How Star Wars Zero Company Gameplay Works
The full loop: Cycles, The Den, Operations, Tactical Missions, action points, Advantage, Bonds and gear — plus everything patch 1.1 changed.

Zero Company runs on two layers. The strategic layer is planning at The Den. The tactical layer is turn-based combat in a Tactical Mission on the ground. The game calls one pass through those choices a Cycle.
The goal is not to win a firefight. It is to spend limited time, Intel, Credits and squad availability on the activities that actually move the campaign.
What each part of the loop does
- The Den: recruit custom Operators, treat injuries, upgrade facilities, change equipment, talk to companions, then open the Holotable.
- Operations: non-combat assignments that spend Intel and can return Credits, items, regional influence or relationship shifts.
- Tactical Missions: ground encounters where each Operator gets three action points to move, attack, use items or activate skills.
- Advantage and progression: dealing damage builds Advantage for powerful actions; Focus Points improve Talents, Abilities and Passives; weapon modifications change stats and effects.
What patch 1.1 changed
If you learned the game in launch week, these changes rewrite some habits:
- A 100% hit chance no longer misses. The patch fixed shots that missed at a displayed 100%. Planning a turn around the number on screen is now reliable.
- Overwatch is limited by its cone and by line of sight. Reaction shots no longer fire outside the targeting cone or through solid obstacles. Holding angles still works, but it covers less ground, and EA notes some triggering issues may remain.
- The Bacta Tank is once per Cycle. Healing is tighter, so treatment moves up the priority list when you return to The Den.
- Secondary-specialization Cross Training unlocks at Relationship +8. Secondary specializations also now count properly when an Operation tests specialization requirements.
- Weapon numbers were corrected. Tier 2–4 Scatterguns no longer use Tier 1 values, and Ion Blasters no longer double their critical damage.
For the full list, including save and performance fixes, read the 1.1 patch notes and known issues.
Why choices carry forward
Hawks leads a mixed roster of authored and custom Operators. Repeatedly deploying compatible teammates develops Bonds, and higher Bonds unlock Cross Training.
So one choice can solve the fight in front of you while changing which relationships and abilities are available later. Missions award regional influence and Operations consume Intel, which is why doing everything is impossible.
How to make a turn count
- Check the objective and enemy sight lines before spending AP.
- Move into cover, attack when the chance is acceptable, and keep AP for Overwatch or a safer position.
- Use Call for Backup when a nearby teammate can add damage without spending AP.
- Spend Advantage when an ordinary attack will not change the outcome.
- Return to The Den to heal, re-gear, develop Bonds and resolve time-limited Operations.
These are system rules, not a claim that one squad or build is universally best. Exact stats and patch-specific balance belong to the current game.
Sources: the official StarWars.com guide, EA’s gameplay overview and the official 1.1 patch notes.