How the game plays
Zero Company is a turn-based tactics game built on a tight set of interlocking systems — action points and cover in the field, the Advantage resource and squad synergies that reward good positioning, and a base layer at the Den where you recruit, build bonds and upgrade between missions. These are the rules behind every decision.
Combat
Action Points & Cover
The Core Combat Loop
How turns work in STAR WARS Zero Company — three action points per operative, movement that costs AP, and a cover system that iterates on the modern XCOM formula from the same designers.
Open fileThe Advantage System
The Squad's Shared Tempo Resource
Advantage is a shared resource in STAR WARS Zero Company that you build by damaging enemies and spend on your squad's most powerful abilities — the economy that rewards aggressive, coordinated play.
Open fileForce Powers & Squad Synergies
The Star Wars Twist on Tactics
STAR WARS Zero Company layers unique Star Wars abilities — like using the Force to pull enemies out of cover — onto its tactics, building combat synergies your squad unlocks by fighting together.
Open fileSquad & Bonds
Squad Bonds & Relationships
The Heart of the Company
Operatives in STAR WARS Zero Company form bonds as they fight together — relationships between authored and player-created characters that deepen the story and unlock battlefield benefits.
Open fileRecruitment & Species
Building Your Roster
How you fill out Zero Company in STAR WARS Zero Company — recruiting operatives, choosing from ten species and twelve classes, and creating custom operators to fight beside the authored cast.
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