Gaming Guide

Star Wars Zero Company Status Effects: Full Combat Rules Explained

Exact hit-chance penalties, injury rules, control limits, and droid mechanics that decide every fight in Zero Company.

Exact hit-chance penalties, injury rules, control limits, and droid mechanics that decide every fight in Zero Company.

Every fight in Star Wars Zero Company comes down to fixed numbers behind each status effect. Cover, injuries, crowd control, and droid rules all follow set values that never change mid-mission, so once you know them you can predict whether a shot lands, how much damage gets through, and when an enemy is safe to ignore. What follows are the exact rules for each combat state and how to use or counter them.

Quick answer: Cover subtracts 35% hit chance and is fully negated by flanking; each injury subtracts another 10% and the third injury kills an Operator permanently; Burning and Ray Shields ignore normal defense math entirely.


Cover, flanking, and Exposed targets

Cover applies a flat -35% penalty to the attacker’s hit chance. It is not a partial dodge or a random block. Flanking removes that penalty completely, so moving a unit to a firing angle where cover no longer counts restores your full hit chance in one action.

Targets standing in the open are Exposed. Exposed units take bonus flanking damage, which makes forcing enemies out of cover, or catching them before they reach it, one of the strongest opening moves you have.

Armory weapon screen showing the Rapid Cycler mod equipped on the Blaster Pistol
The Armory’s weapon screen with the Rapid Cycler modification equipped on the Blaster Pistol. Image: Electronic Arts

Injuries and permadeath

Injuries stack against an Operator’s accuracy. Each injury a unit carries subtracts 10% from its hit chance, and the penalty is cumulative, so a wounded Operator hits far less reliably than a fresh one.

The third injury is fatal. An Operator who takes a third injury dies permanently for the rest of that campaign, which is why pulling a twice-injured unit out of the line of fire matters more than squeezing out one extra attack.


Accuracy and movement debuffs

Two of the most common negative states reduce either accuracy or mobility. Disoriented cuts a unit’s hit chance by 20%. Shocked cuts its movement speed by 50%, which limits how far the affected unit can reposition on its turn.


How defense works and how Scanned breaks it

Defense is flat damage reduction, not a chance to avoid a hit. Every point of defense removes damage from an incoming attack, so lowering it directly raises the damage you deal.

Scanned is the tool for that. A Scanned target loses 4 defense and grants attackers a +20% hit chance. Defense penetration works the same way, cutting through the flat reduction so your damage lands closer to its base value.


Burning ignores defense entirely

Burning bypasses defense completely. Each stack deals 1 damage every time the affected unit takes any action, and none of that damage is reduced by defense. Because it triggers on actions rather than only on turn start, stacking Burning punishes enemies that keep moving and attacking.


Two ways to force a critical hit

You can guarantee a crit from either side of the attack. Vulnerable is a debuff placed on an enemy that guarantees a critical hit on the next attack against them. Vicious is a self buff that guarantees a critical hit on the buffed unit’s next attack. Both reach the same result, so pick whichever fits the unit you have ready to act.


Crowd control limits: Dazed, Stunned, and Stun Resistance

Control effects cannot be chained indefinitely. Dazed and Stunned differ in how much they lock down, and both trigger a resistance once they wear off.

EffectWhat it blocks
DazedCannot attack, but can still move and use non-offensive actions
StunnedLocked out of all actions
Stun ResistanceApplied when Dazed or Stunned ends; blocks further daze or stun for the rest of the battle

Because Stun Resistance kicks in the moment the control expires, you cannot keep an enemy locked forever. Plan to finish or heavily damage a target during its single window of control.


Stacks you lose by moving

Some buffs vanish the instant a unit moves or is knocked back. Lethal and Smoke are both in this group, so hold position to keep them active.

BuffEffect per stackLost on move/knockback
Lethal+5% hit chance, +3% crit chanceYes
Smoke-10% ranged hit chance for attackers targeting youYes

Note: A knockback from an enemy strips these stacks just as surely as your own movement, so consider positioning and enemy push effects before committing.


Taunt and target control

Taunt forces enemies to attack the unit that applied it. A taunted enemy cannot pick a softer target, so a durable Operator can pull fire away from wounded allies and control where the damage goes.


Buffs worth tracking

A handful of positive effects change the math on health and damage over time.

BuffEffect
MoraleRestores 2 health per stack at the start of each turn, using up 1 stack per turn
Stimulant+2 range and melee damage, +8 maximum health
RetaliationStrikes back at attackers
Sharpened SensesImproves the unit’s combat awareness
Machine LearningDroid-focused improvement over time

Droid rules: repair, not healing

Droids do not follow the same recovery rules as organic Operators. Medpacs and medics cannot heal them, since a Medpac heals 30% of an ally’s health but explicitly cannot be used on droids. Droids must be repaired instead, and they take heavy extra damage from Ion attacks. Save your Ion sources for droid-heavy fights and keep repair options ready for your own astromechs.


Your defensive stack

Several defensive states each answer a specific type of threat. Knowing which one is active tells you exactly what the next incoming attack will do.

StateWhat it does
EvasionAutomatically evades the next incoming attack
InvulnerableBlocks all damage from the next attack
ImperviousTemporary immunity to all negative status effects
ImmovableImmunity to push and pull effects
DeflectionDeflects incoming fire

Enemy traits that break your rules

Some enemies carry traits that ignore the systems you rely on. Recognize these before you commit a plan built around cover, flanking, or raw damage.

TraitEffect
RelentlessIgnores cover entirely and cannot be Exposed
Ray ShieldBlocks all damage until depleted, then recharges 50% of its lost strength each turn
Plague ArmorReduces all incoming damage by 50%

Ray Shield in particular resets your progress if you stop hitting it, since it recovers half of what it lost each turn. Concentrate fire to drop the shield in one sustained push rather than chipping at it across several turns.


Keep the three most decisive rules front of mind during every mission. Flanking erases cover, the third injury is permanent, and Burning plus Ray Shields sidestep normal defense math. Once those are second nature, the rest of the status effects slot into a predictable system you can plan around turn by turn.