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How Star Wars Zero Company plays: turn-based squad tactics explained

Luis Abrines Updated 7 min read Prices checked 36 min ago
How Star Wars Zero Company plays: turn-based squad tactics explained

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"Star Wars XCOM" is the shorthand everyone reached for, and it is close enough to be useful and wrong enough to be worth correcting. Zero Company borrows the grid, the cover and the percentage rolls, then adds two systems that change how a turn is played: a resource the whole squad shares, and a nomination that turns one hit into two. Here is how a fight actually works before you commit a purchase to it. The Zero Company price page has the money side across PC, PlayStation and Xbox.

A turn, in three action points

You deploy four operators. Each one gets three action points per turn, and almost everything costs them: moving, shooting, reloading, using a gadget, going into overwatch so the character fires at anyone entering their arc. Maps are compact rather than sprawling, so the interesting decisions come early and often — there is rarely a turn where the safe move and the useful move are the same one.

Cover is the spine of it. Shots are resolved as percentages, half cover is worse than full cover, flanking strips the bonus entirely, and a good amount of the scenery comes apart under fire, which means a position that was safe two turns ago may not exist any more. The lesson the game teaches fastest is that a 90 per cent shot is not a certainty and never was.

Advantage is the system that makes it different

Every time your squad damages an enemy, the squad gains a point of Advantage. It is a shared pool, not a personal meter, and it pays for two things: the ultimate ability each class has, which costs a large chunk of it, and a set of smaller abilities that spend Advantage without consuming action points at all.

That second half is where the game opens up. Because those abilities are free in action points, a turn stops being four independent characters and becomes a chain: one operator generates the resource, another spends it to act beyond their own allowance. There is also a Backup mechanic — each turn a rotating squad member can nominate a teammate to follow up an attack with a guaranteed hit, provided the angle and the line of sight are there. Between the two, a squad that is positioned well does considerably more than four turns' worth of damage.

Twelve classes, and you are not locked into one

TypeWhich onesWho can take them
Standard specialisationsAssault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, SoldierAny operator, and you can respec at the Personnel facility in the Den
Exotic specialisationsFour more, including the Jedi PadawanRestricted to specific characters and droids

Halfway through the campaign a second specialisation slot opens for every operator, which is when builds stop being roles and start being combinations. The clearest one the game signposts is Scoundrel into Sharpshooter: the Scoundrel flags a target as weakened, the Sharpshooter follows with a guaranteed critical. Once you see that pattern, you start reading the other ten classes for what they hand each other rather than what they do alone.

Permadeath, and how forgiving it really is

It is on by default, and it is gentler than the word suggests. A character who goes down is not gone; the loss becomes permanent only after three consecutive downs without healing between missions. On the standard difficulty that is a lot of rope, and it means the tension of a bad turn is real without a single unlucky roll erasing thirty hours of attachment to a squadmate.

The campaign runs somewhere around thirty-five hours, and it is not wall-to-wall combat: story missions string several battles together, and there are third-person exploration stretches between the fights. If you came from the Firaxis school expecting mission-select-mission-select, the pacing here is closer to a squad-based role-playing game that happens to fight in turns.

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Two editions are sold, Standard and Deluxe, and the extra content is worth checking against the price gap rather than assuming. Whichever you pick, the format label on each row decides what you actually end up owning — a shared account is not a purchase — and you can buy Star Wars Zero Company key offers compared across the verified shops we follow.

Luis Abrines
Luis Abrines

I have been a gamer for as long as I can remember, and for the last 14 years I have been making life easier for other gamers. CEO and co-founder of Gocdkeys.

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