Systems · Combat ● Confirmed

Force 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.

The right combo turns four operatives into one weapon.

What separates Zero Company from “Star Wars XCOM” is synergy. The developers have been explicit that they want to push the tactics genre forward, and the clearest way they do it is by layering distinctly Star Wars abilities onto the combat — then encouraging you to chain them across your squad.

The Force in the tactics layer

The showcase example: using the Force to move an enemy out of cover and into a squadmate’s line of fire, rendering them vulnerable. In a game where cover decides hit chance, an ability that simply removes an enemy’s protection — or drags them into a kill zone — is enormously powerful. It’s the Jedi Padawan’s signature, and it turns a protected target into a guaranteed kill for your damage dealers.

Synergies that grow

Combat synergies aren’t all unlocked up front. As you deploy operatives together, they learn to work as a team and unlock new combos — a progression that rewards running consistent squads and investing in the relationships between characters. The deeper your operatives’ shared history, the more the synergy web opens up.

Building around combos

The best Zero Company turns read like a sentence: set up, reposition, finish. A Scoundrel or Jedi creates the opening, the Advantage system funds the payoff, and a damage class converts it. Learning which abilities feed which is the real mastery curve of the game.

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