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Mechanics

Star Wars Zero Company Combat System Guide

The Star Wars Zero Company combat system uses action points, cover, sightlines, flanking, Advantage, and squad abilities, with patch-aware guidance.

8/23/2026 1.1 Last updated: 9/9/2026 2 min read

Direct answer

The Star Wars Zero Company combat system is organized around action points, movement, cover, sightlines, flanking, attacks, and the shared Advantage resource. The official launch FAQ confirms a pre-combat free-roam phase in some Tactical Missions, where players can gain intel and Advantage points. Exact hit rules, action costs, and damage values still need versioned in-game documentation.

Core turn structure

An Operator begins a turn with choices about movement, cover, attacks, and abilities. The 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. Patch 1.1 fixed several action-processing, weapon-value, and Overwatch issues, so mechanics notes should identify the version they describe.

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. Some missions can also provide Advantage points before combat; generation, storage, and spending values still require versioned in-game verification.

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. Permadeath is enabled by default but can be toggled off; difficulty-specific behavior and save exceptions remain separate verification questions.

Sources

Read Action Points & Cover, Zero Command Combat System, The Advantage System, and the EA announce trailer.

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