ZCZERO COMPANYFIELD MANUAL
PRE-RELEASE / VERIFIED LOG
Tactical network

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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.

45 indexed files / source-grounded content only
mechanicsConfirmed

Action Points & Cover Explained

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

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mechanicsConfirmed

The Advantage System

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

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classesPreview

All Zero Company Classes Explained

A role-first index of the standard and story-linked classes currently described in official and preview material.

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classesPreview

Assault Class Guide

How to evaluate the close-range role: movement, breach pressure and the risk of overextending.

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classesPreview

Astromech Class Guide

What the droid-only role suggests about utility, repair and unconventional squad support.

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mechanicsReported

What Is Beskar Mode?

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

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buildsPreview

Best Den Upgrades — What to Prioritize

A decision framework for choosing upgrades when the final resource economy is still being verified.

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guidesPreview

Best Early-Game Squad Framework

A role-based starting template for building a balanced four-operative team.

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guidesPreview

Best Starting Class in Zero Company

How to choose a forgiving first role without pretending a pre-release tier list is final.

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mechanicsPreview

Black Market & Den Upgrades

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

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charactersPreview

Cly Kullervo Operator Dossier

The current profile of the Mandalorian operator and the tactical questions to verify at launch.

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charactersPreview

Custom Operators & Species

How to separate confirmed customization concepts from pre-release lists of species and options.

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mechanicsPreview

Cycle System & Operations

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

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guidesPreview

Zero Company Editions & Pre-Order Guide

A source-first checklist for comparing editions without treating store listings as gameplay facts.

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missionsConfirmed

Extraction Objectives & Escape Routes

A practical way to plan objectives that require reaching a zone rather than clearing every enemy.

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mechanicsPreview

Force Powers & Squad Synergies

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

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classesPreview

Gunslinger Class Guide

A preview role note for flexible ranged damage and action sequencing.

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buildsPreview

Hawks Build — Preview Framework

A provisional build-planning page for Hawks, separated from final ability values and launch balance.

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charactersConfirmed

Hawks Operator Dossier

The current source-grounded profile of Zero Company's leader and customizable protagonist.

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classesPreview

Heavy Class Guide

A role-first guide to the squad anchor, suppression pressure and holding the line.

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missionsPreview

Holo-Map & Galaxy Campaign

How the campaign map connects strategic resources, operations and tactical missions.

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guidesConfirmed

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.

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mechanicsPreview

Intel Points & Influence

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

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classesPreview

Jedi Padawan Class Guide

A cautious preview of Force-based control and why a Jedi changes squad sequencing.

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classesPreview

Mandalorian Warrior Class Guide

How to evaluate a mobile, gadget-driven story role without turning preview footage into a final build.

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classesPreview

Medic Class Guide

A support-role framework for stabilizing the squad and preserving future turns.

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buildsPreview

Medic Support Build — Preview Framework

A cautious support build framework focused on recovery, action economy and safe positioning.

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missionsConfirmed

Mission Structure Explained

How to read objectives, deployment choices and extraction conditions before spending the first action.

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missionsPreview

Operations vs Tactical Missions

The planning distinction that keeps campaign resources and battlefield actions from getting mixed together.

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mechanicsPreview

Permadeath & Campaign Risk

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

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guidesConfirmed

Star Wars Zero Company Release Date & Platforms

The current official launch window, platforms and the source trail to recheck before launch day.

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classesPreview

Scoundrel Class Guide

A preview guide to opportunistic damage, movement and the danger of gambling a safe position.

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classesPreview

Scout Class Guide

How mobility and information can create better turns before damage is even calculated.

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classesPreview

Sharpshooter Class Guide

How to think about long-range priority targets, sight lines and the cost of moving late.

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guidesConfirmed

Is Zero Company Multiplayer or Co-op?

What the official positioning says about the campaign format and what that means for guide planning.

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classesPreview

Soldier Class Guide

A dependable role framework for players who want a readable, adaptable operator.

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mechanicsPreview

Squad Bonds & Cross Training

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

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buildsPreview

Starting Squad Framework

A role coverage worksheet for your first four-operative deployment.

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charactersPreview

Tel-Rea Vokoss Operator Dossier

What is currently known about the Jedi Padawan attached to Zero Company's story and class system.

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mechanicsConfirmed

The Den Guide

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

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charactersPreview

Trick Operator Dossier

A source-first character file for Trick, the clone trooper connected to Hawks.

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buildsPreview

Weapon Mods & Utilities

A launch-ready framework for evaluating equipment by mission role instead of raw damage alone.

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guidesConfirmed

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.

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mechanicsPreview

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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guidesConfirmed

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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