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Zero Company Builds

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 — 21

How the systems work

Grouped by what you are trying to work out. Every rule is sourced and dated, and every page ends with what is still unpublished.

Winning a fight

The turn itself — what an Operator can do, what it costs, and how hit chance is decided.

Keeping your squad alive

Injuries, permadeath and the support actions that stop one bad turn ending a campaign run.

Making Operators stronger

Bonds, Focus Points and the two systems that decide what an Operator becomes.

Running the campaign

The layer above combat: the cycle clock, expiring missions, and what to do between them.

More mechanics

Not yet sorted into a group above.