Gaming How-To

Star Wars Zero Company: How to Select and Switch Units

How unit selection and forced turn order work in tactical missions, from picking an Operator to ending your turn.

How unit selection and forced turn order work in tactical missions, from picking an Operator to ending your turn.

Tactical missions in Star Wars Zero Company run on a strict turn structure. Your whole squad acts first, then the enemy responds, and within your own phase you do not get to freely bounce between Operators however you like. You work through them in a set order, finishing what each one is doing before the game hands you the next.

Quick answer: Click an Operator to select the active unit, spend their Action Points to move and attack, then confirm. The game advances to the next unit in the turn order automatically. You cannot skip a unit to jump ahead to another one.


How unit selection and turn order work

Selecting a unit is as simple as clicking on it when it is that unit’s turn. The important limit is that Operators act in a designated sequence. You cannot leave one Operator mid-action and swap to another purely because you feel like it. Once you finish an Operator’s actions, control moves to the next unit in line on its own.

Each Operator has three Action Points (AP) per turn. Movement, attacks, and abilities draw from that pool, and actions can be taken in any order for that one unit. When their AP is spent or you choose to wrap up, the turn passes along until every Operator has acted and the enemy phase begins.

Fight Your Way Out tutorial prompt directing the player to move Aurelio to cover
The “Fight Your Way Out” tutorial prompts you to select Aurelio and move him toward the highlighted cover. Image credit: Bit Reactor / via @PazarGamingGuides

Move and attack with the active Operator

Click the active Operator to select them. In the opening tutorial fight, this is Aurelio, and the game highlights him as the unit under your control.
Choose a movement destination. Pick the highlighted cover position on the battlefield so your Operator is harder for the enemy to hit. Moving farther costs more AP.
Objective marker showing the highlighted position to move Aurelio to on the battlefield
The yellow objective marker shows the highlighted spot to move Aurelio to before he attacks. Image credit: Bit Reactor / via @PazarGamingGuides
Pick an action such as firing your weapon. Selecting Fire Blaster Rifle targets an enemy in range, and the Chance-to-Hit is shown next to the target along with cover and damage details.
Confirm to carry out the action. Aurelio fires his blaster rifle at the B1 Battle Droid. Shots can still miss, so a low Chance-to-Hit against a covered target may come up empty.
Cover tutorial prompt showing Aurelio shooting a B1 Battle Droid protected by cover
The “Cover” prompt has Aurelio fire on the B1 Battle Droid while it is still protected, which lowers his Chance-to-Hit. Image credit: Bit Reactor / via @PazarGamingGuides

Cover and flanking change your hit chance

Cover works both ways. Full Cover and Half Cover both cut the Chance to Hit against whoever is behind them, which is why moving your own Operators into cover keeps them alive. It also means an enemy tucked behind cover is harder for you to land shots on.

To beat that, look for a better angle instead of trading shots head-on. When the next unit, Trick, moves to a flanking position, the droid’s cover no longer protects it. The target becomes Exposed, and Trick’s Chance-to-Hit rises sharply as a result.

Flanking and Exposing tutorial panel telling the player to move Trick to a flanking position
The “Flanking and Exposing” panel directs Trick to the highlighted flank, removing the droid’s cover bonus. Image credit: Bit Reactor / via @PazarGamingGuides

From the flank, firing the repeating blaster at the now-exposed B1 Battle Droid finishes it off. The core lesson holds across every mission. Reposition first, expose the target, then shoot for the much higher hit chance.

SituationEffect on Chance-to-Hit
Target in Half CoverReduced
Target in Full CoverReduced more
Target flanked and ExposedCover no longer applies, much higher

End your turn and confirm it worked

After each Operator acts, the game keeps cycling to the next unit until your side has finished. When you are done, hold the end-turn button to close out the phase. Control then passes to the enemy, so make sure your Operators are positioned before you commit.

You know selection is working correctly when clicking a unit puts it in control and its AP appears, and when finishing one Operator’s actions automatically shifts control to the next in the order rather than letting you pick anyone at will. If you cannot select a specific Operator, it is because another unit still has its turn ahead of that one in the sequence.

That rhythm of select, move, act, confirm, and advance is the backbone of every tactical encounter in Star Wars Zero Company. Once you internalize that you are working through a fixed order rather than freely swapping units, positioning your squad into cover and setting up flanks becomes the main thing you control on each turn.