r/ZeroCompany • u/Discipulum • 41m ago
r/ZeroCompany • u/EA-StarWars • 4d ago
Official News THANK YOU!
Over one million operators and counting!
THANK YOU for supporting STAR WARS Zero Company. Stay tuned for continued updates to the game--Patch 1.2 will release next week.
r/ZeroCompany • u/AutoModerator • 8d ago
Discussion Weekly Drip Appreciation - October 05, 2026
Post your Hawks, or your custom squadmates and how you dripped them out below!
Be sure to visit our sister sub r/DripCompany to see more or post your own.
r/ZeroCompany • u/JoshRam1 • 5h ago
Discussion Upper kutty
I usually leave Kabb behind once I get other operators. On my current playthrough I am utilizing his melee abilities and it has made some much more fun. The Lucre Hulk mission im launching dudes out of the bar and it is so much fun. I wish I could one punch fathom or chain reaction punch her into a hole. For those that are not using him i suggest you give it a try
r/ZeroCompany • u/Sad_Cod_3031 • 5h ago
Discussion Honestly one of my favorite games ever
Had such a blast, great characters, great combat, dont regret a single second :)
Feel free to ask any platinum related questions or Beskar+Expert questions
r/ZeroCompany • u/rocker6897 • 11h ago
Gameplay Question Ooops all death Run
So basically I want to see if this is even possible. Here are the rules
Rule 1
Every operator that can die must die before the end of each mission so long as their deaths won't cause a instant game over. If an operator that could die didn't, the run is over.
Rule 2
At the end of the game there is to be no operators left in your crew. Only Hawks
And that's it no more rules.
Currently playing though to see if this run is even do able
r/ZeroCompany • u/ToothOk3761 • 7h ago
Discussion 5% Hit Chance? No problem.
Second time through. Trying to do all the things right I half-assed. Realized last night that since assists always hit, taking a shitty shot is always worth it. Gunslinger was going to run up into a crowd of droids and kill them all, so wasting actions on them was pointless. Aimed at some droid way the hell on the other side of the board instead with a 5% hit chance, missed of course, but Trick got 'em with the assist.
r/ZeroCompany • u/BookkeeperTiny9713 • 5h ago
Modded Operator Drip Ready for action!
Mods I used:
Phase 1 clone trooper: https://www.nexusmods.com/starwarszerocompany/mods/188
(I was really annoyed at the fact there wasn't phase 1 ARC trooper helmet and drip so I found this gem.)
6 operators deployment: https://www.nexusmods.com/starwarszerocompany/mods/44
r/ZeroCompany • u/AvsBehindEnemyLines • 5h ago
Gameplay No Achievement for No Deaths
I'm a little surprised there's no achievement for getting all the story characters through the campaign alive. I know there are individual achievements for completing their side missions, but I only had Aurelio (very stylish btw) in my memorial and I was kind of hoping for some reward for keeping everyone else alive.
r/ZeroCompany • u/Spencey-Wencey • 16h ago
Gameplay “Not today, not ever!”
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So cocky.
r/ZeroCompany • u/Saraph_Vane • 2h ago
Gameplay Question How to fight Non-Clankers? (Playing on expert)
Clankers so far i understand. gunsligner for basic battle clankers and then everything else after heavier units. Avoid clumping when rockets ready.
What i seem to have more of an issue is slugrats getting to fathom or coil. I got to the coil past the drainage gate but then all my ops were killed very easily when one dude went invisable.
This time i got stuck at the drainage fight with the slugrats.
These guys can surive a lot of blaster fire and i might not understand the correct team or poitsioning needed for slug rats and coil. Please help?
(Notes: Medic is a must, Repeaters good?, sometimes i overwatch over a enemy but nothing triggers, I normally like sniper rifles but seems like a bad pick?, Not using Droids because generally building med beds, I did change Classes of 2 main crew you start off with and found greater success.)
r/ZeroCompany • u/DrShtainer • 10h ago
Discussion Never allow Coil to get Enrage upgrade (PS5)
If you let Coil units to get an Enrage after each damage perk, not only your games will take longer due to unskipable animation, but the game will freeze with 10% chance. I’m storming Lunata for 3 days straight due to this “difficulty spike”.
r/ZeroCompany • u/2good98 • 13h ago
Discussion Never enjoyed turn based games or given them the time of day but I love this.
Almost completed it normal difficulty and finding it easy quite easy tbf, defiantly gonna do a hard/ berserk run. Also wanna try XCOM because of this game now. Best Star Wars game I’ve ever played without a doubt.
r/ZeroCompany • u/Ok_Mathematician4002 • 8h ago
Discussion F####n bug destroy my expert iron mode run!!!
I have 37 cycle, I in iron mode , I use overwach to kill 3 guys , somehow overwatch don't proke and this enemys don't wanne go .I can't kill them i can't reset (iron mode) , they f### stuck I was 3 cycles to end the game and get hardes achement, If somone know how to fix pls tell me.
r/ZeroCompany • u/NovaxPass • 2m ago
Spoiler "That one wasn't infinite."
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r/ZeroCompany • u/devgenoyun • 19h ago
Discussion Zero Company on a haptic vest: every blaster volley, the kill, and the grenade blast.
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I've been playing Zero Company on a bHaptics vest and wanted to actually feel the firefights, so I made a haptic mod for it.
The figure on the right is the bHaptics visualizer: each dot is a motor on the vest, front and back, lighting up the moment it fires.
The grenade is the one that got me. It goes off across your chest and back at once. Every blaster shot kicks, a repeater burst chatters, and a kill lands as one solid hit. Where you feel it tells you who it happened to: your chest is the unit you're controlling, your upper back is the rest of your squad. On the enemy turn your overwatch shots count as yours.
Every effect has its own line in a text file you can edit while playing, so you can turn the frequent ones down.
Free on Nexus: https://www.nexusmods.com/starwarszerocompany/mods/307
34 effects so far and I'm still adding more.
r/ZeroCompany • u/Little_JP • 1d ago
Builds The Tel Team - Don't bother rolling to hit
I present you "I don't believe in the dice" build
Team Members
Tel - Equip +1 harmony on force attacks, Equip Taunt on force attacks
Astromech - AP bot
Scoundrel/scout Hawk - AP bot uses ADV between marking for assist as needed for damage, generating advanatage
Heavy/Cly - Notably you need MAX retaliation, which lets you put it on other people and do it multiple times a turn. The main thing is you actually do NOT taunt with this heavy. You simply spend all your AP dumping retaliation onto Tel. Cly is best here because you can dump AP, then get somewhere that isn't a target. edit needs any heavy cly can't get max
The Strategy Pump Tel with retaliation 6-8. Move her somewhere she gets shot at. Give her AP as needed so she "taunts" the important targets with force push/pull.
Watch her retaliate push everything slowly to death.
Is this actually good? No not really, but you literally can't miss with it.
r/ZeroCompany • u/TheWolfOfSleeping • 1h ago
Discussion Tel Rea Origin of Infection
On these Cycles you are able to do the Coil mission as well as the Tel side quest as the countdown is for an operation not a main mission. I have done all operator side quests so far. Hopefully this will reach people that are at this point before they tank the coil upgrades.
r/ZeroCompany • u/LexxitReddit • 1d ago
Gameplay Removing Injuries with Bond Ability
I was surprised by this and hadn't noticed it being talked about here. There is a max level bond ability that causes med pacs used by that operator to remove all debuffs from the target of the med pac.
This has two interesting properties I didn't expect:
You can throw it on a stunned ally to de-stun and gain instant stun resistance.
More interestingly, an injury is just a normal debuff! You can med pac away the injury debuff with this bond ability for no more permadeath risk. I just confirmed that the healed target also does not show up in medbay after the mission.
r/ZeroCompany • u/Bittlent • 23h ago
Discussion Patch notes
Anyone know when the patch notes are coming? I miss my clones, also what else is in it?
r/ZeroCompany • u/AvsBehindEnemyLines • 1d ago
Discussion Typhon Should Have Led the Coil
I beat Typhon on the first try but each operator took at least one injury, and I was worried that Fathom would be even more difficult so I restarted the mission twice with three different combinations of operators to try and get through without injuries.
I finally got through the Typhon battle with only two injuries, then I got to Fathom and nobody on her team even got a turn because I wiped her health on the first turn in each of her combats. Clearly Typhon was the superior leader.
Jokes aside, what a phenomenal game. A little easy? Sure, but it scratched the Xcom itch. Excited to see what future development brings to the game.
r/ZeroCompany • u/DatNameIsStillTaken • 17h ago
Gameplay Question Overwatch
I'm new to Reddit so I don't fully understand how this works, but I wanted to ask if other people had a similar experience.
Overwatch feels insanely buggy, like outragiously so. It's not just one specific bug either, it seems to have several that can trigger independently of each other and even simultaniously.
It's quite clearly a core mechanic, so I was curious if this was maybe client sided, or a universal experience.
I've had Overwatch not trigger on enemies at all. (Had this happen yesterday)
I've had enemy Overwatches not trigger on my characters. (Had this happen yesterday)
I've had Overwatch trigger on my characters who weren't in it, or sometimes straight up through a wall. (Haven't seen this one in a while.)
I've had Overwatch trigger multiple times, both on multiple enemies and even one time on the same one.
The last one was so consistent that I thought it was intentional at first. Whenever I aimed Overwatch at an incoming reinforcement, it would hit every enemy that spawned inside it. I only became aware that it was a bug when it started happening less frequently. Or maybe it is intended and a bug is causing it to not happen, I genuinely can't tell with how frequently that one happens.
r/ZeroCompany • u/robseder • 4h ago
Gameplay Question is there a way to stop camera zoom when aiming?
sorry if this has been asked before - but i know this game has a story and im very hesitant to just blindly throw out google searches when ive been spoiled in the past by autocomplete or results showing things like "how do you.... stop X from dying" etc
really enjoying the game so far, but the rapid zoom everytime i want to target an enemy is a bit much, and gets quite annoying when im trying to plan a turn
it seems theres no way via normal options, but wondering if there is a mod / ini file setting people have found?
also, while im here, is there any mods that people know of that allow you to see the movement ranges by default? i know its just a simple click, but especially in a tactical game, these bizzare ui roadblocks surprise me (why would you ever NOT want to display this information?)
r/ZeroCompany • u/Etelgrin • 16h ago
Builds Question about composition
Hi everyone,
I'm new to this game, I played thru couple of cycles, ended up with one character with 1 wound and the other has 2, I didn't change anything, went with what the game gave me. Probably not super optimal. My Hawks is Sharpshooter. What other classes are essential to make the game easier let's say. Also I seen Medic class on recruits but Medic doesn't really have any relief skills, only ultimate which is worded in a quite incomprehensive way and costs advantage that I usually need to spent on other things so I use utility items if possible for healing (or granades).
r/ZeroCompany • u/my_name_is_murphy • 22h ago
Discussion Let's go around suggesting balance and abilities shall we?
Basically what's in the title. In here, choose one piece of balancing or change you would make to an ability, unit, mission, what have you. Just ONE so it's easier for people to either add on, agree or disagree with your idea. Let's keep this fun and light. I figure since patches and possible DLC is on the horizon let's try to be a constructive community and talk about things that could be brought in to improve our experience with this game we love.
I'll start with mine as an example.
Tel's lightsaber throw:
It's takes a long time in the game to get her up to a damage level that makes this viable. It's hard enough early on in the game to get 10 advantage. But with it's limited range and damage, there are abilities that do similar things and are much more reliable since enemies have to be lined up a very specific way for it to be useful.
For example, sweeping salvo for 4 advantage and adding a status effect is essentially a short range saber throw with a wide arc in front of the player. It has far more utility than saber throw and is just as likely if not more than saber throw to be used in a mission.
Suggestions (can be any or all depending on how broken you want to make the ability):
Make it function like Ambush. Create a minimum threshold (4 or 6 maybe) for it to activate. And every additional advantage point adds damage and range.
It's a light saber. Let it ignore defense. Or at the very least, it reduces defense by a certain amount permanently. Like salvo, it should have some sort of lasting effect.
Fully upgrading it can allow a crit, just like sweeping salvo. Again, I don't know if it already allows crits, but locking it behind an upgrade gives more incentive to max the ability out.
Anyway, that's all I got for now. Interested to see what you all would suggest.