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 Specific bonuses are unpublished.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.
Sources
- Interview with Bit Reactor on tactics, classes, Bonds and synergies
Xbox Wire · Tier 2 — Developer interview · accessed 4 August 2026
Supports: Specialization roles, Combat Stim, Identify Weakness, Advantage, Hawks AP support
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 4 August 2026
Supports: Campaign loop, the Den, Galaxy Map, progression systems
- Answering the Internet's Biggest Questions about Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 4 August 2026
Supports: Custom Operators, species list, clone and astromech squads, permadeath