Starting out
What is Advantage in Zero Company?
A squad-wide resource: each time an Operator damages an enemy the squad gains 1 Advantage, up to 10, spent on powerful abilities that cost no Action Points.
- Confidence
- Confirmed
- Verified
- 23 August 2026
- Version
- pre-release (no retail build)
The short answer
A squad-wide resource: each time an Operator damages an enemy the squad gains 1 Advantage, up to 10, spent on powerful abilities that cost no Action Points.
In full
What that means when you are planning
The rate is the part worth memorising, because it turns the whole system into arithmetic. One Advantage per Operator damaging an enemy, capped at ten, means a full pool is ten damaging actions — and four Operators only have twelve Action Points between them. An ability priced at 10 Advantage is close to a whole turn of everyone shooting.
The two-pool design is what makes Advantage interesting rather than just a second currency. An Advantage ability does not consume the Operator's turn, so a squad that generates well can act far more than three Action Points would suggest.
Because the pool is shared, every Advantage spender in your squad competes with every other one. Trick's explosive strike is reported at 10 Advantage — the entire pool at its known maximum — which means the turn he fires it, nobody else spends anything.
The pool also starts every fight empty. Opening turns cannot use Advantage abilities at all, which is why a generator like the Scout changes how a squad opens rather than just how much damage it eventually does.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- Whether a multi-hit or multi-target attack generates 1 Advantage or one per enemy damaged.
- Whether a hit that deals no damage generates anything — the rule names damage, not hits.
- Whether the pool persists between fights within a mission.
Next
Related questions
- What is the maximum Advantage you can hold?
- Ten is the highest figure shown so far.
- Do Advantage abilities cost Action Points as well?
- No. Advantage abilities spend Advantage instead of Action Points, so using one does not end the Operator's turn.
- How many Action Points does each Operator get per turn?
- Three, and they can be spent in any order.
Where this is covered properly
Sources
- Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again
Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026
Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options
- Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts
IGN · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover