Urban Theatres
City Fights & Dense Cover
Urban worlds are among the deadliest theatres in STAR WARS Zero Company — dense, multi-level cover and tight sightlines that reward flanking, breaching and careful action-point management.
In the city, every doorway is a decision.
With a galaxy map of 150+ planets, Zero Company’s shadow war will inevitably take the squad into the galaxy’s cities. Urban theatres are defined by dense, layered cover — walls, vehicles, rubble and rooftops — that shapes combat differently from any open battlefield.
Fighting in the city
City fights are close and claustrophobic. Short sightlines mean engagements happen at flanking range, where an Assault operative thrives and a long-range Sharpshooter struggles to find an angle. Multi-level cover creates verticality and ambush lanes, so a Scout reading the ground first is worth a great deal. Breaching and clearing rooms turns action-point management into a tense puzzle: spend too much moving and you’ll be caught mid-room with no shot.
Building for urban missions
A squad suited to the city leans on mobility and disruption — flankers, a Scoundrel to flush entrenched defenders, and enough durability to survive the inevitable close-range exchanges. The Force trick of pulling an enemy out of hard cover is especially devastating here, where cover is everything.
This is a representative theatre profile. The specific urban worlds in Zero Company’s campaign haven’t been fully detailed; we’ll add named planets as they’re confirmed.