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Squad Planner

Database · 21 terms

Zero Company glossary

The game's vocabulary, used consistently across every page on this site. If a term here differs from what you saw in-game, that is a correction worth sending.

Action Point (AP)
The per-turn action budget. Each Operator has three AP, spent on movement, attacks, Utilities and Abilities in any order.
Advantage
A shared squad resource gained by damaging enemies. Powerful abilities spend Advantage instead of AP. The maximum shown is 10.
Bond
A relationship between a pair of Operators that unlocks permanent combat bonuses and a maximum-Bond passive. Bonds are the main source of Focus Points.
Call for Backup
A zero-AP support action that adds a teammate's assistance to the next attack and helps build Bonds.
Credits
The currency spent on recruitment, equipment, healing and facilities.
Cross Training
The progression system that converts Bond progress into permanent shared capability. Specific bonuses are unpublished.
Custom Operator
A recruited Operator you customise in name, appearance, clothing and voice, who selects a Talent from a pool rather than having a fixed one.
Cycle
The campaign clock. Missions and Operations expire, and completing Tactical Missions advances the cycle.
Focus Point
The currency spent in Focus Trees to upgrade Talents, Abilities and Passives. Mainly earned from Bonds, and also from missions and Operations.
Injury
What a downed Operator suffers. Three Injuries cause permanent death on standard difficulty. Permadeath is enabled by default but can be disabled.
Intel
A resource spent on Operations and earned through Tactical Missions.
Operator
A member of the company. Operators are either authored — joining through the story — or custom, recruited and customised by the player. Four Operators form a squad.
Overwatch
A directional cone that fires reaction shots when enemies move or act inside it. More AP can increase the number of shots; using it ends the Operator's turn.
Rally
The action allies use to bring a downed Operator back up.
Specialization
An Operator's combat class. There are eight standard Specializations. A secondary Specialization unlocks around the middle of the campaign.
Squad
The four Operators taken into a tactical mission. Hawks is required for story missions; skirmish missions allow other combinations.
Talent
A specialization layer carrying one or two abilities, separate from the Specialization. Some authored Operators have fixed Talents; Hawks' persists across every Specialization he takes.
The Den
The company's base. Contains Recruitment, Personnel, the Armory, the Upgrade Facility, the Medbay, Customization and the Memorial.
Utility
An equippable combat ability such as Impact Bombs or Concussion Grenades. Slot count depends on Specialization.
Weapon Mod
A modification slotted into a weapon to alter stats and add effects. Slot counts can increase during the campaign.
Zone Influence
Regional progress that unlocks upgrades, Utilities and Contacts in a region.

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