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Squad Planner

Mechanic

Zero Company advantage explained

Advantage is a squad-wide resource earned by damaging enemies. Powerful abilities spend Advantage instead of Action Points, so using them does not cost an Operator their turn. The maximum shown so far is 10. Because the pool is shared, every Advantage ability in your squad competes with every other one.

Confirmed
Confidence
Confirmed
Verified
4 August 2026
Version
pre-release (no retail build)

One pool, four Operators

Advantage is not per-Operator. It is a single squad resource, generated by dealing damage and spent by whoever acts next. That makes it the squad's most contested resource and the reason squad composition matters more than individual builds.

The maximum shown in official material is 10. Whether that ceiling increases through upgrades is not stated.

What competes for it

Three confirmed spenders already conflict: the Soldier's rocket attack, the Medic's Morale Boost regeneration, and Hawks' AP restoration. All three are strong, and all three draw from the same 10 points.

A squad running all three will not be able to use them all in the same turn. That is not a flaw in the design — it is the decision the system is built around, and it is what a planner should surface before a mission starts, not during one.

Generation is a build choice

Advantage comes from damaging enemies. A squad built around many small attacks generates it differently from a squad built around a few large ones, though the exact formula is unknown.

Until generation rates are published, treat any specific claim about Advantage per turn as untested. What is safe to say: a squad with no reliable damage output will not have Advantage to spend.

Confirmed

The rules as officially stated

  • Advantage is a shared squad resource.
  • It is gained by damaging enemies.
  • Powerful abilities use Advantage without consuming AP.
  • The maximum shown is 10.
  • The Soldier's rocket, the Medic's Morale Boost and Hawks' AP support all spend Advantage.

Planning

What this means for squad building

  • Track a squad-level Advantage budget rather than per-Operator resources.
  • Warn when three or more Advantage spenders are in one squad.
  • Weigh sustain against burst: Morale Boost and a rocket cannot both be the priority.
  • A squad with no damage output starves its own Advantage abilities.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • How much Advantage each ability costs.
  • The generation rate, and whether it scales with damage dealt or hits landed.
  • Whether the maximum of 10 can be increased.
  • Whether Advantage persists between missions or resets.

Related mechanics

Builds that depend on this mechanic

Sources