Gameplay hub

STAR WARS Zero Company Guides

A decision-first route through combat, squad composition, campaign progression, difficulty, and completion.

Operational index

Gameplay Guides

Choose a briefing below to continue.

013 AP per Operator02Cover and Overwatch03Squad role coverage04Campaign consequences

Combat at a glance

Each Operator begins a turn with three AP. Movement, attacks, abilities, utilities, and Overwatch compete for that budget; cover, distance, line of sight, range, and positioning affect hit chance. [3]

Build by jobs

A stable squad needs setup or control, reliable damage at mission ranges, and recovery when plans fail. Specializations, weapons, and Talents are separate levers, so evaluate the whole action sequence. [3][4]

Campaign layer

Operations cover non-combat decisions, story, and resources; Tactical Missions use turn-based combat. Both can expire, while critical content eventually becomes mandatory. [3]

Choose a route

New players: Beginner → Classes → Builds. Completion: Walkthrough → How Long → Trophies. High-consequence campaigns should begin with Difficulty & Permadeath. [3][11]

Browse this area

Guides in Gameplay Guides

Verification

Sources

Official pages used for the game, release, platform, and feature context on this guide.

  1. 03EA Help — tactics and combat basics
  2. 04EA Help — Specializations and weapons
  3. 11StarWars.com — official launch guide
Ready for the next operation?

Return to the complete field manual.

Browse all guides