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Star Wars Zero Company launches 27 August 2026 — pre-orders are open →
MechanicsCombat System

Combat System

Overview

Star Wars Zero Company uses a turn-based tactical combat system. Missions deploy a squad of four characters. Each character has 3 Action Points (AP) per turn, spent on movement, attacks, and abilities. The squad also shares a single Advantage pool used for special abilities outside the AP economy.

Combat is resolved in team turns: your entire squad acts first, then the whole enemy force takes its turn — actions are not interleaved unit by unit.

Action Points

Every unit begins their turn with 3 Action Points. AP cost varies by action:

  • Movement — costs AP based on distance
  • Standard attacks — cost AP
  • Abilities — cost AP (varies by ability)

Unspent AP does not carry over between turns.

The combat action radial menu around an astromech droid, showing a Move action costing 1 AP

Hawks’ AP ability: Hawks can spend Advantage to refresh 1 AP for any squadmate, once per turn.

Advantage System

The entire squad shares a single Advantage pool, which holds a maximum of 10 Advantage at a time. Advantage is earned by attacking enemies and can be spent on special abilities independently of AP.

  • Every class has an ultimate ability that demands a large Advantage spend (e.g. a triple shot for the Assault class, or a rocket launcher blast for the Heavy class)
  • Other confirmed Advantage abilities include granting an extra AP to an ally for the turn, calling in a rocket strike, temporarily raising Chance-to-Hit for the entire squad, and taunting nearby enemies into attacking a single operator
  • Smaller abilities also draw from the same shared pool
  • Advantage spending is a squad-level resource decision, not a per-character one
  • Because Advantage doesn’t cost AP, it can rescue a squad after its AP is spent — or set up a calculated burst turn

Hit Chance

Each attack displays a Chance-to-Hit against the target before you commit. A clean, well-positioned shot can reach 100%; cover and range reduce the chance, while flanking or attacking from higher ground raise it back up. A 70% shot therefore signals that something is working against the attacker, and the game rewards eliminating those factors before firing — the opposite emphasis to XCOM, where accuracy is built up from a lower base.

The attack HUD showing a 70% hit chance against an enemy behind cover

Squad Size

The standard combat squad is four characters. Players choose which four squad members to deploy from their full roster at the Den before each mission.

Terrain and Exploration

A key design feature is that combat is influenced by player exploration. The terrain and layout of a mission area changes based on how the player has explored it prior to or during combat — providing strategic advantages or disadvantages depending on knowledge of the map.

Cover

Cover is a confirmed mechanic with two levels: units in partial cover are harder to hit, and units in full cover are harder to hit still. Flanking a target or attacking from higher ground negates the protection their cover provides. The game features destructible environments, so cover can be eliminated during combat — don’t hold one position too long, or you may find yourself fully exposed.

No Fog of War

Zero Company does not use Fog of War. Unlike XCOM, the player can see all enemy positions at all times before engaging. This is a deliberate design departure: in XCOM, concealment of enemy positions was a primary driver of the overwatch-crawl strategy. Without that uncertainty, overwatch becomes a less dominant tactic.

Overwatch in Zero Company is also cone-based rather than omnidirectional — a unit in overwatch covers a defined, adjustable firing arc, and the number of enemies it can fire on scales with the AP invested. Chance-to-Hit varies with the length of the cone. Placing Overwatch immediately ends that operator’s turn, making it an ideal final action, and an enemy caught moving through the cone may have its movement interrupted. Combined with the absence of Fog of War and map structures that force players to advance, this pushes squads toward active, forward engagement rather than static defensive play.

A squad in Overwatch with visible firing arcs covering approaching battle droids on a Separatist base

Mission Objectives

Missions feature a variety of objectives, including:

  • Eliminating all enemies
  • Rescuing specific characters
  • Defending strategic points

Map layouts vary between close-quarters environments where defensive positioning is appropriate and longer maps where players must advance while completing objectives simultaneously.

References

#SourceDate
1PC Gamer — Hands-on preview Mar 2026
2pcgames.de — Exclusive preview (de) Mar 2026
3Xbox Wire — Tactics Interview (Foertsch & Brawley) 9 Jun 2026
4EA — Lead Zero Company To Victory 9 Jun 2026

If information is missing, it has not been confirmed by an official or press source.

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