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Find a guide by question, system, class or operative. Search is intentionally local and fast: every result is a page in the field manual.
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 ↗All Zero Company Classes Explained
A role-first index of the standard and story-linked classes currently described in official and preview material.
Open file ↗Assault Class Guide
How to evaluate the close-range role: movement, breach pressure and the risk of overextending.
Open file ↗Astromech Class Guide
What the droid-only role suggests about utility, repair and unconventional squad support.
Open file ↗What Is Beskar Mode?
A pre-release explainer for the high-stakes mode reported in hands-on coverage.
Open file ↗Best Den Upgrades — What to Prioritize
A decision framework for choosing upgrades when the final resource economy is still being verified.
Open file ↗Best Early-Game Squad Framework
A role-based starting template for building a balanced four-operative team.
Open file ↗Best Starting Class in Zero Company
How to choose a forgiving first role without pretending a pre-release tier list is final.
Open file ↗Black Market & Den Upgrades
A framework for evaluating between-mission purchases without inventing pre-release prices or unlocks.
Open file ↗Cly Kullervo Operator Dossier
The current profile of the Mandalorian operator and the tactical questions to verify at launch.
Open file ↗Custom Operators & Species
How to separate confirmed customization concepts from pre-release lists of species and options.
Open file ↗Cycle System & Operations
A first explanation of the campaign clock and the difference between planning pressure and tactical combat.
Open file ↗Zero Company Editions & Pre-Order Guide
A source-first checklist for comparing editions without treating store listings as gameplay facts.
Open file ↗Extraction Objectives & Escape Routes
A practical way to plan objectives that require reaching a zone rather than clearing every enemy.
Open file ↗Force Powers & Squad Synergies
How the Star Wars layer changes tactical sequencing by creating openings for other operators.
Open file ↗Gunslinger Class Guide
A preview role note for flexible ranged damage and action sequencing.
Open file ↗Hawks Build — Preview Framework
A provisional build-planning page for Hawks, separated from final ability values and launch balance.
Open file ↗Hawks Operator Dossier
The current source-grounded profile of Zero Company's leader and customizable protagonist.
Open file ↗Heavy Class Guide
A role-first guide to the squad anchor, suppression pressure and holding the line.
Open file ↗Holo-Map & Galaxy Campaign
How the campaign map connects strategic resources, operations and tactical missions.
Open file ↗How to Prepare for Zero Company Before Launch
A practical pre-launch checklist for players who want to understand the systems without spoiling the campaign.
Open file ↗Intel Points & Influence
How to track strategic resources as mission-planning tools, with final costs reserved for launch verification.
Open file ↗Jedi Padawan Class Guide
A cautious preview of Force-based control and why a Jedi changes squad sequencing.
Open file ↗Mandalorian Warrior Class Guide
How to evaluate a mobile, gadget-driven story role without turning preview footage into a final build.
Open file ↗Medic Class Guide
A support-role framework for stabilizing the squad and preserving future turns.
Open file ↗Medic Support Build — Preview Framework
A cautious support build framework focused on recovery, action economy and safe positioning.
Open file ↗Mission Structure Explained
How to read objectives, deployment choices and extraction conditions before spending the first action.
Open file ↗Operations vs Tactical Missions
The planning distinction that keeps campaign resources and battlefield actions from getting mixed together.
Open file ↗Permadeath & Campaign Risk
A cautious explanation of loss, injury and why every campaign decision needs a recovery plan.
Open file ↗Star Wars Zero Company Release Date & Platforms
The current official launch window, platforms and the source trail to recheck before launch day.
Open file ↗Scoundrel Class Guide
A preview guide to opportunistic damage, movement and the danger of gambling a safe position.
Open file ↗Scout Class Guide
How mobility and information can create better turns before damage is even calculated.
Open file ↗Sharpshooter Class Guide
How to think about long-range priority targets, sight lines and the cost of moving late.
Open file ↗Is Zero Company Multiplayer or Co-op?
What the official positioning says about the campaign format and what that means for guide planning.
Open file ↗Soldier Class Guide
A dependable role framework for players who want a readable, adaptable operator.
Open file ↗Squad Bonds & Cross Training
How relationships may become tactical infrastructure, and which details still need launch verification.
Open file ↗Starting Squad Framework
A role coverage worksheet for your first four-operative deployment.
Open file ↗Tel-Rea Vokoss Operator Dossier
What is currently known about the Jedi Padawan attached to Zero Company's story and class system.
Open file ↗The Den Guide
The between-mission hub: recovery, recruitment, upgrades, relationships and mission planning.
Open file ↗Trick Operator Dossier
A source-first character file for Trick, the clone trooper connected to Hawks.
Open file ↗Weapon Mods & Utilities
A launch-ready framework for evaluating equipment by mission role instead of raw damage alone.
Open file ↗What Is Star Wars Zero Company?
A concise overview of the Clone Wars tactics RPG, its squad premise and the systems this field manual tracks.
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 ↗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.
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