Star Wars Zero Company Beginner Guide
Learn the campaign loop, prepare a four-Operator squad and make each deployment count.

Before Deployment
Star Wars Zero Company is a single-player turn-based tactics campaign. Before committing a squad, review the mission objective, choose up to four Operators and check that their abilities and loadouts fit the job in front of you.
The Tactical Loop
Read the battlefield, move into useful cover, spend actions deliberately and keep an exit route in mind. Advantage Points are shared by the squad, so save them for the turn where a tactical ability changes the fight.
- Position Operators before committing to an attack.
- Use cover and Overwatch to control the next enemy move.
- Track the objective while you fight instead of clearing space without a purpose.
- Use the shared Advantage system when the squad can capitalize on it.
Squad Preparation
The standard squad limit is four Operators. The game supports authored and custom-made characters, varied archetypes including scoundrels, astromechs and a Jedi, and customization for abilities, loadouts and appearances. Build a team around the mission objective rather than a fixed “best” lineup.
The Den and Operations
The campaign alternates between The Den, strategic decisions and Tactical Missions. Bonds can improve how squad members work together, while the Galaxy Map provides strategic Operations across 150+ planets.
Common First-Run Mistakes
Avoid spending every action on damage, splitting the squad without a retreat plan or ignoring the strategic layer. The main story estimate is 30–40 hours, and the best first run is the one that teaches you how your squad handles the next deployment.