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Cover and Positioning
June 26, 2026 at 02:12 PM
Removed duplicate internal links in body text
Survival in STAR WARS Zero Company depends on Cover and Positioning. The combat system is built around the idea that where a character stands matters as much as what it shoots, and a squad caught in the open rarely lasts long.

Units in partial cover are harder to hit, and units in full cover are harder still. Characters take cover behind walls, crates, and terrain, and moving from one piece of cover to the next is the basic rhythm of a turn. Some cover can be destroyed by incoming fire, so a safe position one turn may be exposed the next. Breaking cover to cross open ground is always a calculated risk.
Cover only protects from certain angles, so flanking is the counter. Maneuver around an enemy's protection and its defenses fall away, leaving it exposed. Attacking from higher ground also raises your Chance-to-Hit. The same logic works against you, which is why controlling space, the zones enemies can and cannot move through safely, is a constant concern.
Positioning is not static. Abilities can reshape the board, and Force powers in particular can drag an enemy out of cover and into the open where a waiting squadmate finishes the job, often through Overwatch. Pairing one character's control ability with another's firepower is the heart of the tactical layer, and it rewards players who think a turn or two ahead.