COMBAT SYSTEMS
Action Points & Cover Explained
The combat fundamentals every Zero Company build and mission guide should explain first.
The core idea
Zero Company uses turn-based movement, cover and action sequencing as the language of combat. A turn is a small budget: movement, attack, protection and setup all compete for the same window.
Spend the turn in order
First ask what the objective demands. Then identify the safest useful position. Only after that decide whether damage is the best final action. A good attack from a bad square can lose the next turn.
Verify the numbers
Preview coverage may describe action-point rules, but exact costs, ranges and exceptions belong to the launch verification pass.