Treat Zero Company as an objective-and-positioning game, not a race to wipe every enemy. Spend your three Action Points deliberately, use cover and flanking, finish Den tasks before deploying, and protect Operators from repeated Injuries if you have permadeath enabled.
- Finish conversations, upgrades and other Den tasks before committing to the next mission
- Use cover, elevation and flanking to improve the odds before spending attacks
- Keep one action in reserve when repositioning or defensive play is safer than a low-percentage shot
- Do not assume every mission requires killing every enemy on the map
- Do not burn Intel or advance the campaign cycle without checking what is still available at the Den
- Do not treat a wounded Operator as disposable if permadeath is part of your chosen rules
Key facts
| Released | 27 August 2026 |
|---|---|
| Platforms | PC / PlayStation 5 / Xbox Series X|S |
| Format | Single-player turn-based tactics |
| Action economy | 3 AP per Operator |
| Campaign layer | The Den, Operations, Intel and squad relationships |
| Online multiplayer | None |
1. Your three Action Points are the real currency
Each Operator starts a turn with three Action Points. Movement, attacks and tactical actions compete for the same pool, so the strongest turn is often not “shoot three times.” Repositioning into cover, creating a flank or setting up a teammate can produce a much safer next round.
2. Check the objective before chasing eliminations
Some missions can be won by completing the objective rather than clearing every enemy. Before exposing a squad member for one more kill, check what the mission is actually asking you to accomplish.
3. Cover, elevation and flanking change the maths
Zero Company rewards positioning. A mediocre shot from the wrong tile can become a much better attack after a move to higher ground or a flank. Treat movement as part of your damage output rather than dead time.
4. Overwatch is strongest when it controls space
Overwatch is less about hoping for a lucky reaction shot and more about telling an enemy “cross this lane and pay for it.” Aim the cone across routes enemies actually need to use, especially when protecting an objective or a wounded squadmate.
5. Learn one Operator role at a time
The roster spans distinct specialisations and archetypes. You do not need to memorise the entire squad immediately. Learn who can safely open a fight, who creates control or support, and who is best at finishing exposed targets.
6. Advantage is a team resource
Abilities can build and spend Advantage, with the system rewarding coordinated play. If a high-value ability is nearly available, avoid wasting the setup just because a lower-impact action can be pressed immediately.
7. Injuries should change your risk tolerance
Wounded Operators are not just cosmetic. If you are playing with permadeath rules, repeated Injuries can have permanent consequences. Rotate a vulnerable Operator out of a risky line rather than treating every mission as a damage race.
8. Talk to people at the Den
The campaign layer is not filler between battles. Conversations, upgrades, relationships and preparation can affect what your company can do later. Walk the Den before deployment and clear the obvious housekeeping.
9. Missions advance the campaign
Deploying is a commitment. Finish the Den tasks you care about before moving the campaign forward so you do not accidentally leave useful conversations or preparation behind.
10. Intel is not a “spend immediately” currency
Operations can use Intel and can open rewards, information or strategic choices. Keep some flexibility instead of assuming the first available expenditure is automatically the best one.
11. Restarting a mission is a learning tool
If a deployment collapses because you misunderstood a mechanic or objective, restarting is often more useful than dragging a broken squad through a doomed sequence. The early campaign is where you should learn how the systems interact.
12. Build bonds by making characters work together
Squad relationships are part of the progression layer. Rotate combinations deliberately enough to learn which synergies fit your play style instead of locking into one favourite group before you understand the roster.
Is Star Wars Zero Company multiplayer?
No. EA describes Zero Company as a single-player game with no online competitive multiplayer, online co-op, local co-op or split-screen co-op.
How many Action Points does an Operator get?
Operators have three Action Points to spend on movement, attacks and tactical actions, so positioning competes directly with offense.
Do I have to kill every enemy to finish a mission?
Not always. Read the objective first; some missions are about completing the task or reaching the required state rather than wiping the entire map.
Should I enable permadeath on my first run?
Only if permanent consequences are part of the experience you want. If you are still learning the systems, a more forgiving setting makes it easier to experiment with squad roles and positioning.
What should I do before leaving the Den?
Talk to squad members, check available upgrades and Operations, review Injuries, spend resources deliberately and make sure there is no preparation task you want to finish before the campaign advances.
What PC hardware does Zero Company need?
EA lists 16 GB RAM and GTX 1080 / RX 5600 XT-class graphics for its 1080p30 minimum target, with 32 GB RAM and RTX 3080 / RX 7800 XT-class graphics for its 1440p60 High recommended target.
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Sources
Key specifications and factual claims are checked against manufacturer or primary-source material where available.
About this article
This page is a researched guide or comparison, not a claim of hands-on testing unless we explicitly say otherwise. Product specifications and availability can change, so important buying details are checked against current source material when the article is updated. Affiliate availability does not determine the underlying recommendation.



