Mechanics
The rules behind cover, AP, Advantage, bonds and risk.
Action Points & Cover Explained
The combat fundamentals every Zero Company build and mission guide should explain first.
Open file ↗The Advantage System
How the shared tempo resource fits into coordinated turns and why spending it too early can hurt.
Open file ↗What Is Beskar Mode?
A pre-release explainer for the high-stakes mode reported in hands-on coverage.
Open file ↗Black Market & Den Upgrades
A framework for evaluating between-mission purchases without inventing pre-release prices or unlocks.
Open file ↗Cycle System & Operations
A first explanation of the campaign clock and the difference between planning pressure and tactical combat.
Open file ↗Force Powers & Squad Synergies
How the Star Wars layer changes tactical sequencing by creating openings for other operators.
Open file ↗Intel Points & Influence
How to track strategic resources as mission-planning tools, with final costs reserved for launch verification.
Open file ↗Permadeath & Campaign Risk
A cautious explanation of loss, injury and why every campaign decision needs a recovery plan.
Open file ↗Squad Bonds & Cross Training
How relationships may become tactical infrastructure, and which details still need launch verification.
Open file ↗The Den Guide
The between-mission hub: recovery, recruitment, upgrades, relationships and mission planning.
Open file ↗Wounds & Healing Guide
How to plan around injuries, downtime and the cost of sending a damaged operator back into the field.
Open file ↗