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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.

Figures on this page were checked against the launch build on 30 Aug 2026. See Game Updates.

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.

Action Points are spent operator by operator in any order the player likes, and can be interleaved: a squad is free to move one operator, act with a second, then return to the first. The enemy AI plays each of its units out in one go, so this freedom is a player advantage rather than a shared rule, and it is what makes setups like spotting a target before a second operator fires possible within a single turn.

Action Types

Ability cards label each action by type, which tells you which resource it draws on:

TypeCostNotes
Free ActionNoneCosts neither AP nor Advantage. Call for Backup from the Bond System is one.
Fast ActionAPCheap actions, typically 1 AP. The Fire Blaster Pistol attack, the Scoundrel’s Identify Weakness, and the Scout’s Combat Recon are all Fast Actions.
Melee ActionAPClose-quarters attacks, which move the operator into contact as part of the action. The Soldier’s Brutal Strike costs 1 AP.
Special ActionAdvantageThe active abilities bought and upgraded in the Focus Tree, paid out of the shared pool rather than from AP. Ultimates are the expensive end of the range; the Sabotage Talent is one of the cheap ones at 2 Advantage. The Scout’s Ambush is the outlier, spending the whole pool instead of a set price.
Final ActionAll remaining APConsumes the operator’s whole AP pool and ends their turn. Fire Repeating Blaster is one, and it converts the AP spent into extra damage; see Weapons.

Cards also carry their own use limits and targeting mode, independent of cost: many abilities are capped at 1 per turn or a number of uses per combat, and the targeting line states whether the ability hits a Single Enemy, a Target Area, or (for Chained Ranged attacks) any combination of enemies.

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. The squad gains +1 Advantage each time it successfully damages an enemy, so the pool fills through ordinary offence rather than through any dedicated action, and a missed attack generates nothing. Advantage can then be spent on special abilities independently of AP. The Scout is the only class that generates it by other means: Combat Recon grants +1 Advantage for every enemy inside its assessment area, so a tight enemy cluster can be converted straight into pool, and the Tactical Timing passive adds a 20% chance of +1 Advantage whenever that operator defeats an enemy.

  • Every class has an Ultimate ability demanding a large Advantage spend; see the ability tables on the Classes page
  • 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. A launch-build bug recalculated a displayed 100% chance lower when the shot was taken, so a shot presented as certain could miss. It was fixed in Patch 1.1 on 9 September 2026.

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

Statuses

Abilities apply named statuses, shown on the ability card with a stack count (Vulnerable 1, Marked 1), and stack counts are how several buffs scale: Morale, Retaliation, Lethal, Evasion, Harmony, and Sharpened Senses all describe their strength in stacks. Statuses named so far:

StatusApplied byEffect
VulnerableScoundrel, Identify WeaknessThe next attack against the target can Critically Hit
MarkedScoundrel, Easy MarkThe Scoundrel Assists the next ally that attacks the marked target
DazedSoldier, Brutal StrikeApplied on top of the melee damage; becomes Stunned at the ability’s top rank
DisorientedAssault, Sweeping SalvoApplied to every enemy caught in the cone
MoraleMedic, Morale BoostRestores 2 HP per stack at the start of each turn, then loses 1 stack; while an operator has Morale they ignore Chance-to-Hit penalties from Injury
StimulantMedic, Combat StimRaises Max Health, Melee Damage, and Ranged Damage for 2 turns
RetaliationHeavy, UnstoppableEach stack permits a counter against the next incoming attack
BurnCly Kullervo, Combat JumpApplied to enemies pushed out of position by the jetpack landing
HarmonyTel-Rea Vokoss, Strong with the ForceStacks each turn, raising Lightsaber Deflection and attack damage
Sharpened SensesLuco Bronc, Combat GasStacks raise percentage Chance-to-Hit
ViciousCold Blooded (Universal Talent)Lets the operator score Critical Hits easily
InvulnerableGrit (Universal Talent)Ignores the damage from an incoming attack; stacks increase with the talent’s upgrades
ExposedFlanking an enemy by moving around its coverStrips the target’s cover protection
SpottedScout, The Spotter; Astromech, Deep Target Scan; the Rangefinder utilityApplied to any enemy the Scout damages with their blaster. See Battlefield and Reaction Statuses for what it does
LethalSharpshooter, Zero InEach stack adds +5% Chance-to-Hit and +3% Critical Chance; all stacks are lost on moving or being knocked over
EvasionAnticipation (Universal Talent)Gained one stack at a time as a Fast Action, on this operator or, at the Talent’s top rank, on an ally
ImperviousHeavy, Bulwark at top rankImmune to status effects
ImmovableHeavy, Bulwark at top rankCannot be pushed out of position

An enemy that has been Dazed or Stunned gains Stun Resistance for the rest of that combat, so control effects cannot be chained on the same target: the window they buy is a single turn, and it only comes once.

See Classes for the abilities behind each entry. Vicious and Invulnerable come from the Universal Talents pool rather than from a class ability, so any custom operator can bring them regardless of Specialization.

Statuses that arrive with an ability’s upgrades, rather than at its base rank, are marked as such above: Stunned, Impervious, and Immovable all appear only at the top rank of the ability that applies them. Preview coverage described Morale as a flat +9% Chance-to-Hit per stack lost on taking damage, which the ability data replaces with the healing and injury-penalty immunity shown here. See the class pages for the per-rank values behind them.

Battlefield and Reaction Statuses

Statuses that come from position, terrain, or an enemy’s reaction rather than from a named ability:

StatusEffect
SmokeUnits inside are much harder to hit. Each stack reduces the Chance-to-Hit of ranged attacks by 10%, and the benefit is lost on moving out of the smoke
SpottedChance-to-Hit penalties from range and smoke are ignored when attacking a Spotted unit. It removes penalties rather than adding accuracy, so it is worth a great deal against a distant or smoke-covered target and nothing against one already in the open at optimal range
ScannedDefense reduced by 4, and attackers gain +20% Chance-to-Hit
ShockedMovement decreased by 50%
StopA unit hit by an Overwatch attack while moving has a chance to be Stopped, ending that movement immediately
TauntA Taunted unit must target the source of the Taunt
Burning1 damage per stack whenever the unit takes any action, ignoring Defense. Taking Burning damage halves the remaining stacks
DartLinks the target to the ElectroWeb. When ElectroWeb Surge triggers, the dart emits an electrical explosion
DeflectionAn independent chance to block incoming ranged attacks, checked before Chance-to-Hit. Each stack of Harmony adds +4%
ReflectionReflects an incoming attack back at the attacker for the damage it would have dealt
Strong Stimulant+3 Ranged and Melee Damage and +12 Max Health, the stronger form of Stimulant

Enemy Statuses

Statuses carried by enemies rather than applied to them, which change how a target has to be approached:

StatusEffect
Ray ShieldAttacks cannot damage the unit until the shield is depleted and disabled. It recharges 50% of lost strength each turn
RelentlessThe unit does not take Cover, but also cannot be Exposed, so flanking gains nothing
Machine LearningEach stack adds +5% Chance-to-Hit to all the unit’s attacks, and it does not expire
Shared SufferingDamage to the protected unit is reduced by 75%, with the connected Guardian taking 25% of it. Defeating the Guardian removes the protection

Plague Statuses

The Infinite Coil carry Fathom’s plague, and it gives their units a set of statuses that work as a chain rather than individually:

StatusEffect
InfectedThe unit carries the plague, and Resonates when nearby Infected units are defeated
ResonanceAt 3 stacks the plague Surges. When the unit is defeated its Resonance transfers to the nearest Infected unit
SurgeThe plague has surged, granting the unit greatly increased strength and new powers
Plague ArmorIncoming damage reduced by 50%
Chromatic CamouflageThe plague warps light and colour around the unit, making it nearly impossible to detect

The chain is what matters tactically: killing Infected units feeds Resonance into the survivors, and three stacks turns one of them into a Surged unit. Clearing a group in the wrong order concentrates the plague rather than dispersing it.

Defense and Defense Penetration

Defense is the protection an operator gets from armour, toughness, or skill, and it reduces the damage taken from incoming attacks. The Heavy’s Heavy Armor Training passive raises it.

Defense Penetration is the counter to it: an attack carrying it bypasses that protection and deals more damage as a result. The Scoundrel’s Scoundrel’s Instinct passive grants it on that operator’s attacks.

Call for Backup

Call for Backup is a free action costing no AP, usable once per turn by each Operator. It lets that Operator nominate a teammate to assist their next attack: most assisting Operators fire alongside them, while some provide a bonus instead. Because it costs nothing, it adds damage without reducing the actions available that turn.

Strike Penalty

Every weapon has an optimal Range band, listed on the Weapons page. Attacking a target outside that band incurs a Strike Penalty, which is the mechanical reason a Longarm rewards distance and a Blaster Pistol rewards closing in. It sits alongside the other Chance-to-Hit modifiers above.

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. Certain missions let players control additional characters beyond the standard four.

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.

Story missions open with a small third-person free-roam phase: a main-story-only espionage segment where exploring before the fight grants Intel and Advantage Points for the combat encounter ahead. Weather effects during combat are purely cosmetic and do not affect visibility or efficiency.

Cover

Cover is a confirmed mechanic with two levels, and both carry a fixed Chance-to-Hit penalty for the attacker:

CoverChance-to-Hit penalty
Full cover50%
Half cover (Partial cover in EA’s guide)35%

Cover works the same way in both directions: it makes targets harder to hit, and it makes line of sight harder to achieve, for your operators and for enemies alike. Flanking a target by moving around its cover leaves it Exposed, and attacking from higher ground likewise negates the protection cover provides. The game features destructible environments, so cover can be eliminated during combat (a rocket launcher or explosive can clear enemy cover outright), and holding one position too long risks ending up fully exposed.

Environmental kills are confirmed: an enemy pushed into a void (turbolift shafts, water, cliffs) dies instantly. Some enemies can be cloaked, and a droid’s map scan can reveal a cloaked target.

Environmental Kills

Health totals can be bypassed entirely. Many abilities push enemies out of position, among them concussion grenades, Force pushes, and Kabb Uppercut’s Uppercut, and maps are built with catwalks, guardrails, and open drops that make those pushes lethal. An enemy shoved off an edge is removed from the fight regardless of how much health it had left.

This is the efficient answer to armoured, high-health targets. Droidekas, the rolling shielded droids, are singled out as the clearest case: grinding one down through its shield costs a great deal of squad output, while a single well-aimed push does the job outright.

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.

Seeing everything does not mean shooting everything: Bit Reactor notes that snipers still need line of sight, so a full Sharpshooter squad is viable but may land fewer kills than a balanced one. Objective design also pushes against a pure Overwatch crawl; it suits holding ground in supply runs, but sabotage, rescue, and extraction missions all demand movement.

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. The longer the cone, the less accurate the shot, so extending coverage trades hit chance for area. An operator on Overwatch automatically attacks enemies that move through the zone or take an action inside it. Placing Overwatch immediately ends that operator’s turn, making it an ideal final action, and a landed Overwatch shot has a 50% chance to stop the target where it stands, ending its movement for that turn. 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.

Breaking Overwatch: an Overwatch is cancelled outright when the operator holding it takes damage. This is symmetrical, applying to enemies and to your own squad, so shooting a unit that has pinned an approach is a reliable way to clear it before moving through. Enemies use Overwatch to pin down operators in exactly the same way.

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.

Missions that end in an evacuation require the whole squad to reach the evac zone. Operators cannot be extracted one at a time as they arrive, so a straggler holds up everyone, and the retreat has to be planned a turn or two before it starts. The mission ends the moment the last operator steps in, with no turn spent holding the zone, and enemy reinforcements keep arriving until it does.

Glossary

The game’s own tooltip text for the terms used across this page and the class pages. Two entries carry numbers stated nowhere else: the Chance-to-Hit penalty per Injury, and the base Intel reward for a mission.

TermTooltip
Special ActionsSpecial Actions do not cost AP to execute. These actions instead require Advantage. These are powerful, but careful choices for controlling combat situations.
AdvantageUsed to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage.
Fast ActionsFast Actions cost 1 AP to execute.
Action Points (AP)Action Points are required to move, attack and use abilities.
Passive AbilitiesProvide benefits that are always active. These abilities never require AP.
HealthHealth is the amount of Damage a unit can suffer before being defeated. Operators are Downed when defeated, and enemy units are eliminated when defeated.
DefenseRepresents protection from physical armor, toughness, or skill. Incoming Damage is reduced by an amount equal to Defense.
Chance-To-HitDetermines the chance that an attack on a unit will succeed. If a random roll against this chance fails, the attack will miss and have no effect.
InjuredInjured Operators cannot fight effectively and suffer a -10% Chance-To-Hit penalty for each Injury. An Operator who suffers a 3rd Injury is Killed-In-Action and lost forever.
ViciousEach stack guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a Critical Hit is scored.
InvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.
IntelThe currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses.

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
5EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
6EA: Operators hub Aug 2026
7EA Star Wars: gameplay clips (YouTube / X), in-combat ability cards showing action types and statuses Aug 2026
8Star Wars Zero Company in-game combat, status, and Overwatch behaviourAug 2026
9Xbox Wire: Star Wars Zero Company tips (Will Fulton) 26 Aug 2026
10StarWars.com: How to Play Star Wars Zero Company 27 Aug 2026
11EA Help: Specialization and Weapon guide 28 Aug 2026
12EA Help: Turn-based tactics and combat basics 28 Aug 2026
13Star Wars Zero Company in-game status and keyword tooltipsAug 2026

If information is missing, it has not yet been confirmed. Corrections are welcome.

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