Is STAR WARS Zero Company like XCOM?
Turn-based squad tactics with cover, Overwatch, and optional permadeath — but Clone Wars Operators, Advantage, and The Den are Zero Company-specific. Do not import another game’s numbers.
STAR WARS Zero Company tips: Credits and Intel order, Injury and Advantage rules, Holotable picks, and a pitfall list. Medbay, Overwatch, and faction kit.
High-impact Cycle habits and softlock-style mistakes to skip.
~6 min read
Searching star wars zero company tips or Steam launch habits? This STAR WARS Zero Company page is the high-impact list after you know The Den → Holotable loop: spend Credits on Medbay and Crew Quarters before vanity, treat Injuries, bank Advantage, and pick Holotable cards that match your kit. Decide the permadeath toggle before a named Operator dies. Verified August 28, 2026. Steam.
| Fact | Detail |
|---|---|
| Focus keyword | star wars zero company tips |
| Also ranks for | tips and tricks · steam tips |
| Platform | Steam · Epic · PS5 · Xbox Series X|S |
| Mode | Single-player only |
| AP | 3 per Operator per turn |
| Advantage | Shared, cap 10, no AP cost |
| Death rule | Three Injuries can permadie — toggle exists |
| Verified | August 28, 2026 |
Credits buy weapons, mods, hires, and Medbay. Intel buys Operations and contacts that raise zone influence. Both are finite per Cycle. Vanity Den cosmetics and “one more black-market skin” are how you arrive at a story mission with a 2/3 Injury roster and no pulse grenades.

| Spend | Priority | Why |
|---|---|---|
| Medbay assignment (not just the room) | First if anyone is injured | Three Injuries can delete an Operator |
| Crew Quarters | Early if you are seat-capped | Roster 7 → 20; you need backups |
| Weapon mods / Armory kit | Match the next faction | Ion vs droids, frag vs Outlaws |
| Zone contacts / influence | Ongoing | Unlocks zone-specific exotic gear — start earlier than you think |
| Black market shiny | After the above | Easy to chase Credits and skip Intel cards |
| Extra Medbay beds | When you actually stack Injuries | One bed is enough until it is not |
Contacts spend into zone influence; max influence on a zone can unlock exotic weapons or other unique rewards. Upgrade contact capacity at the Den terminal if you keep bouncing off the cap. Exact reward tables stay in-game.
Operations and some combat cards are on a timer. You cannot take every Holotable option. Pick the resource you actually need this Cycle — Credits, kit, or story — then live with the rest. Map flow: the den.
The next section is the one-screen habit table.
Scan this before deploy. Each line is a Cycle you do not get back.

| Habit | Do this | Skip if… |
|---|---|---|
| Heal before deploy | Assign Medbay beds; three Injuries can permadie | Roster is clean |
| Bank Advantage | Shared cap 10 — spend on specials after AP is gone | A KO is incoming this turn |
| Cover then flank | Partial/full cover in; side/high-ground for your shot | You already hold the tile |
| Overwatch last | Move → shot → cone. Overwatch spends leftover AP | You need the last AP to Rally |
| Ion vs droids | Swap utilities when the icon is Separatist | The card is Coil / Outlaws |
| High ground for longarms | Sharpshooter / Scout up; melee stays low | No elevation on this map |
| Death toggle | Decide before an authored KO | You already chose and wrote it down |
Every Operator can Overwatch. As a last action it damages and can interrupt a move. Weapons that cost more AP than you have left can still cone. Confirm leftover-AP Overwatch in the client — it is the habit that saves the most first-week maps.
Longarms belong up high so they ignore same-level cover. Melee and short kits belong on the floor. Do not park a Soldier on a perch “because Star Wars.” Combat tiles: combat.
Advantage is the other meter people dump for no reason.
Matched by build plan, shared topics, and guide progression — not random related links.
Advantage is a shared pool (cap 10) and does not cost AP. Earn it through combat actions, then spend it on specials after an Operator has already dumped their 3 AP. First-pack ultimates are how you arrive at a Coil Resonance fight with an empty tank.
| Situation | Spend now? | Why |
|---|---|---|
| Opening trash, nobody Downed | No — bank | You will need specials on the named / Resonance pack |
| Ally is Downed and Rally is short | Yes if a special prevents the pile-on | Injury stack matters more than a pretty bar |
| Coil infected about to fully stack | Yes — burst | Resonance rewards hesitation |
| Jedi / Exotic on the card | Plan their Advantage appetite | Some Exotics drink the shared pool — save less for Standard ultimates |
| Bar at 10 | Spend something | Overflow is wasted |
Tel-Rea and other unique kits can spend Advantage the way a Standard spec spends AP. If they are on the four, your “save 8 for Ambush” plan may be fiction. Builds: builds.
A concussion grenade or push that yeets an enemy off a ledge is an instant kill without touching Advantage. Look at the tile before you look at the meter.
Holotable picks decide whether any of this kit is even relevant.
The Holotable is the campaign menu: Tactical Missions (fight) and Operations (Intel spend, text consequences). You will not clear every card. Risky / Dangerous / Extreme labels are real; Critical cards push story.
| Need this Cycle | Prefer |
|---|---|
| Credits / mods | Tactical mission with gear payout; check black market after |
| Injury relief | Easier card or skip deploy — Medbay first |
| Story | Critical / named mission — bring Hawks plus a clean roster |
| Intel / influence | Operation that spends Intel for contacts or zone progress |
| Faction practice | A card whose icon matches the kit you just built |
The next mission’s enemy icon is on the map. Droids vs humans vs Coil changes grenades. Fighting blind is not a difficulty setting — it is a belt mistake. Faction table: enemies.
A text Operation can injure or shift Bonds. Read the choices. If a card looks unwinnable, retreat to The Den rather than stacking Injuries “to finish the Cycle.” Mission types: missions.
The last section is the avoid list.
Not every mistake is a literal softlock. These are the ones that make the next ten hours worse. Exact unrecoverable states stay TBA until players file them — do not invent a “delete save” myth.
Shooting the nearest body is not always correct. If a dangerous enemy is next in the order, spend multiple Operators to drop them before they act. Ask “who is about to take me down,” not only “who is lowest HP.”
First loop: beginner guide. Death rules: permadeath. Live patch chatter: Discord.
Turn-based squad tactics with cover, Overwatch, and optional permadeath — but Clone Wars Operators, Advantage, and The Den are Zero Company-specific. Do not import another game’s numbers.
No. This is not a Roblox codes title.
No. Build it, then open the terminal and assign who gets a bed. Extra beds are a later upgrade.
If you care about authored Operators and Bonds on a first run, yes — the toggle exists. Details: the permadeath page.
Steam news and the EA Star Wars Discord (https://discord.gg/eastarwars).
Matched by build plan, shared topics, and guide progression — not random related links.