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Star Wars Zero Company launches today with three actions per soldier and enough permadeath to ruin a perfect squad

Zero Company gives every operator three Action Points and then immediately starts finding ways to make those points uncomfortable. Moving farther costs more. Heavy attacks can eat most of a turn. Overwatch ends the operator's turn entirely. A wounded favorite can recover, until the third injury makes the loss permanent. The interesting part is that Bit Reactor has tied the people surviving those fights to a second progression layer built around their relationships with one another.

By Hugat Star Wars Zero Company
Star Wars Zero Company launches today with three actions per soldier and enough permadeath to ruin a perfect squad

Electronic Arts has set the PC, PlayStation 5 and Xbox Series X|S launch for August 27 at 15:00 UTC. Bit Reactor estimates roughly 30 to 40 hours for the main campaign depending on difficulty and familiarity with tactics games.

A four-person squad has twelve AP to turn into a plan

Standard deployments allow up to four Operators. The entire player squad acts before the enemy side, with three Action Points available to each character.

Movement scales in cost with distance. Weapons have their own AP requirements, utilities such as medkits and concussion grenades commonly cost one point, and abilities add another layer of options. Actions can be performed in whatever order the player wants.

Overwatch uses a player-defined cone rather than a generic reaction stance. Enemies entering or acting inside it can trigger shots, and investing more AP can increase the number of targets the Operator is capable of engaging. Selecting Overwatch ends that Operator's turn.

Advantage sits outside that economy. Successful attacks build a shared pool of up to ten points, which can fund high-impact abilities without consuming normal AP. Bit Reactor's examples include rocket strikes, squad-wide accuracy boosts and handing an ally another Action Point.

Permadeath is the default, not an Ironman-only curiosity

Dropping to zero health gives an Operator an Injury and leaves them Downed until somebody Rallies them. Injuries persist and reduce combat statistics.

On standard settings, accumulating three means permanent death. Players can disable permadeath if they prefer a less destructive campaign.

Hawks works differently because the protagonist is mandatory for story missions: killing Hawks fails the mission instead. Jedi Padawan Tel-Rea is also unique. Bit Reactor says there is no replacement Jedi class to recruit if she is lost.

The squad's social graph is also a skill tree

The Den is where the tactical campaign broadens out. Operators can be recruited, healed, respecced and equipped there, while facilities receive upgrades over time.

Relationships are tracked through Bonds. Fighting together, assisting one another, character quests and the choices made during Dilemmas can improve or damage those relationships.

Higher Bonds generate Focus Points and eventually unlock Cross Training bonuses shared by a pair of Operators. Maxing the relationship can add a special Passive Ability.

The galaxy map is built around things you cannot do

Each Cycle presents Operations and Tactical Missions, but Intel limits how much strategic activity can be completed. Opportunities can expire, and story-critical assignments eventually force the campaign forward.

More than 150 planets can appear on the strategic map for Operations. Actual Tactical Missions use more than a dozen detailed planets, with confirmed destinations including Bespin, Dantooine, Lothal and Ryloth.

Mission structures include sabotage, rescue, retrieval and direct combat. Some story missions briefly shift into third-person exploration before combat, letting Hawks gather Intel and Advantage.

There is no New Game+ at launch, no official mod support is planned, and Bit Reactor says it currently has no plans for microtransactions.