ZCZERO COMPANYFIELD MANUAL
PRE-RELEASE / VERIFIED LOG
COMBAT SYSTEMS

Mechanics

The rules behind cover, AP, Advantage, bonds and risk.

11 indexed files / mechanics
Pre-release 0.1Confirmed

Action Points & Cover Explained

The combat fundamentals every Zero Company build and mission guide should explain first.

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Pre-release 0.1Confirmed

The Advantage System

How the shared tempo resource fits into coordinated turns and why spending it too early can hurt.

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Pre-release 0.1Reported

What Is Beskar Mode?

A pre-release explainer for the high-stakes mode reported in hands-on coverage.

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Pre-release 0.1Preview

Black Market & Den Upgrades

A framework for evaluating between-mission purchases without inventing pre-release prices or unlocks.

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Pre-release 0.1Preview

Cycle System & Operations

A first explanation of the campaign clock and the difference between planning pressure and tactical combat.

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Pre-release 0.1Preview

Force Powers & Squad Synergies

How the Star Wars layer changes tactical sequencing by creating openings for other operators.

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Pre-release 0.1Preview

Intel Points & Influence

How to track strategic resources as mission-planning tools, with final costs reserved for launch verification.

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Pre-release 0.1Preview

Permadeath & Campaign Risk

A cautious explanation of loss, injury and why every campaign decision needs a recovery plan.

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Pre-release 0.1Preview

Squad Bonds & Cross Training

How relationships may become tactical infrastructure, and which details still need launch verification.

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Pre-release 0.1Confirmed

The Den Guide

The between-mission hub: recovery, recruitment, upgrades, relationships and mission planning.

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Pre-release 0.1Preview

Wounds & Healing Guide

How to plan around injuries, downtime and the cost of sending a damaged operator back into the field.

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