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10 Things You Should Know Before Diving Into Star Wars: Zero Company

10 Things You Should Know Before Diving Into Star Wars: Zero Company

Ben Veress is a Contributing Features Writer at DualShockers based in Melbourne, Australia. He has been covering games professionally since 2021, with experience writing features, lists, reviews, and news across gaming, tech, culture, and entertainment.

Before joining DualShockers, Ben wrote for Kotaku AU, Gizmodo AU, Vice AU, Pedestrian.TV, Quest Daily, Blunt Magazine, Impulse Gamer, and Inkl. At Pedestrian.TV, he served as the publication’s sole tech and gaming writer, leading coverage of major gaming releases and events for one of Australia’s major youth publications. He holds a Bachelor of Communications in Media from RMIT University and was nominated for Best Branded Content Journalist at the Australian Samsung IT Awards in 2025.

Star Wars: Zero Company is finally here, giving us a long-awaited XCOM-like game within the Star Wars universe. Just like XCOM, this game has its fair share of complex mechanics, making for a challenging experience, especially if you're unfamiliar with strategy games like it.

We're talking unique classes, all with distinct synergies with different weapons and characters, permadeath on all operatives, resource management, and more. Like with any strategy game, the trial and error is the fun part! Learning what strategies work and don't work is half the fun. That said, having that extra bit of information the game doesn't always tell you is nice to have.

That's why we'll be looking at 10 tips worth knowing before diving into Star Wars: Zero Company so you don't feel too lost starting your campaign.

Star Wars Zero Company Review (18)-1
Star Wars Zero Company Review (18)-1

During missions, you'll get to go on the ground and explore the area. While it's tempting to sprint past everything to get to the next battle, I'd recommend taking the time to look around and chat to the available NPCs. This can net you a small amount of Intel or Advantage points, which will be useful in completing extra operations, or for a powerful first turn during your next battle.

Star Wars Zero Company Review (17)-1
Star Wars Zero Company Review (17)-1

Something the game doesn't explain well is that you can respec your characters whenever you want in between missions. If you decide you don't like your characters starting class and think something else would better suit them, you're free to change them however you want.

For example, Jae's special ability will execute enemies below a certain health for free once per turn. You could decide that this is an ability better suited for a sharpshooter, and therefore change her weapon and abilities around this. Similarly, Kragg sits a bit awkwardly on the team as a scoundrel, especially as his main ability involves getting into melee range. To make the most out of his ability, you might want to respec him into a heavy to take advantage of those melee damage upgrades. The world is your oyster!

Star Wars Zero Company Thievery
Star Wars Zero Company Thievery
Star Wars Zero Company Review (34)-1
Star Wars Zero Company Review (34)-1
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