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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.

Zero Company Operators fighting battle droids in a tactical mission
Deployment4 Operators
Turn economy3 AP each
Advantage cap10 shared
PermadeathOn by default

The shortest useful version

A normal deployment uses four Operators. Each has three Action Points, and movement, attacks, Utilities, and Abilities draw from that same pool in any order. Landing attacks builds a shared Advantage pool that can power abilities without spending AP.

Cover lowers the chance of being hit. Flanking and high ground improve your shots. An Operator reduced to zero health becomes Downed and gains an Injury. On standard settings, three Injuries cause permanent death.

Run your first headquarters cycle in this order

  • Talk to available companions before committing to the next mission.
  • Check the Medbay and decide whether an Injury can wait one Cycle or needs immediate treatment.
  • Review Operations at the Holotable first because they can produce resources that change the rest of your plan.
  • Visit the Armory and Black Market after you know what the current Cycle can afford.
  • Spend Focus Points and inspect Bonds before finalizing the four-Operator deployment.

Plan the turn before spending the first AP

Start with the action that changes the most information. Scanning, removing cover, or moving to high ground can improve every attack that follows. A low-value pistol shot may still be useful when it adds Advantage and unlocks a stronger free ability later in the turn.

Do not treat the three AP as three identical attacks. Weapon costs differ, some attacks consume everything that remains, and Overwatch immediately ends that Operator's turn.

  • Check every target's cover and defense before selecting the shooter.
  • Confirm line of sight for both the acting Operator and any backup shooter.
  • Spend movement early only when it creates a better shot, safer cover, or an escape route.
  • Use the free Call for Backup action every turn when a useful follow-up shot is available.

Give every squad slot one clear job

Four slots disappear quickly. A stable opening squad usually needs someone who can hold pressure, someone who can recover or prevent damage, someone who creates information or openings, and someone who converts those openings into kills.

Most standard specializations can be changed at The Den, so build around the Operators and stories you want to bring. Custom Operators are not filler: their appearance, background, talent, weapons, and standard specialization can be shaped around a missing role.

Avoid these early mistakes

  • Ending in the open because the current target looks almost dead.
  • Activating Overwatch before all movement and support actions are complete.
  • Ignoring an Injury because the Operator was successfully rallied.
  • Spending every credit before checking facility upgrades and the Black Market.
  • Using the same four Operators every mission and leaving most Bonds undeveloped.
  • Treating every timed Operation as mandatory when the campaign is designed around choices.