Star Wars Zero Company Beginner Guide
Use this Star Wars Zero Company guide to plan three-AP turns, safe shots, squad roles and Den spending, with clear choices for your first Patch 1.2 campaign.
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For your first Star Wars Zero Company missions, identify the objective, plan the squad's three-AP turns together and keep one useful action available if the first attack fails. Start on Normal with default Campaign Modifiers while learning. Between missions, restore the roles your next deployment needs before spending Credits on optional upgrades.
Your first five decisions
| When | Do this | Why it helps |
|---|---|---|
| Starting the campaign | Read difficulty, Permadeath and Beskar separately; keep new modifiers at default for a learning run | Choose the tactical pressure and save commitment you actually want |
| Selecting four Operators | Cover damage, setup, control and reachable recovery | Four strong individuals can still leave a crucial job missing |
| Opening a battle | Read the objective and inspect routes, threats and available previews | Advancing the objective can matter more than clearing every enemy |
| Taking the first attack | Reserve a teammate for the follow-up or rescue | A miss leaves you an action that can still change the outcome |
| Returning to The Den | Check injuries, required Operators and expiring Operations, then buy for the next problem | Avoid an upgrade that cannot help the next deployment |
These are our starting priorities. Use difficulty settings, Campaign Modifiers and four example squads for the corresponding choices.
Budget a move and shot before moving
An Operator normally begins with three AP, but the cost of a shot depends on the weapon and the action. Read the route and attack previews together. If the route costs 1 AP and the shot costs 2 AP, all three points are committed. Pick a destination that remains safe without a second move.
Compare that plan with shooting from the current position or letting another teammate attack. A small movement that improves the preview is useful only if the desired action is still affordable. Complete other actions before selecting Overwatch: EA describes it as ending that Operator's turn. See AP budgets and turn planning.
Use the actual shot preview to choose a flank
Check the target's Shot Breakdown from your current position, then compare a reachable flank or elevated position. Evaluate the route, AP left and the enemy angles on the destination. Cover against one attacker can still leave the Operator exposed to another.
If moving costs the attack, compare a different shooter or a control action instead. The cover and flanking guide includes a comparison tool for your live hit previews and movement costs. Enter the numbers from your own game; the choice depends on the current target and firing lane.
Let the squad finish one useful plan
Choose a threat that blocks the objective, prepare its position or health, then assign the finisher. Keep teammates within useful support reach. A displacement action is valuable when the next Operator can exploit the new position without an unaffordable move.
Use assists where their preview and your campaign rules support them. With Assist Shots Can Miss, keep a second finishing action for an important target. If you want to develop a specific Bond pair, deploy that pair when its roles fit and review its relationship in Personnel; the achievement checklist lists the exact pairs required for completion.
Reserve Advantage before committing to an ultimate
Advantage is shared. Before spending it, decide whose action the turn needs most. If Cly and another Operator both expect the same pool, fund one priority and give the other an ordinary-attack fallback.
Under EA Patch 1.2, Scout's Tactical Timing reaches 80% at maximum rank, and its generation is restricted to ranged and melee attacks. Cly has three Dart uses and one Jump per turn. Build around Advantage already held; a passive proc can improve the plan after it occurs. Hawks and Cly explain what to prioritize.
Keep a healthy replacement for the next deployment
A down creates both an immediate combat problem and a later roster problem. Use a safe Rally when appropriate, then check the injury display and Medbay after the mission. Healing HP during combat does not replace injury recovery.
Read the campaign's actual death rule: with default Three Strikes, a tactical defeat with two existing Injuries is fatal under that rule; Two Strikes and Instant Death tighten the margin. Choose a healthy replacement by the missing job rather than the character's name. Use injuries and recovery for Medbay timing and the modifier comparison for the additional death-risk rules.
For the prologue rescue question, use the spoiler-labelled Aurelio explanation.
Spend Den Credits on the next bottleneck
Check required Operators, the recovery queue and available recruits first. Patch 1.2 sets recruitment at 100 Credits per Operator and Increased Crew Quarters I–IV at zero Credits. Capacity can still require construction time and a Build Slot.
With the squad covered, compare a relevant weapon improvement with Focus or an equipment slot you can fill now. Before launching the next Tactical Mission, inspect expiring Operations and projects still in progress. The Den cost table and spending examples turn that check into a concrete budget.
Change a build within your campaign's rules
When respecs are allowed, change one priority in Personnel, then check whether it fixes the repeated problem: no useful shot, unaffordable setup or an exposed teammate. Secure the first tree's needed action before spreading Focus across a hybrid.
With Locked Tactical Respec, primary and secondary Specializations are fixed; Locked Talent Respec and Locked Weapon Respec restrict different choices. Inspect the recruit before hiring and cover a gap through a teammate whose existing role fits. The classes guide and Operator builds help you make that selection.
A 20-second deployment check
- Meet mandatory Operator requirements and inspect each deployed character's injuries.
- Equip the weapon and Utilities on the Operators actually leaving The Den.
- Identify who supplies damage, setup and reachable recovery.
- Reserve the shared Advantage for one priority action.
- Before ending the turn, confirm the objective is progressing and an exposed ally has a workable fallback.
Sources and review
Checked October 16, 2026 against EA's battlefield and facility overview and EA Patch 1.2. Rules are attributed to those sources; the sequence, budget example and deployment checklist are our editorial guidance. Linked guides provide their own evidence and version context.
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