
STAR WARS Zero Company Classes, Specializations, and Weapons
Zero Company uses eight standard Specializations and four Weapon Classes. Match the role and weapon to your preferred range, mobility, and Action Point economy.
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Field report · guides
Learn how to play STAR WARS Zero Company: prepare your squad, spend Action Points, use cover and Overwatch, and choose Missions or Operations for your next Cycle.
Task briefing
Action plan
Prerequisites
Check your squad, equipment, and difficulty before deployment.
Read the objective, then compare movement and attack costs before spending AP.
Visit the Den and inspect available work before starting another Mission.
Zero Company is a single-player tactics game: you direct a squad rather than rely on reflexes. Its campaign follows Hawks and the fight against the Infinite Coil during the Clone Wars. You can start without playing another Star Wars game. PC players should check the system requirements first.
Let the tutorials introduce each command. Difficulty can be adjusted outside combat, and permadeath is optional. With permadeath enabled, an Operator dies after accumulating three injuries. Decide whether you want that consequence before committing to a campaign; the difficulty guide explains the settings.
Hawks must deploy on story missions; other skirmishes allow different combinations. Species and outfits do not grant weapon proficiency bonuses, so choose a character you like, then compare abilities and equipment. Authored characters and custom recruits can both serve in your squad.
Our recommendation: use the classes and weapons reference to identify who can handle the job you need done. For appearance and recruitment choices, follow the character creation guide.
Your squad acts before the enemy, and each Operator normally has three Action Points. Read the displayed costs: a long move or a costly attack can consume the points you intended to save.
| Decision | What to check |
|---|---|
| Move | Distance changes the AP cost. Check the destination before confirming. |
| Attack | Check weapon cost, line of sight, and the Shot Breakdown. |
| Take cover | Full cover is harder to hit than partial cover; some cover can break. |
| Use Overwatch | Aim its cone, then commit: it ends that Operator's turn. |
| Spend Advantage | This shared resource powers special abilities without spending AP. |
These rules come from EA's gameplay overview. Our suggested habit is to inspect the remaining squad before committing your first Operator, then leave Overwatch until that Operator has finished other actions.
Read the objective list and map markers. You only need to defeat every enemy when the objective explicitly requires it. Combat waits for your decisions, even when the background animation shows shots being exchanged. Take time to inspect the board. If a plan fails, the menu lets you restart the mission with the same Operators.
The Den's Holotable offers two kinds of work. Operations are non-combat assignments that spend Intel and may reward resources or affect Bonds. Missions deploy your squad into tactical combat; completing one advances the Cycle. Talk to teammates at the Den before leaving, since conversations can open personal missions.
Both Operations and Missions can expire. Story-critical work eventually becomes obligatory, so inspect deadlines before selecting the next deployment. Some story missions also include a short scouting section where Hawks can gather Intel or Advantage before combat.
For the broader system reference, continue to gameplay explained. To check company capacity before recruiting, see squad size and roster limits.