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ANSWER · STAR WARS Zero Company™

Star Wars Zero Company hit chance and cover: what the 1.2 patch changed

How cover and hit chance are presented, and the 1.2 "No Perfect Shots" campaign modifier that caps every ranged attack at a 99% hit chance.

ReleasedPC

Answer: Patch 1.2 adds a "No Perfect Shots" campaign modifier: while it is enabled, all Operator ranged attacks have a maximum chance to hit of 99%. Cover otherwise works as the targeting preview shows it, and the notes name the modifier rather than any change to cover maths.

Version scope
Patch 1.2 notes of 15 Oct 2026 and the game's own forum, read 21 Oct 2026
Game status
Released
Platforms
PC
Verified
Updated

The question players raise

In the game's own forum a player asked, in a thread titled "What is up with the hit percentages?", whether cover is only cosmetic and how much it really reduces hit chance — noting that enemies still hit them "like 80% of the time" and that even a 25% reduction should feel like far more misses given the enemy base hit chance.

The one hard number the developer has published

Patch 1.2, released 15 October 2026, introduced Campaign Modifiers. One of them is named No Perfect Shots, and the note states: "While enabled, all Operator ranged attacks have a maximum chance to hit of 99%."

That is the only explicit hit-chance figure the developer has published, and it is a ceiling on a run modifier rather than a statement about cover. The same notes also list Instant Death and a Lockout group, which together with No Perfect Shots are the modifiers that change how a run plays.

What the patch did not say

  • It does not publish a cover multiplier, a hit-chance formula, or a per-range table. No such table is on the store page or in the notes.
  • It does not say that the modifier changes cover behaviour; it changes the ceiling on what the game will show as a hit chance.
  • A separate player question — whether the targeting preview shows a 0% hit chance when the enemy has evasion — sits only in replies on that thread, and no developer statement about evasion was found.

How to use the modifier

The 1.2 notes state that selected Campaign Modifiers are enabled after you complete the tutorial, so the cap is opt-in per run rather than always on. If you want a guaranteed miss, this is not the setting for it: it caps the hit chance from above, it does not remove misses. The campaign modifiers and difficulty page lists what the other modifiers change.

Limits of this page

We have not played the build and measured any hit chance, and the figures here are the developer's own wording plus a player's report. The Star Wars Zero Company zone records the rest of that patch.

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