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MechanicsOverview

Mechanics

Star Wars Zero Company is a turn-based tactical RPG. The mechanics below have been confirmed through official materials, developer interviews, and hands-on press previews.

Combat

Turn-based tactical combat on grid-based maps with cover, flanking, and an Advantage resource system that powers special abilities. Four fighters deploy per mission.

→ Combat System

Classes

Twelve classes: eight standard, four exotic. Standard classes can be assigned to any squad member; exotic classes are tied to specific named characters. All operators use Focus Trees for progression.

→ Classes

Focus Tree

Each Operator progresses through a personal Focus Tree: a tiered grid of Special Action and Passive nodes bought with Focus Points, which are earned mainly by building Bonds.

→ Focus Tree

Cycles

The campaign advances in Cycles: a three-phase rhythm of base exploration, holo-map operations, and a tactical combat mission. Missions carry Cycle timers, and not everything can be completed in one playthrough.

→ Cycles

Resources

Six resources drive the strategy layer: Credits, Intel, Capacitors, Zone Influence, Contacts, and Focus Points. Intel is the only capped one, and Capacitors are the rare one that gates Den upgrades.

→ Resources

Weapons

Four weapon types (Longarm, Repeater, Rifle, and Pistol) with modification slots, Armory upgrades, and cosmetic customisation.

→ Weapons

Operations

Non-combat assignments launched from the HoloTable between missions (intelligence gathering, bribes, cantina brawls) with rewards, risks, and long-term consequences.

→ Operations

Dilemmas

Authored story decisions where every Operator weighs in. Choices shift Bonds and can permanently drive characters away from Zero Company.

→ Dilemmas

Squad Customisation

Full visual and loadout customisation for Hawks and custom recruits, including species, gender, appearance, outfit, and class reassignment. Named story characters have fixed appearance but can change class.

→ Squad Customisation

Permadeath

Squad members who fall in combat die permanently, including named story characters. Hawks is the only exception. An injury system creates graduated risk before permanent death.

→ Permadeath

Bond System

Squad members build relationships through shared missions and dialogue. Bonds unlock passive combat bonuses and reaction abilities. Approval ratings shift based on player choices.

→ Bond System

Base Management

Between missions, Hawks explores the Den in third-person. Facilities include the holographic galaxy map, upgrade terminal, infirmary, and black market. Non-combat operations launch from the holo-map.

→ Base Management

Enemies

Three enemy factions, each demanding a different approach: Separatist droids countered with Ion weapons, Infinite Coil units where kill priority decides the fight, and Outlaws who overwhelm with numbers. Enemies that escape a mission return stronger.

→ Enemies

Utilities & Items

Equippable items granting a passive or active ability in combat, most costing 1 AP. They refresh at the start of every battle rather than carrying across a campaign.

→ Utilities & Items

New Game Plus

Starting a new campaign after completing one carries unlocks forward: clone Operators from the start, two further origins for Hawks, and Customization Facility cosmetics shared across every playthrough.

→ New Game Plus

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