ZERO COMPANY
Allegiance Index

Factions & Allegiances

Zero Company is a small strike team punching above its weight against several entrenched powers. Knowing who you fight — and what each faction is weak to — is the difference between a clean deployment and a casualty report.

ByZero Company Guide Team
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Your Side — Zero Company

Player faction

Zero Company

The player's ragtag strike team, assembled by former Republic officer Hawks in the aftermath of the Clone Wars. Operating from their mobile base — The Den — Zero Company recruits a roster of up to 20 Operators per campaign, mixing named Bespoke companions with procedurally generated mercenaries and astromech droids. The campaign's final mission, "The Infinite Coil", is the direct confrontation with the faction that drove the war.

How to fight

You set the tempo — pick your deployments, grow Bonds between Operators, and out-adapt every enemy faction below.

Enemy Factions (3)

Three confirmed opposing powers, each with a recommended counter.

Separatist Alliance

Remnant battle droids from the Clone Wars.

Counter

Ion weaponry

The Infinite Coil

Force-enhanced assault troopers and rare Seer elites.

Counter

Kill priority targets fast

Outlaws

Syndicate fighters relying on numbers.

Counter

Crowd control

Field Doctrine

  • Carry ion capability into Separatist deployments. Shielded units like Droidekas stall a squad that brought only raw damage.
  • Identify the Coil's priority targets on turn one. Their counter is speed — extended trades favour them.
  • Never burn your entire AP pool on one target. Leaving an operative on Overwatch is what stops flankers from punishing an aggressive turn.
  • Outlaws rely on numbers, so crowd control is the counter — Scoundrel and Jedi disruption scale with how clustered the enemy is.

Signature Units — What You Will Actually Meet

Each rival power fields a recognisable core. The unit in front of you tells you which counter the squad should have brought.

Separatist Alliance

Droideka destroyers, B1 and assault droids

The remnants fight like the war never ended: shielded heavies in front, cheap line infantry behind them. Any loadout without an answer to shields spends its first turns waiting.

The Infinite Coil

Force-enhanced troopers, Seer elites

Smaller and harder formations. Every unit in the stack is a priority target, and the rarest one has to be removed inside a single turn or the fight starts going the wrong way.

Outlaws

Syndicate fighters and hired guns

Numbers and positioning instead of armour. They win the fights your squad lets run long, which makes early control abilities the answer rather than better weapons.

What Each Faction Does to Your Campaign

The three powers are not difficulty tiers — they ask for different things from the same four deployment slots.

  • Separatist deployments are the ones that punish a squad built purely for damage. Carrying an ion answer means at least one loadout is not optimised for the fight you expected.
  • Coil missions are where a single elite can end a run. The counter is target priority on turn one, not a bigger weapon — which is why control abilities earn their slot here.
  • Syndicate contracts escalate through numbers. Area control pays for itself long before the third Cycle, and the scout who spots the cluster is as valuable as the shooter.
  • Zero Company is the constant across all three: four slots, one mission per Cycle, and a roster that has to answer every faction without a respec between them.

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