Plan your squad. Win the mission.
Choose a guide for builds, combat, Bonds, weapons, and campaign settings.
Best Hawks Builds — Scoundrel Assist Engine and All 8 Class Directions
Build Hawks around Fearless Leader and the job your squad is missing. Compare all eight classes and weapon choices.
GuideBest Talents by Specialization — A Synergy Matrix, Not a Flat Tier List
Compare Grit, Anticipation, Cold-Blooded, and all 10 recruitable Talents by class role and squad synergy.
GuideWeapon Classes & AP Economy — Rifle vs Pistol vs Repeater vs Longarm
Compare all four Zero Company Weapon Classes and use AP-breakpoint logic for Scout, Gunslinger, Sharpshooter, Heavy, and hybrid builds.
GuideCombat System Explained — 3 AP, Advantage, Cover, Spotted, Rally & Injuries
Learn Zero Company Action Points, Chance-to-Hit, cover, shared Advantage, Scout Spotted, Rally, and the three-injury Permadeath rule.
GuideDifficulty, Permadeath & Beskar Mode — Choose Before You Lock the Campaign
What Permadeath and Beskar Mode lock, how injuries work, and how to choose settings for a first, Hard, or Expert campaign.
GuideFocus Tree & Respec Guide — How to Rebuild Your Operator
How to change Specialization, refund Focus Points, and plan around fixed story Talents.
GuideAll 8 Specializations Compared — Roles, Abilities and Combo Logic
Compare Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier by role, abilities, AP needs, and dual-Specialization planning.
GuideBonds & Cross-Training — Squad Synergy and Training Guide
Use Bonds and shared training to plan better Operator pairs, combat synergy, and campaign choices.
GuideOperator Guide & Squad-Building Rules — Build Roles Before Names
Compare Hawks, Trick, Tel-Rea, Cly, Luco, Jae, and Kabb, then build a squad that covers every tactical job.
GuideMission & Dilemma Database — Choices, Rewards and Consequences
Track Zero Company missions and campaign choices by rewards, reactions, Bonds, and follow-up consequences.
