ZERO COMPANY
Campaign Operations

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.

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.

The Den: 9 Base Facilities & Upgrade Strategy

Freighter Hub at Ring of Kafrene

Between 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.

Key Milestone: Medical Bed II (expands concurrent healing slots) & Bacta Tank (instant recovery on Story/Normal).

💡 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.

Key Milestone: Enhanced Subspace Uplink (reveals hidden secondary objectives and sector timers).

💡 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.

Key Milestone: Mod Calibration Bench & Respec Terminal (unlocked in Cycle 3).

💡 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.

Key Milestone: Smuggler Contact Network (unlocks Tier 3 elite weapon attachments).

💡 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.

Key Milestone: Bounty Guild Uplink (attracts recruits with dual starting traits).

💡 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.

Key Milestone: Combat Simulator Matrix (+25% passive XP yield for benched operators).

💡 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.

Key Milestone: Capacitor Grid Overclock (reduces base upgrade cycle completion times).

💡 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.

Key Milestone: Republic Archive Skins & Syndicate Camouflage Schemes.

💡 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.

Key Milestone: Encrypted Shadowfeed (early warning for upcoming planetary sector blockades).

💡 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

1. The Den (base)2. Holo-map (Operations)3. One tactical mission
  • 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+)

SerolonisVandorMapuzoAnaxesLothalCourtsiliusLuunataRing of KafreneThe CaissonDantooineBespinOnderonRyloth

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

CreditsWeapon ModsUtilitiesFocus PointsZone InfluenceIntelContacts

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

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.

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

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