Missions & Campaign Structure
The campaign runs on the Cycles loop — The Den, Holo-map, then one tactical mission. 12 story missions drive the plot, while Companion, Skirmish and Operation missions fill out the galaxy.
Story Missions (12)
Chronological- 01
The Serolonis Job
CriticalSerolonis
The opening mission — Zero Company's first contract on Serolonis goes sideways and establishes the crew. Tutorial beat for movement, cover and Overwatch.
- 02
Not Your Turf
CriticalSecond mission — marks Zero Company's arrival in the underworld war. Listed on IGN's walkthrough index (2026-08-28).
- 03
Eavesdropping
CriticalCourtsilius — Gressan Breakbulk Dockyard
Republic intelligence places the Coil in a meeting with local syndicates at the dockyard. Eavesdrop on the meeting to learn the Coil's plans for Courtsilius. Rewards include a Focus Point, two credit payouts and an unlisted item. 4 squad slots with Hawks pre-filled; failure condition is Hawks' elimination.
- 04
Dark Waters
CriticalCentered on Kundri Fathom ('Fathom Revealed'). Tel-Rea Vokoss joins the squad after this mission.
- 05
Smugglers' Den
CriticalCompleting it unlocks 'One Less Clanker'.
- 06
Casualties of War
CriticalA 3-mission companion arc — Luco Bronc joins the squad through it. Completing the arc unlocks 'Sky High'.
- 07
Enemy Intelligence
CriticalCompleting it unlocks 'A Way to Pass the Time'.
- 08
Behind Enemy Lines
CriticalLuunata
Takes the squad to Jae Mordant's homeworld of Luunata. Completing it unlocks 'Luunata Reclaimed'.
- 09
Deep Cover
CriticalCompleting it unlocks 'Jungle Warfare'. Last mission covered by IGN's walkthrough at capture time.
- 10
Unfinished Business
CriticalCompleting it unlocks 'With Friends Like These'.
- 11
Stillwatch
CriticalCompleting it unlocks 'A New Order' (silver trophy).
- 12
The Infinite Coil
CriticalFinaleThe campaign finale against the Infinite Coil. Completing it unlocks 'An End of the Infinite' (silver trophy).
Only Eavesdropping's full brief is public. The others are listed from confirmed achievement data — locations and rewards will be added as reliable sources publish them.
The Den: 9 Base Facilities & Upgrade Strategy
Freighter Hub at Ring of KafreneBetween tactical deployments, you manage Zero Company aboard The Den. Prioritizing early Medbay expansion is essential to prevent permanent injury penalties from degrading your squad's firing accuracy.
Medbay
Essential (Tier 1)Medical & Roster Recovery
Treats wounded operators and prevents combat accuracy penalties caused by lingering battle trauma.
💡 Upgrade immediately by Cycle 2-3 to prevent the injury spiral where wounded operators drag down squad accuracy.
HoloTable
Essential (Tier 1)Strategic Command
The primary nerve center where tactical missions are launched, Operations deployed, and Zone Influence monitored.
💡 Check before every mission to balance immediate story deadlines against expiring regional contracts.
Armory
Essential (Tier 1)Weapons & Class Reconfiguration
Houses weapon modifications, armor loadouts, and the Cycle 3 Specialization Respec Terminal.
💡 Allows risk-free experimentation with class builds and weapon tuning without restarting the campaign.
Black Market
High (Tier 2)Contraband Commerce
Underground merchant terminal offering contraband weapon attachments, rare stims, and unique focus gear.
💡 Spend surplus credits here before high-threat story missions to secure high-penetration ammunition.
Recruitment Terminal
High (Tier 2)Roster Management
Enables recruitment of procedural mercenaries and Astromech Droids to fill squad roles up to the 20-unit roster cap.
💡 Keep 2-3 reserve recruits ready in case starting companions are incapacitated in Medbay.
The Pit
High (Tier 2)Combat Training
Sparring arena where off-duty operators gain passive combat experience and unlock bonus proficiency perks.
💡 Ensures reserve operators stay on-par with your main squad levels without risking their lives in battle.
Upgrade Console
Utility (Tier 3)Engineering & Hull Systems
Central freighter engineering station managing global passive perks and base energy distribution.
💡 Invest here once core medical and armament facilities reach Tier 2.
Customization Facility
Utility (Tier 3)Cosmetics & Identification
Allows full visual customization of armor plating, insignia, color palettes, and squad unit badges.
💡 Purely cosmetic with zero resource maintenance cost; personalize your squad as you progress.
Galaxy News Feed
Utility (Tier 3)Galactic Intelligence
Live HoloNet intelligence feed reporting faction war progress, market commodity shifts, and syndicate bounties.
💡 Provides narrative lore and heads-up warnings regarding planetary mission reward multipliers.
Difficulty Modes & Beskar (Ironman) Guide
Story
Narrative Focus- Enemy HP: Low (-25%)
- AI Threat: Lenient
- Injury Healing: Minor (heals in 1 cycle)
- Bacta Instant Heal: Available
Designed for players who want to experience the Clone Wars story without grueling tactical penalties.
Normal
Standard Experience- Enemy HP: Standard (100%)
- AI Threat: Balanced
- Injury Healing: Standard (1-2 cycles)
- Bacta Instant Heal: Available
The intended tactical balance. Errors can be punished, but smart positioning and Medbay usage will carry the squad.
Hard
Veteran Tactics- Enemy HP: High (+25%)
- AI Threat: Aggressive
- Injury Healing: Severe (2-3 cycles)
- Bacta Instant Heal: Disabled (Must Sleep Off)
Enemies use flanking and focus-fire aggressively. Bacta Tank instant heals are disabled, requiring deep roster rotation.
Expert
Extreme Challenge- Enemy HP: Maximum (+50%)
- AI Threat: Deadly
- Injury Healing: Critical (3+ cycles)
- Bacta Instant Heal: Disabled (Must Sleep Off)
Unforgiving tactical combat where any exposed operator faces instant elimination. For hardcore strategy veterans.
Beskar Mode (Ironman Single-Save Protocol)
Beskar Mode locks the campaign to a single save file with instant auto-saves. There are no restarts, no save-scumming, and permanent squad losses cannot be undone.
- ✓Single Save File: The game saves automatically after every action and turn; manual reloading is disabled.
- ✓True Permadeath: Lost operators are permanently eliminated from the campaign and cannot be revived.
- ✓No Bacta Skip on Higher Difficulties: Injured operators must sit out complete Cycles in the Medbay.
- ✓Expiring Timers Are Final: Missed missions and failed Operations permanently alter galactic influence.
- ✓Campaign Resets on Hawks' Death: If the commander falls in a critical story mission, the campaign ends.
Mission Types
Story
Advance the campaign narrative. Briefer labels them 'Campaign Mission'. The most complex — multiple combat encounters plus third-person exploration phases.
Companion
Optional missions tied to a specific squad member. Unlocked by talking to that companion in The Den between missions.
Skirmish
Optional combat with resources and rewards. Single-area, self-contained objectives, all handcrafted.
Operation
Non-combat text adventures on the Holo-map. Consume Intel to run; can be run multiple times per Cycle.
Confirmed Tactical Objectives
- Demolition — plant charges and extract
- Rescue — hostage extraction
- Elite Elimination — remove one or more priority targets
- Supply Escort — hold a position
- Extraction — escape the area
- Narrative — story missions built around a single hero
The Cycles Loop
- ▸One tactical mission per Cycle — time advances after it completes.
- ▸Operations are not limited per Cycle — run as many as Intel allows.
- ▸Missions have Cycle timers and permanently disappear if left too long.
- ▸It is impossible to complete every mission in a single campaign.
- ▸Difficulty ratings: Risky → Dangerous → Extreme.
- ▸Critical-flagged missions are required for the main story.
Confirmed Planets (13+)
Enemy Factions & Types
Separatist Alliance
Ion weaponry
Remnant battle droids from the Clone Wars.
The Infinite Coil
Kill priority targets fast
Force-enhanced assault troopers and rare Seer elites.
Outlaws
Crowd control
Syndicate fighters relying on numbers.
- Droideka (destroyer droids)
- Separatist assault droids
- Seer — rare elite requiring one-shot kills ('See Your Own Demise')
- Infinite Coil Force-enhanced troopers
Reward Types
Zone Influence accumulates per region and unlocks Regional Rewards — upgrades, tools and contacts. Complete all of them for the "Across the Stars" achievement.
Campaign Videos
IGN
Launch-day tips from IGN — covering the Den economy, bond priorities and mission timers before you start your campaign.
CJR Gaming
Every boss encounter plus the campaign ending — full spoilers, save this for after you finish or use it to plan your second run.
IGN
Raw opening-assault footage: Hawks' squad deploys on Serolonis with cover firefights and the Coil as the enemy faction. No spoilers beyond the first mission.
- Opening assault footage puts Hawks' squad (Kev, Cab, Aurelio; Meo piloting) in the field on Serolonis.
- Shows cover-based firefights and the inspect-enemy (F) tool for reading health, defense and buffs.
- Cutscene + dialogue establish the Serolonis mission stakes against the Coil.
Verified via YouTube oEmbed. Tips videos have no spoilers; the boss run is flagged — spoilers in the thumbnail itself.