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Create custom Operators and customize Hawks across a range of playable species, classes, looks, and more in STAR WARS Zero Company.
Bonds between squad members grant combat synergies and drive narrative choices in STAR WARS Zero Company.
Clone armor is available from the start in STAR WARS Zero Company, and Clone Troopers themselves unlock later in the story.
Permadeath means a fallen squad member can be lost for good, raising the stakes of every fight in STAR WARS Zero Company.
The Den is Zero Company's home base for recruiting, research, upgrades, and choosing missions between turn-based deployments.
How turn-based, top-down combat works in STAR WARS Zero Company, from Action Points to cover and the shared advantage pool.
Astromechs are a buildable droid class in STAR WARS Zero Company, unlocked early and capable of filling an entire squad.
Zero Company splits its deployments into Operations on the galaxy map and Tactical Missions on the ground, and each campaign cycle uses both.
Action Points are the per-turn currency that drives movement and abilities for every character in STAR WARS Zero Company.
The four Weapon Specializations in STAR WARS Zero Company, how weapons shape range and Action Point cost, and where the squad is armed.
Cover, flanking, and zone control are the heart of survival in STAR WARS Zero Company's tactical combat.
All 53 STAR WARS Zero Company achievements on PC with global unlock rates, covering the four difficulty tiers, Beskar Mode, squad and Den milestones, and the 29 hidden story markers.
Difficulty in STAR WARS Zero Company: the four campaign tiers, the separate Beskar Mode and permadeath toggles, and how individual missions are rated.