Gameplay hub

STAR WARS Zero Company Guides

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

Original concept illustration of a tactical battlefield plan with cover positions and movement routes
Tactical planning
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.

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.

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.

Choose a route

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

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