Tactical guides
Start with the rules, then open the guide for the system or decision you need help with. Every guide separates confirmed mechanics from practical recommendations.

Star Wars Zero Company beginner guide
Use this route to choose forgiving settings, finish the first Tactical Missions, build a dependable squad, and return to The Den with a plan.
02 / Field tacticsCombat guide
Zero Company rewards aggressive positioning, but aggression only works when the squad changes the battlefield before committing its expensive attacks.
03 / Combat systemAction Points guide
Each Operator receives three AP per turn and can spend them in any order. Weapons, movement, Utilities, and Abilities each have their own costs.
04 / Combat systemAdvantage guide
Advantage is a shared squad resource built by landing hits. It caps at ten and powers abilities that do not consume Action Points.
05 / Combat systemCover 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 systemOverwatch guide
Overwatch turns AP into reaction shots inside an adjustable cone. It works on predictable movement and actions, but it is not a guaranteed way to cancel an enemy's entire turn.
07 / Campaign survivalInjuries 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 planningSquad building guide
This early squad template shows who to recruit and gives each slot a job, weapon rhythm, first upgrade priority, and opening action.