ZERO COMPANY
Threat Database

Enemies, Factions & Theaters

Zero Company fights across 14 worlds against 3 confirmed factions. Each faction has a distinct counter — bringing the wrong tool is what turns a routine deployment into a casualty report.

ByZero Company Guide Team
Last updated:

Who You Fight

14 worlds, 3 organised enemies, and a different answer for each one. This page stays at unit level: what the thing in front of you does, and how to remove it. Factions & Allegiances covers who they are and why they are fighting.

Separatist AllianceThe Infinite CoilOutlaws

Confirmed Threat Types

Unit archetypes confirmed by public sources, with the practical answer to each.

Droideka

Shielded heavy unit. Ion effects are the reliable answer — the Separatist counter list names ion weaponry directly.

Separatist assault droids

Standard line infantry. Dies to sustained fire and flanking, but punishes operators caught out of cover.

Seer

Rare elite that has to be removed in a single hit. Plan a burst turn around it rather than trading shots across several turns.

Infinite Coil Force-enhanced troopers

Force-enhanced infantry backing the Coil. Priority targets — the faction counter is to kill them fast, not to out-grind them.

Theaters of War

14 confirmed campaign locations. Mission availability and Zone Influence shift across these worlds as Cycles pass.

SerolonisVandorMapuzoAnaxesLothalCourtsiliusLuunataRing of KafreneThe CaissonDantooineBespinOnderonRylothJabiim

Field Doctrine

Practical rules that hold across every faction.

  • Droidekas are a shield check, not a damage check — strip the shield with ion before anything else is worth spending.
  • A Seer has to die inside one turn. Bank a burst ability for it and refuse to trade shots across several rounds.
  • Assault droids punish operators standing in the open far more than they punish imperfect cover. Keep the line unbroken.
  • Coil troopers get worse to fight every round they survive. Treat turn one as the real deadline, not the finale.
  • Outlaw gangs are a geometry problem: one area ability that clusters them converts a losing numbers fight into a short one.

Reading a Threat Before You Commit

The notes above tell you what to bring. These are the tells and the answers once the firefight has already started.

Droideka

Tell: Deploys behind a personal shield and needs a turn to unfold before it can answer fire.

Answer: Bring ion. A squad with no ion has to out-wait the shield, which spends the tempo the rest of the mission needs.

Separatist assault droids

Tell: Cheap line infantry that arrives in numbers and does not break.

Answer: They lose to volume of fire and flanking, not to one big hit — spread the damage instead of overkilling a single droid.

Seer

Tell: A rare elite that punishes any plan built on attrition.

Answer: One-shot removal only. Confirm line of sight, set the burst up, then commit everything in a single turn.

Infinite Coil troopers

Tell: The only archetype that gets stronger the longer the engagement runs.

Answer: Priority targets. Kill them on turn one or accept that every following round is harder than the last.

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