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Guides

Zero Company mechanics and campaign guides

Each guide opens by answering its question directly, then separates confirmed rules from what they imply for squad building — and lists what has not been published.

Mechanics — 12

How the systems work

Combat and progression rules, each one sourced and dated.

Action Points

Every Operator gets three Action Points per turn, spent on movement, attacks, Utilities and Abilities in any order.

Advantage

A shared squad resource, gained by damaging enemies, that powers strong abilities without spending AP. Maximum shown: 10.

Overwatch

A directional cone that triggers reaction shots when enemies move or act, at the cost of ending the Operator's turn.

Cover and flanking

Partial and full cover reduce hit chance; flanking and high ground raise it. Some cover can be destroyed.

High ground

Elevation improves hit chance, making verticality a positioning goal for long-range Operators.

Injuries and permadeath

Downed Operators take Injuries; three Injuries cause permanent death on standard difficulty. Permadeath is on by default but can be turned off.

Call for Backup

A zero-AP support action that adds a teammate's assistance to the next attack and helps build Bonds.

Bonds

Relationships between paired Operators that unlock permanent combat bonuses, maximum-Bond passives and most of your Focus Points.

Cross Training

The progression system tied to Bonds that turns pair relationships into permanent shared bonuses.

Focus Trees and Focus Points

Focus Points, earned mainly from Bonds, upgrade Talents, Abilities and Passives through each Operator's Focus Tree.

Dual Specializations

A second Specialization unlocks around the middle of the campaign, creating dual-class Operators.

Talents

Each Operator has a Talent specialization carrying one or two abilities; some authored characters have fixed Talents.