Quick take
- Zero Company is single-player and turn-based tactics.
- Operators have three action points in combat.
- The Den and Operations provide management between missions.
The genre label
“Turn-based tactics” is more precise than simply calling it strategy: each operator acts in a turn, spending action points to move, attack, use abilities, assist, overwatch, rally, or take special actions.
What happens in a tactical mission
StarWars.com's guide says each operator has three action points. The player uses them for positioning and cover, attacks, assists, overwatch, reviving an injured operator, and Advantage-point special actions. Missions can involve sabotage, combat, rescue, retrieval, or a hero-focused narrative objective; story missions can include a small third-person free-roam phase before combat.
What happens away from combat
At the Den, Hawks chooses missions and Operations for the current cycle. Operations happen on the Galaxy Map, can award immediate rewards or unlock more work, and may change bonds or side missions. The product page also promises character creation, loadout and ability customization, squad synergies, and a base of operations. Critical missions advance the story while the player cannot accept every available activity in a cycle; some activities expire. It is therefore a squad tactics campaign with management and choice layers, not a continuous action game.
Checked references
Sources and verification
Facts on this page were checked against the following first-party material and named post-launch coverage.