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Combat in STAR WARS Zero Company is turn-based and shown from a top-down camera. You control a squad of up to four operators, moving and acting one character at a time, then handing the turn to the enemy. The goal of every encounter is to outmaneuver foes rather than simply outgun them.
The Turn

On a character's turn you spend Action Points to move, shoot, or trigger abilities. Positioning matters as much as firepower: you use Cover and Positioning to stay alive, flank enemies to strip their defenses, and control space so the enemy cannot get clean shots. Force abilities can reshape a fight, for example pulling an enemy out of cover and into a squadmate's line of fire.
The Advantage Pool
Beyond Action Points, the squad shares a resource called advantage. It builds up as you attack and is spent on special abilities and each class's signature ultimate. An Assault operative can unleash a multishot ultimate; a Heavy can fire an area-of-effect rocket launcher. Because advantage is shared, you decide which character gets to spend it and when.
Handcrafted Maps, Shifting Enemies

Levels are built by hand, but enemy placement is procedurally arranged, so a mission is not memorized after one attempt. Combined with permadeath, that keeps each fight tense: a careless move can cost an operator permanently, and on the harder difficulties there is no reloading it away.