Beginner guide

Zero Company is XCOM-shaped, not XCOM-identical. You always field four Operators. Story missions require Hawks. Between fights you live in the Den on the Ring of Kafrene, then fly the Caisson to the next grid.

Star Wars Zero Company | Official Gameplay Trailer

How a session is structured

Pick a combat mission or a non-combat operation from the galaxy map. You can run several operations in a cycle, but a full tactical mission ends the cycle and advances the campaign clock. Enemy factions roll a permanent upgrade each cycle unless you spend operations to block one of the two options.

On the grid you spend a shared three-point Action Point pool per Operator. Movement and abilities draw from the same pool. Advantage is a second, squad-wide resource earned when you actually damage an enemy — it pays for ultimates and for Hawks’ once-per-turn AP refresh.

First-hour recommendations

  • Bring a Medic

    Injuries linger and permadeath is real on Normal and up. A Medic’s Morale Boost ultimate is the safest early spend of Advantage.

  • Park a Sharpshooter high

    Elevation and Precision Shot (always hits) forgive messy line of sight while you learn cover rules.

  • Do not skip operations

    Ignoring the strategy layer lets the Coil take both upgrades. One blocked upgrade per cycle is the intended cadence.

  • Save in the Den

    Launch-week PC reports still include freezes at mission end. Treat the Den as your checkpoint, not Quick Resume.

What the game will not tell you up front

There is no classic fog of war — Bit Reactor shows much more of the battlefield from turn one. Use that information; do not play as if pods are hidden in the dark.

A second specialization unlocks later in the campaign. Early Operators with one spec are not unfinished; the hybrid kits come when the Focus Tree allows Spec 2.

Custom Operators can be any of eight species: Devaronian, Human, Neimoidian, Ovissian, Togruta, Twi’lek, Weequay, and Zabrak. Mirialan is not in the Operator species list.