Planets & Theaters of War
Zero Company's campaign plays out across 14 confirmed worlds — from the opening contract on Serolonis to the final stand against the Infinite Coil. 3 of them have a named story mission tied to a specific location; the rest are campaign theaters the squad is deployed to as Cycles advance and Zone Influence shifts.
Confirmed Campaign Worlds (14)
3 with named missionsVandor
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Mapuzo
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Anaxes
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Lothal
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Ring of Kafrene
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →The Caisson
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Dantooine
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Bespin
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Onderon
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Ryloth
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →Jabiim
TheaterA campaign world the squad is deployed to across the war. Mission availability and rewards shift here as Cycles pass.
View campaign →How Theaters Shape the War
- Zone Influence rises and falls on each world as you complete or miss missions — abandoned contracts can tip a sector toward the enemy.
- Mission timers are tied to Cycles; a planet's operation can permanently expire if you over-commit elsewhere.
- Story missions anchor the campaign on named worlds (Serolonis, Courtsilius, Luunata), while other theaters host companion and skirmish content.
How to Read the World List
Not every world carries the same weight, and the difference changes how you plan a Cycle.
Anchored worlds
Serolonis, Courtsilius and Luunata are tied to named story missions, so their content is fixed by the campaign rather than by the mission pool. Expect them to matter regardless of how your run develops.
Theater-only worlds
The remaining worlds host companion, skirmish and Operation content. What shows up there depends on the Cycle, which is why a theater can be quiet early and busy later in the same campaign.
Home base
The Den is a mobile freighter hub rather than a planet, and it is where every Cycle starts — recruiting, healing and respecs all happen there before you pick a deployment.
Extraction missions also give some worlds a distinct tactical identity — Jabiim is the clearest example, with mud that penalises movement and a timed pickup that punishes a slow push. We add world-level detail only where a reliable source has shown it.