Independent tactical archive · Star Wars Zero Company

Star Wars Zero Company Combat Basics & Action Points

Every Operator gets three Action Points during the shared squad turn. Spend them in an order that improves hit chance, preserves cover and leaves a deliberate answer for the enemy turn.

Zero Company squad fighting droids during an extraction mission
Official game footageOpen the official Zero Company siteWatch trailer ↗

The short combat answer

Use movement only when it improves the shot or protects the next turn. Each Operator has three AP, so check the full squad before spending a final action on Overwatch or ending the turn.

This launch archive separates confirmed official facts from editorial tactical advice. Unverified ability values, mission rewards, exact enemy statistics and definitive tier lists are not invented.

Three AP per Operator

Your entire squad acts in one shared turn, but each Operator has three AP. Movement distance, attacks, abilities, utility items and Overwatch can have different costs. A free Call for Backup action can be used once per turn by the selected Operator without reducing AP.

MoveVariable APLonger movement costs more.
AttackWeapon APThe class determines cost and useful range.
UtilityUsually 1 APMedkits and grenades can repair a turn.
OverwatchFinal actionIt immediately ends that Operator's turn.
Impact Bomb action preview showing its AP cost and blast area
Action Point exampleCheck cost and area before confirming

The Impact Bomb preview shows a one-AP utility action and highlights the enemies inside its blast area.

EA Help · Open official guide ↗

Improve the shot before taking it

Chance-to-Hit changes with distance, weapon range, line of sight, cover and positioning. Open the Shot Breakdown, then compare the current shot with one legal move. Flanking, high ground or moving into the weapon’s intended range may be worth more than firing twice from a weak line.

Do not spend movement automatically.

If the current shot already solves the priority target, attack first and use remaining AP to return to cover.

Shot Breakdown showing 65 percent hit chance against an enemy in cover
Shot BreakdownRead the penalties, not only the percentage

This official example shows a 65% hit chance and identifies cover as a negative modifier before the shot is confirmed.

EA Help · Open official guide ↗

Cover protects a position, not a whole plan

Partial cover reduces the enemy’s hit chance; full cover provides more protection. Some cover can be destroyed, so keep a second route. Overwatch watches a selected area during the enemy turn and automatically attacks when a target moves or acts there.

Two official gameplay examples comparing partial and full cover indicators
Cover comparisonThe shield icon changes with protection

Partial and full cover are shown directly on the movement preview, so compare the destination before spending AP.

EA Help · Open official guide ↗
  1. 01
    Break enemy Overwatch

    Do not walk through a reaction cone without first removing or disabling it.

  2. 02
    Move the exposed Operator

    Improve position before spending the shot if the current line is poor.

  3. 03
    Finish with Overwatch

    Place the cone where movement is likely, because the action ends that Operator’s turn.

Advantage is the squad’s reserve

Damaging an enemy earns one Advantage, and the shared pool can hold up to ten. Advantage powers special actions without AP, so it can still rescue a turn after normal points are spent. Save it when the current fight is stable; spend it when a dangerous target or collapsing position must be solved now.

Squad portraits and the shared Advantage meter showing three points
Shared resourceAdvantage belongs to the squad

The meter sits beneath the squad portraits and shows the current shared pool—in this example, three Advantage.

EA Help · Open official guide ↗

Rally before injuries become a campaign loss

A Downed Operator cannot act until a teammate uses Rally. Being Downed also causes an Injury. With permadeath enabled, three injuries remove that Operator from the squad permanently. Hawks is different: if Hawks is defeated, the mission fails immediately.

Permadeath is chosen when the campaign starts and cannot be changed for that campaign. If that rule is not the experience you want, change it before selecting Start Campaign.

Campaign difficulty settings with the Permadeath option enabled
Campaign settingChoose Permadeath before starting

The option is part of the initial Difficulty Settings screen and remains fixed for that campaign after Start Campaign.

EA Help · Open official guide ↗

Operations and Tactical Missions do different jobs

Operations take place on the Galaxy Map and can grant resources, unlock follow-up work or change relationships. Tactical Missions deploy the squad into turn-based objectives. Both can expire, while story-critical work eventually becomes mandatory.

Official sources