ZCZERO COMPANYFIELD MANUAL
PRE-RELEASE / VERIFIED LOG
FIELD MANUAL

Zero Company Beginner's Guide — Getting Started

A clean first route through squad setup, turn-based combat, the Den and the evidence you should verify at launch.

Start with the decision loop

Zero Company is a single-player, turn-based tactics game built around an authored squad, custom operators and a strategic layer between deployments. Your first goal is not to discover a perfect build. It is to understand the loop: prepare at the Den, choose a mission, spend actions carefully, then bring the survivors home.

Five rules for a first campaign

  1. Read the objective before moving the first operative.
  2. Treat cover and line of sight as resources, not decoration.
  3. Keep a support option in the squad while you learn the combat economy.
  4. Do not spend shared resources simply because they are available.
  5. Re-check every pre-release number against the shipped build.

What this guide can confirm

The official material confirms the game's single-player turn-based format, a customizable squad, the Den hub and a Clone Wars setting. Exact class values, mission rewards and some progression limits should remain launch-day verification targets until the game ships.

First stop

Read Action Points & Cover, then The Advantage System. Those two files explain the combat language that every later build guide assumes.