ZERO COMPANY
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Beginner's Guide

New to turn-based tactics, or to Zero Company? This guide covers the core loop, action points, cover, Overwatch, the Advantage economy and permadeath — the systems that decide whether your first squad survives to see the finale.

ByZero Company Guide Team
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The Core Loop — How a Campaign Runs

The Clone Wars have just ended. As former Republic officer Hawks, you command Zero Company — an elite freelance squad operating in the galaxy's underworld, taking jobs that no one else will. Every Cycle moves through 3 phases, and time only advances when a tactical mission finishes.

1

The Den (base)

Heal, respec, recruit and train — then choose where to deploy next.

2

Holo-map (Operations)

Non-combat text Operations that consume Intel and return rewards.

3

One tactical mission

One turn-based deployment per Cycle. This is what advances time.

Combat Fundamentals

Six concepts cover almost every tactical decision you will make.

Action Points (AP)

Every operative gets 3 AP per turn. Movement, shots and abilities all spend from the same pool, so a turn is a budgeting exercise: move, shoot, or do something expensive — rarely all three.

Cover

Standing behind cover is the single biggest survivability multiplier in the game. The opening mission on Serolonis is explicitly built to teach movement, cover and Overwatch — treat it as a mandatory lesson.

Overwatch

Leave AP unspent and an operative watches a lane, firing automatically when an enemy moves through it. This is how you hold a flank with one unit while the rest of the squad works.

Advantage

A combat resource generated by flanking, kills and specific abilities, then spent on high-impact plays. Assault's Sweeping Salvo alone generates 4 Advantage, which is why frontline pressure builds momentum.

Flanking

Attacking around cover strips the defender's protection and raises hit and crit rates — Assault's Strike the Flanks adds +20% critical chance on flanking shots. Flanking is the offensive counterpart to cover.

Permadeath

Operators can die permanently. An injured companion is not the same as a dead one: wounds heal in the Medbay, death is final and also severs that operator's bonds for good.

Weapon Families — What They Cost You

Your weapon choice sets engagement range and how much of the 3 AP budget a single shot consumes. Pick per role, not per damage number.

Blaster Pistol

1 AP
Effective Range0 - 8 Tiles (Close-Quarters)
Armor PenetrationLight (Armor Pierce on Crit)

Tactical Role: Cheapest AP cost; triggers Quick Draw kill refunds and Assist Shoot reactions.

Blaster Rifle

1 AP (Single) / 2 AP (Burst)
Effective Range6 - 16 Tiles (Mid-Range)
Armor PenetrationModerate (Standard Coverage)

Tactical Role: Zero point-blank penalty; versatile all-around combat reliability.

Heavy Repeater

2 AP (Sweeping)
Effective Range4 - 14 Tiles (Area Cone)
Armor PenetrationHeavy (Destroys Low Cover)

Tactical Role: Overloads energy shields and shreds destructible environment cover.

Longarm Blaster (Sniper)

2 AP (Aimed)
Effective Range12 - 24+ Tiles (Extreme Range)
Armor PenetrationExtreme (High-Caliber Penetration)

Tactical Role: Highest critical damage multiplier; suffers accuracy penalty within 4 tiles.

Which Difficulty Should You Pick?

For a first campaign, these two are the realistic choices.

Story

Narrative Focus

Designed for players who want to experience the Clone Wars story without grueling tactical penalties.

Enemy HPLow (-25%)
AccuracyLenient
InjuriesMinor (heals in 1 cycle)

Normal

Standard Experience

The intended tactical balance. Errors can be punished, but smart positioning and Medbay usage will carry the squad.

Enemy HPStandard (100%)
AccuracyBalanced
InjuriesStandard (1-2 cycles)

First Campaign Checklist

Follow this order and the early Cycles stay manageable.

  1. 1
    Before you deployPick Story or Normal for a first run. Story cuts enemy HP by 25% and keeps the Bacta Tank available, so early mistakes stay recoverable.
  2. 2
    Cycle 1Upgrade the Medbay immediately. Untreated wounds compound into an accuracy spiral, and that is the most common way a first campaign collapses.
  3. 3
    Cycle 1-2Keep the same pairs deployed together. Bonds take Focus Points to raise, and 'Very High' is required for all 10 bond achievements.
  4. 4
    Every missionEnd turns in cover and leave one operative on Overwatch. Never finish a turn with everyone exposed in the open.
  5. 5
    Cycle 2-4Recruit 2-3 reserves at the Recruitment Terminal. A Medbay stay should never force you into a mission under-strength.
  6. 6
    Cycle 3The Armory Respec Terminal unlocks. This is your free rebuild window — re-evaluate every Specialization before the difficulty curve steepens.

Mistakes That End First Campaigns

  • Treating the campaign like a checklist. Missions carry Cycle timers and expire permanently — it is impossible to complete every mission in a single run, so choose deliberately.
  • Letting Hawks fall. Hawks is required on story missions, and on Beskar Mode the campaign ends if the commander dies.
  • Ignoring injuries on Hard and Expert. Both disable the Bacta Tank, so wounded operators must sit out complete Cycles.
  • Spreading Focus Points across the whole roster. Concentrate them on the pairs you actually deploy to reach 'Very High' bond tiers.
  • Skipping Holo-map Operations. They cost Intel but return Intel, rewards and Zone Influence — the economy stalls without them.

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