Field manual

Tactical guides

Start with the rules, then move into the decision that is costing the current mission. Every guide separates confirmed mechanics from editorial recommendations.

Zero Company squad fighting in a tactical mission
01 / Start here

Star Wars Zero Company beginner guide

The first hours are easier when you treat the campaign as two connected games: a tactical battle where order matters, and a headquarters cycle where limited time and resources matter.

02 / Field tactics

Combat guide

Zero Company rewards aggressive positioning, but aggression only works when the squad changes the battlefield before committing its expensive attacks.

03 / Combat system

Action Points guide

Each Operator receives three AP per turn. The important part is not the number, but the freedom to spend those points in any order and the different costs attached to each weapon and action.

04 / Combat system

Advantage guide

Advantage is a shared squad resource generated by landing attacks. It caps at ten and powers abilities that do not consume Action Points.

05 / Combat system

Cover and flanking guide

Cover protects a position, but it is not permanent safety. The squad can go around it, shoot from elevation, or destroy some pieces outright.

06 / Combat system

Overwatch guide

Overwatch converts remaining AP into reaction shots inside an adjustable cone. It is strongest when the enemy must cross a predictable path and weakest when activated before the Operator finishes setup.

07 / Campaign survival

Injuries and permadeath

Zero health is not immediate death. It creates a Downed state and an Injury, turning a tactical mistake into a campaign cost that the Medbay must resolve.

08 / Company planning

Squad building guide

A good squad is not four individually strong builds. It is a four-step turn in which each Operator makes the next action safer, cheaper, or more decisive.