Star Wars Zero Company Combat System Guide
The Star Wars Zero Company combat system uses action points, cover, sightlines, flanking, Advantage, and squad abilities; final numbers remain pending.
Direct answer
The Star Wars Zero Company combat system is organized around action points, movement, cover, sightlines, flanking, attacks, and the shared Advantage resource. Zero Command presents these terms as a connected mechanics set, while the official trailer and EA overview establish the single-player tactical format. Exact hit rules, action costs, and damage values are 待确认 (pending confirmation).
Core turn structure
An Operator begins a turn with choices about movement, cover, attacks, and abilities. The supplied Action Points & Cover guide recommends thinking in a loop: move to useful cover, attack when the position is safe, end the turn, then watch the enemy response. This sequence is a planning aid, not proof that every class has identical actions.
Position and information
Cover limits exposure, while sightlines and flanking determine when a target can be pressured safely. Use the map to reduce the number of enemies that can answer at once and preserve a retreat route. The material does not publish a complete cover-strength or visibility table, so percentage modifiers should not be invented.
Advantage
The supplied Advantage page describes a shared resource created by dealing damage and spent on powerful abilities. That makes Advantage a squad-level timing decision rather than a private meter for one Operator. Generation, storage, and spending values still require the release build.
Relation to the campaign
Combat decisions can affect injuries, Bonds, Operations, and Permadeath. The wider systems index links combat to Focus Tree, Weapons, Dilemmas, and the base, showing why a battle rule should not be documented in isolation. Difficulty and save exceptions are pending.
Sources
Read Action Points & Cover, Zero Command Combat System, The Advantage System, and the EA announce trailer.
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