Choose a role before adding another blaster
A defensive anchor, protected damage, and the ability to move an enemy out of cover make a better opening squad than four similar specialists. Use the class library to define each operator’s job.
Classes, squad composition, Operators, campaign choices, weapons, and first-mission priorities for the Clone Wars tactics game.
Specializations, dual-class combinations, and combat roles.
Story companions, custom recruits, and their core strengths.
Operations, Intel, injuries, and Den priorities.
AP costs, weapon types, modifications, and loadouts.
First-mission decisions and squad-building fundamentals.
Zero Company rewards measured positioning: use cover, construct a clean turn around three Action Points, and spend Advantage where it changes the board. A reliable squad handles the immediate threat before it invests in flashy upgrades.
A defensive anchor, protected damage, and the ability to move an enemy out of cover make a better opening squad than four similar specialists. Use the class library to define each operator’s job.
Operations buy time, credits, and upgrades. The right facility decision fixes a known weakness—an injury, a missing weapon option, or a squad role—not a vague future need.
Close distance, break enemy cover, and turn movement into clean eliminations with the Assault Specialization.
Chain attacks across weakened targets and turn a prepared board into a decisive Gunslinger turn.
Combat, squad roles, The Den, and first-mission priorities.
Zero Company is available for PC, PlayStation 5, and Xbox Series X|S. This wiki covers official links and strategy help, not cracks or unofficial downloads.