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Bonds between squad members grant combat synergies and drive narrative choices in STAR WARS Zero Company.
Create custom Operators and customize Hawks across eight species, classes, looks, and more in STAR WARS Zero Company.
Permadeath means a fallen squad member can be lost for good, raising the stakes of every fight in STAR WARS Zero Company.
The class system in STAR WARS Zero Company: eight standard Specializations plus four exotic classes locked to specific companions.
How turn-based, top-down combat works in STAR WARS Zero Company, from Action Points to cover and the shared advantage pool.
The Den is Zero Company's home base for recruiting, research, upgrades, and choosing missions between turn-based deployments.
Action Points are the per-turn currency that drives movement and abilities for every character in STAR WARS Zero Company.
Cover, flanking, and zone control are the heart of survival in STAR WARS Zero Company's tactical combat.
Zero Company splits its deployments into Operations on the galaxy map and Tactical Missions on the ground, and each campaign cycle uses both.
Clone armor is available from the start in STAR WARS Zero Company, and Clone Troopers themselves unlock later in the story.
Astromechs are a buildable droid class in STAR WARS Zero Company, unlocked early and capable of filling an entire squad.