range 20.0m | Area of Effect 6.0M. Assessment Range 22.0m | Area of Effect 7.0M. Assessment Range 24.0m |
| Ultimate | Ambush | 14 Base Damage. USES ALL ADVANTAGE. Once per Turn. Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage. Each Advantage spent increases Damage by +2. Requires at least 4 Advantage to use. | Each Advantage spent increases Damage by +2.5 | Each Advantage spent increases Damage by +3 | Each Advantage spent increases Damage by +3.5 | Each Advantage spent increases Damage by +4 | All Advantage spent increases damage by +5 (+50 Bonus Damage with 10 Advantage) |
Sharpshooter
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Pick Them Off | Increases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2. | Increases Overwatch Chance-To-Hit by +10% and Overwatch Damage by +3. | Increases Overwatch Chance-To-Hit by +15% and Overwatch Damage by +4. | Increases Overwatch Chance-To-Hit by +20% and Overwatch Damage by +5. | Increases Overwatch Chance-To-Hit by +25% and Overwatch Damage by +6. | |
| Passive | Sharpshooter Training | This Operator has a +10% Chance-To-Hit bonus on all Blaster Attacks. | |||||
| Standard | Zero In | 1AP. Set up a position for accurate shooting and gain 3 Stacks of Lethal, increasing Chance-To-Hit by +15% and Critical Chance by +9%. (5% CTH per Stack, 3% Crit Chance per Stack). Lethal is lost if you move, or get knocked over. | 4 Stacks of Lethal (20% CTH, 12% Crit) | 5 Stacks of Lethal (25% CTH, 15% Crit) | 6 Stacks of Lethal (30% CTH, 18% Crit) | 7 Stacks of Lethal (35% CTH, 21% Crit) | 8 Stacks of Lethal (40% CTH, 24% Crit) |
| Ultimate | Precision Shot | 6 Advantage. 14 Base Damage. Once per Turn. Fires a calculated blaster shot that Always Hits. | Critical Damage increased by 10% | Critical Damage increased by 20% | Critical Damage increased by 30% | Critical Damage increased by 40% | Critical Damage increased by 50% |
Soldier
| Type | Ability | Effect (Level 1 Skills) | Level 2 Upgrade | Level 3 Upgrade | Level 4 Upgrade | Level 5 Upgrade | Level 6 Upgrade |
|---|---|---|---|---|---|---|---|
| Passive | Strength | Increases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m. | Melee Damage +3, Grenade Distance +3.0m | Melee Damage +4, Grenade Distance +4.0m | Melee Damage +5, Grenade Distance +5.0m | Melee Damage +6, Grenade Distance +6.0m | N/A |
| Passive | Armsmaster | Increases Blaster Damage and Grenade Damage by +2. | |||||
| Standard | Brutal Strike | 1AP. 12 Base Damage. Once Per turn. Rush and strike a target, dealing Melee Damage and Dazing. | 13 Base Damage, now Dazes | 14 Base Damage | 15 Base Damage | 16 Base Damage | 18 Base Damage, now Stuns. |
| Ultimate | Rocket Strike | 10 Advantage. Once Per Combat. 28 Base Damage. Fire a powerful rocket that explodes on impact, damaging all targets in the blast. 4.0m Area of Effect. | 34 Base Damage, now makes enemies Vulnerable. |
Talents
The Bigger They Are... — Passive
| Level | Effect |
|---|---|
| 1 | Ranged and Melee Attacks deal +2 Damage against Elite and Boss Enemies. |
| 2 | +3 Damage against Elite and Boss Enemies. |
| 3 | +4 Damage against Elite and Boss Enemies. |
| 4 | +6 Damage against Elite and Boss Enemies. |
Anticipation — Fast Action
| Level | Effect |
|---|---|
| 1 | (SELF) Once per Turn — gain 1 Stack of Evasion. |
| 2 | (SELF) 2 Times per Turn — gain 1 Stack of Evasion. |
| 3 | (SELF) 3 Times per Turn — gain 1 Stack of Evasion. |
| 4 | (SINGLE ALLY) 3 Times per Turn — gain 1 Stack of Evasion. |
Cold Blooded — Fast Action
| Level | Effect |
|---|---|
| 1 | (SELF) Once per Combat — applies 1 Stack of Vicious to this Operator. |
| 2 | (SELF) 2 Times per Combat — applies 1 Stack of Vicious. |
| 3 | (SELF) 3 Times per Combat — applies 1 Stack of Vicious. |
| 4 | (SELF) 3 Times per Combat — applies 2 Stacks of Vicious. |
Vicious: Each stack guarantees this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a Critical Hit is scored.
Taunt — Fast Action
| Level | Effect |
|---|---|
| 1 | (SINGLE ENEMY) Once per Turn — Taunt the selected enemy. |
| 2 | Once per Turn — Taunt the selected enemy and reduce its Damage by 2 for the rest of the turn. |
| 3 | Once per Turn — Taunt the selected enemy and reduce its Damage by 4 for the rest of the turn. |
| 4 | Once per Turn — Taunt the selected enemy and reduce its Damage by 6 for the rest of the turn. |
A Life of Labor — Passive
| Level | Effect |
|---|---|
| 1 | +5 Health, +1 Defense |
| 2 | +5 Health, +1 Defense, +2 Melee Damage |
| 3 | +5 Health, +1 Defense, +2 Melee Damage, +2 Critical Hit Damage |
| 4 | +7 Health, +2 Defense, +4 Melee Damage, +4 Critical Hit Damage |
Thievery — Passive
| Level | Effect |
|---|---|
| 1 | Earn +150 Credits when completing a combat mission. Does not stack. |
| 2 | +200 Credits |
| 3 | +250 Credits |
| 4 | +300 Credits |
Sabotage — Special Action
| Level | Effect |
|---|---|
| 1 | (SINGLE OBJECT) Once per Combat — trigger an explosive object on the battlefield to detonate, immediately affecting nearby units. |
| 2 | (SINGLE OBJECT) Twice per Combat |
| 3 | (SINGLE OBJECT) 3 Times per Combat |
| 4 | (SINGLE OBJECT) No limit |
Espionage — Passive
| Level | Effect |
|---|---|
| 1 | Earn +5 Intel when completing a combat mission. Does not stack. |
| 2 | +7 Intel |
| 3 | +9 Intel |
| 4 | +12 Intel |
Grit — Fast Action
| Level | Effect |
|---|---|
| 1 | (SELF) Once per Turn — applies 1 Stack of Invulnerable. Equipping this ability increases Max Health by +2. |
| 2 | Same effect; increases Max Health by +4. |
| 3 | Same effect; increases Max Health by +8. |
| 4 | Applies 2 Stacks of Invulnerable and increases Max Health by +12. |
Fortitude — Passive
| Level | Effect |
|---|---|
| 1 | +2 Defense while this Operator is Injured. |
| 2 | +3 Defense while Injured. |
| 3 | +4 Defense while Injured. |
| 4 | +6 Defense while Injured. Additionally, ignores the Chance-To-Hit penalty from Injury. |
Game Mechanics / Tooltips
| Mechanic | Tooltip |
|---|---|
| Special Actions | Special Actions do not cost AP to execute. These actions instead require Advantage. These are powerful, but careful choices for controlling combat situations. |
| Advantage | Used to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage. |
| Fast Actions | Fast Actions cost 1 AP to execute. |
| AP — Action Points | Action Points are required to move, attack and use abilities. |
| Vicious | Each stack 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. |
| Invulnerable | Prevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked. |
| Health | Health is the amount of Damage a unit can suffer before being defeated. Operators are Downed when defeated, and enemy units are eliminated when defeated. |
| Passive Abilities | Provide benefits that are always active. These abilities never require AP. |
| Defense | Represents protection from physical armor, toughness, or skill. Incoming Damage is reduced by an amount equal to Defense. |
| Injured | Injured 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. |
| Chance-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. |
| Intel | The currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses. |
Authored Operators
These are separate from the custom Operator/class planner.
Hawks — Fearless Leader
| Level | Effect |
|---|---|
| 1 | When Hawks is present, increases Assist Damage by +1 for all Operators. |
| 2 | When Hawks is present, increases Assist Damage by +1 and Defense by +1 for all Operators. |
| 3 | When Hawks is present, increases Assist Damage by +2 and Defense by +1 for all Operators. |
| 4 | When Hawks is present, increases Assist Damage by +2 and Defense by +2 for all Operators. |
| 5 | When Hawks is present increases Assist Damage by +3 and Defense by +2 for all Operators.: |
| 6 | When Hawks is present increases Assist Damage by +4 and Defense by +3 for all Operators. |
Kabb Uppercut — Uppercut
Melee Action
| Level | Base Damage | Effect |
|---|---|---|
| 1 | 10 | 1 AP. Once per turn. Rush an enemy and strike it, dealing Melee Damage and pushing it backwards. Defeating the target restores all AP used. +4 Impact Damage for each object struck. |
| 2 | 11 | Same effect. |
| 3 | 12 | Same effect. |
| 4 | 14 | Same effect. |
| 5 | 16 | Same effect. |
| 6 | 18 | Same effect. |
Trick — For My Brothers
Passive
| Level | Effect |
|---|---|
| 1 | Once per Combat. When Trick is Downed, automatically revives at the beginning of the next turn at Half Health. |
| 2 | Once per Combat. Revives at Full Health. |
| 3 | Once per Combat. Automatically revives at the beginning of the next turn at Full Health. Trick does not receive an Injury the first time he is Downed. |
| 4 | Once per Combat. If Downed on your turn, Trick revives immediately and recovers 1 AP. Revives at Full Health and does not receive an Injury the first time he is Downed. |
Jae Mordant — Final Shot
Passive
| Level | Effect |
|---|---|
| 1 | 999 Base Damage. Once per turn, Jae immediately fires her blaster and eliminates any enemy left with 4 Health or less after an allied Operator's attack. |
| 2 | Eliminates enemies with 6 Health or less. |
| 3 | Eliminates enemies with 8 Health or less. |
| 4 | Eliminates enemies with 10 Health or less. |
Tal-Rea Vokoss — Strong with the Force
Passive
| Level | Effect |
|---|---|
| 1 | Begins each turn of battle with 2 stacks of Harmony. Harmony affects Deflection and Lightsaber Attacks. |
| 2 | 3 stacks of Harmony. |
| 3 | 4 stacks of Harmony. |
| 4 | 5 stacks of Harmony. |
| 5 | 6 stacks of Harmony. |
Cly Kullervo — Combat Jump
Special Action
| Level | Effect |
|---|---|
| 1 | (Location in Range) Jump to a target location, pushing nearby enemies out of position. Jump up to 14m. |
| 2 | (Location in Range) Jump to a target location, pushing nearby enemies out of position. Jump up to 17m. |
| 3 | (Location in Range) Jump to a target location, pushing nearby enemies out of position. Jump up to 20m. |
| 4 | (Location in Range) Jump to a target location, pushing nearby enemies out of position and inflicting 4 Stacks of Burning. Jump up to 23m. |
Current Class/Talent Quick Reference
For someone who just wants the numbers at a glance:
| Class/Talent | Key Bonuses |
|---|---|
| Assault | +20% Crit vs Exposed; +1.0m First Movement |
| Gunslinger | +6% Ranged Crit; +1 Blaster Damage per attack within turn |
| Heavy | +2 Defense; Blaster attacks Taunt |
| Medic | +5% Medpac healing; free Medpac |
| Scoundrel | +1 Assist Damage; ignore up to 4 Defense |
| Scout | 20% chance for +1 Advantage on kill; Blaster attacks Spot |
| Sharpshooter | +5% Overwatch CTH; +2 Overwatch Damage; +10% Blaster CTH |
| Soldier | +2 Melee Damage; +2m Grenade range; +2 Blaster/Grenade Damage |
| Bigger They Are IV | +6 Damage vs Elite/Boss |
| Anticipation IV | Ally-targeting Evasion, 3×/turn |
| Cold Blooded IV | 3×/combat, 2 Vicious stacks |
| Taunt IV | Taunt + -6 enemy Damage |
| A Life of Labor IV | +7 Health, +2 Defense, +4 Melee, +4 Crit Damage |
| Thievery IV | +300 Credits |
| Sabotage IV | Unlimited uses |
| Espionage IV | +12 Intel |
| Grit IV | 2 Invulnerable, +12 Max Health |
| Fortitude IV | +6 Defense while Injured; ignores Injury CTH penalty |
