
Zero Company Field Manual
Every move changes the battle
Turn complex systems into clear decisions. From your first deployment to the final operation cycle, use practical tactics, verified mechanics, and focused build advice.
Field manual
Core systems
Decisions that shape every mission.
First deployment: plan a three-AP turn
Sequence movement, attacks, Utilities, and reactions without leaving an operator exposed.
Each operator receives 3 AP per turn. The squad shares one player phase, so actions may be interleaved.
Decide the final cover tile before spending the first AP.
Cover and flanking: improve hit chance
Use full cover, elevation, line of sight, and exposed angles before committing heavy fire.
Hit chance changes with distance, effective range, line of sight, cover, flanking, and elevation.
Check range, line of sight, cover, flank, and elevation before committing heavy fire.
Bonds and squad synergy without a weak bench
Use two reliable anchors and rotating partners to grow bonds while preserving role coverage.
Bonds grow through shared activity and unlock support abilities, Cross Training, and lasting synergies.
Keep two dependable roles fixed; rotate one partner through shared activity.
Downed, injured, lost: manage permadeath
Rally safely, rotate injured veterans, treat droids correctly, and know why Hawks must never fall.
A Downed operator gains an Injury. With permadeath enabled, the third Injury means KIA; Hawks being Downed fails the mission.
Secure the Rally route before taking a shot that leaves an operator exposed.
Planning note
Field priorities
Start here for the highest-impact decisions.
Planning note
Mission planning checklist
