ZERO COMPANY
Campaign Operations

Missions & Campaign Structure

All 12 Star Wars Zero Company missions run on the Cycles loop — The Den, Holo-map, then one tactical mission. The story missions drive the plot, while Companion, Skirmish and Operation missions fill out the galaxy.

ByZero Company Guide Team
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Story Missions (12)

Chronological
  1. 01

    The Serolonis Job

    Critical

    Serolonis

    The opening mission — Zero Company's first contract on Serolonis goes sideways and establishes the crew. Tutorial beat for movement, cover and Overwatch.

  2. 02

    Not Your Turf

    Critical

    Second mission — marks Zero Company's arrival in the underworld war. Listed on IGN's walkthrough index (2026-08-28).

  3. 03

    Eavesdropping

    Critical

    Courtsilius — 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.

  4. 04

    Dark Waters

    Critical

    Centered on Kundri Fathom ('Fathom Revealed'). Tel-Rea Vokoss joins the squad after this mission.

  5. 05

    Smugglers' Den

    Critical

    Completing it unlocks 'One Less Clanker'.

  6. 06

    Casualties of War

    Critical

    A 3-mission companion arc — Luco Bronc joins the squad through it. Completing the arc unlocks 'Sky High'.

  7. 07

    Enemy Intelligence

    Critical

    Completing it unlocks 'A Way to Pass the Time'.

  8. 08

    Behind Enemy Lines

    Critical

    Luunata

    Takes the squad to Jae Mordant's homeworld of Luunata. Completing it unlocks 'Luunata Reclaimed'.

  9. 09

    Deep Cover

    Critical

    Completing it unlocks 'Jungle Warfare'. Last mission covered by IGN's walkthrough at capture time.

  10. 10

    Unfinished Business

    Critical

    Completing it unlocks 'With Friends Like These'.

  11. 11

    Stillwatch

    Critical

    Completing it unlocks 'A New Order' (silver trophy).

  12. 12

    The Infinite Coil

    CriticalFinale

    The 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.

Campaign Shape — 12 Story Missions, 12 to 14 Cycles

The campaign does not hand you a fixed sequence of deployments. A Cycle contains one tactical mission, and which mission you spend it on is the only real decision the strategy layer asks of you. The 12 story missions are the spine; everything else competes for those same slots.

How to spend a Cycle

  • Spend a Cycle on recruit or companion content only while the story has not unlocked the next mission — that pool refills as the plot advances.
  • Never let a critical mission timer run out to chase a skirmish payout. Story missions gate the roster, the map and the upgrades behind them.
  • Batch Operations into the same Cycle as a story mission. They cost Intel rather than a deployment slot, so they never compete with the mission you actually want.
  • Treat companion missions as roster investment: they are how named Operators join and how their arcs resolve.

What one run cannot do

  • Complete every mission. The mission pool is larger than the Cycles available, so a single campaign always skips content.
  • Recover an expired contract. Timers are hard and a missed mission moves Zone Influence permanently.
  • Max out every bond. Bond growth comes from joint deployments and Focus Points, and Focus Points are finite.
  • Reach the Legend achievement on a first run: it needs an Expert campaign with Beskar Mode enabled.

Ordering the Story Missions

Every story mission is flagged critical, so none of them are skippable — but three points in the sequence change what the rest of the campaign gives you, which is why order matters more than the raw numbering.

Early priority

The Serolonis Job and Not Your Turf teach movement, cover and Overwatch with nothing at stake. Run them before touching optional content so those lessons are not spent on a fight you already understand.

Roster milestones

Dark Waters brings Tel-Rea Vokoss into the squad and the Casualties of War arc brings in Luco Bronc. Both open new build space, so schedule them ahead of optional missions rather than after.

Point of no return

Stillwatch unlocks A New Order and leads into The Infinite Coil. Bank weapon mods, respec picks and roster depth before it — the finale is the least forgiving mission in the campaign.

Randomized Choice Missions

Some operations are built around a branching choice rather than a clear objective. The outcome can change between attempts, so the safe play is to save before launching and retry until the right option lines up.

Nebulous Pursuit

Choice / Operation

A pursuit mission where the target, Delima, can appear on a different planet each attempt — reported locations include Sullust, Bothawui, or Mon Gazza. Because the planet is randomized, save before committing and test each location to find the correct one; later repeats (e.g. "Nebulous Pursuit II") follow the same random-location pattern.

Verified via gamerblurb & Gamers Heroes choice guides (2026-08-29/30). Exact rewards unlock as reliable sources publish them.

A Friend of a Friend

Choice / Companion

A Star Wars Zero Company A Friend of a Friend mission is built around a branching companion choice: the outcome can shift between attempts, so save before launching and retry until the option you want lines up. As with Nebulous Pursuit, treat the choice as repeatable rather than a one-shot decision.

Systems That Drive Every Mission

A mission is decided before you deploy as much as during the fight. These four systems are documented on their own pages so this walkthrough stays mission-facing:

Campaign Videos

Star Wars: Zero Company - 7 Things We Wish We Knew Before Playing

IGN

Launch-day tips from IGN — covering the Den economy, bond priorities and mission timers before you start your campaign.

Star Wars: Zero Company - All Boss Fights & Ending (4K 60FPS)

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.

Star Wars Zero Company — The First 21 Minutes of Tactical Gameplay

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.
  • Key tactical extraction missions like Escape Jabiim showcase intense muddy terrain movement penalties, heavy droid wave defense, and time-sensitive squad extractions.

Verified via YouTube oEmbed. Tips videos have no spoilers; the boss run is flagged — spoilers in the thumbnail itself.

Mission FAQ

What are the Star Wars Zero Company main missions?

All 12 story missions make up the Star Wars Zero Company main missions — from The Serolonis Job through the Infinite Coil finale. Companion, Skirmish and Operation missions fill the remaining Cycles of each campaign around that spine.

Where can I find a Star Wars Zero Company walkthrough?

This page lists every mission in campaign order as the walkthrough skeleton. For step-by-step tactics on each deployment, pair it with the Operators and Builds hubs — the mission list is the plan, and the per-unit tactics live on those pages.

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