SECTION 01
Read the action economy first
EA gives each operator three action points on a turn. Movement, attacks, abilities, and other decisions compete for that budget, so the basic planning question is what a unit can accomplish before committing its position.
Advantage is a shared combat resource that can build to a maximum of ten and fund powerful actions. Its existence is verified; an optimal spending sequence was not.
SECTION 02
Separate squad from roster
A standard tactical squad deploys up to four operators. The company roster begins with a maximum of seven and can be expanded to twenty, so recruitment and deployment capacity are not the same number.
Permadeath is enabled by default but can be switched off. New players should choose that setting deliberately rather than assume it is mandatory.
SECTION 03
Use the campaign loop
Operations represent the broader strategic layer, Tactical Missions resolve squad encounters, and The Den supports development between deployments. That loop is documented; specific upgrade orders remain deferred until retail testing.
EVIDENCE LEDGER
Primary sources checked
- EA — Lead Zero Company to Victory
Official explanations of campaign structure, Operations, Tactical Missions, combat, Advantage, operators, and The Den.
- EA — Answering Your Biggest Zero Company Questions
Official answers on campaign length, roster size, permadeath, custom operators, team composition, mods, New Game Plus, romance, and story scope.