Mechanic
Zero Company cover and flanking explained
Partial and full cover reduce the chance of being hit. Flanking around cover and taking high ground both improve your hit chance. Some cover is destructible, which means explosives can remove an enemy's protection outright rather than going around it.
- Confidence
- Confirmed
- Verified
- 4 August 2026
Three ways to beat cover
Cover is the main defensive system, and there are three confirmed answers to it. You can go around it by flanking. You can shoot over it from high ground. Or you can remove it — some cover is destructible, and the Soldier's explosives and rocket exist partly for that reason.
A fourth answer is displacement: Force Push and Uppercut move the enemy out of cover instead of dealing with the cover itself.
It applies to you too
Destroying cover is not free. Cover your squad wanted to use next turn is gone once it is destroyed, and an advancing Operator that has stripped the battlefield of cover has nowhere to advance to.
The Assault's official role is attacking enemies in cover, and the Heavy's is absorbing attacks while standing in the open. Those two roles exist because standing in the open is otherwise a bad idea.
Confirmed
The rules as officially stated
- Partial and full cover reduce hit chance.
- Flanking improves hit chance.
- High ground improves hit chance.
- Some cover is destructible.
Planning
What this means for squad building
- Tag builds as mobile, anti-cover, high-ground or displacement so a squad can be checked for at least one answer to entrenched enemies.
- A squad with strong ranged damage and no anti-cover tools will stall against defended positions.
- Destroying cover changes the map for both sides — plan the follow-up position before firing.
Open questions
Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.
- The exact hit-chance modifiers for partial cover, full cover, flanking and high ground.
- Which cover types are destructible.
- Whether destroyed cover leaves rubble that still provides partial cover.
- Whether flanking has an angle threshold.
Questions
Common questions
The way these come up in search, answered directly.
- Does high ground improve your hit chance?
- Yes. Taking high ground improves hit chance.
- Is cover destructible in Zero Company?
- Some of it is.
- Can a 100% shot miss in Zero Company?
- Not since Patch 1.1, released 9 September 2026. Before that it could, and EA list it as a bug they have fixed.
Related mechanics
Builds that depend on this mechanic
- Scoundrel + Sharpshooter Critical ConfirmedOpen in Squad Builder →
- Force Push & Overwatch Squad ConfirmedOpen in Squad Builder →
- Anti-Droid Ion Squad TheorycraftOpen in Squad Builder →
- Heavy + Medic Frontline TheorycraftOpen in Squad Builder →
- Force Push + Sharpshooter Exposure TheorycraftOpen in Squad Builder →
- Tel-Rea Vokoss build TheorycraftOpen in Squad Builder →
- Cly Kullervo build TheorycraftOpen in Squad Builder →
- Overwatch Trap TheorycraftOpen in Squad Builder →
- Hawks Stationary Sharpshooter TheorycraftOpen in Squad Builder →
- Dual Specialization squad TheorycraftOpen in Squad Builder →
- Hawks critical hit build TheorycraftOpen in Squad Builder →
- Mandalorian unlimited turn squad TheorycraftOpen in Squad Builder →
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