To help you prepare for Star Wars Zero Company, this beginner’s spoiler-free guide explains everything you need to know about the game’s mechanics, gameplay features, characters, and launch details.
Use the Table of Contents, located in the left panel (top left button on the mobile menu) to navigate through this long guide more easily and quickly.
Star Wars Zero Company Gameplay Overview
There are over 150 planets where Operations can take place, while Tactical Missions have a dozen unique planets. Certain Tactical Missions are critical to advance through the main story. Operations and Tactical Missions have a limited time frame to complete before they disappear forever.
Completing Operations and Tactical Missions will award Zone Influence within the respective region of the planet. Collect enough Influence to unlock Zone Rewards, such as Upgrades, powerful Utilities, and Contacts. The latter of which can be spent to gain large amounts of Influence.

Tactical Missions and Action Points (AP)
In Tactical Missions, you’ll command your squad in intense, turn-based ground combat from an isometric camera perspective. Combat unfolds in turns: your entire squad acts first, followed by the enemy.
Each squad member has three Action Points (AP) to spend every turn. Use them to:
- Move your Operator between locations on the battlefield. The Action Point cost to move increases depending on the distance traveled.
- Attack an enemy within range and line of sight using your weapon. The AP cost varies by weapon type, and some consume all of your available AP. Your Chance-to-Hit is displayed next to the target, and is dependent on several factors, such as range and cover. Additional details about the attack can be found in the Shot Breakdown panel.
- Use Overwatch—an Action that lets your Operator fire at any enemy during their turn. Overwatch is placed on an adjustable cone that triggers when an enemy moves through or takes an action in the targeted area. Enemies hit by Overwatch while moving may have their movement interrupted. The Overwatching Operator can fire at a number of enemies based on the amount of AP invested. Your Chance-to-Hit varies based on the length of the Overwatch cone you place down. Using Overwatch immediately ends that Operator’s turn, making it an ideal final Action.
- Use a Utility item. Medkits, Concussion Grenades, and more can be helpful in a pinch, clearing groups of enemies or giving your squad the upper hand. Utilities typically cost one AP to use.
- Activate an Ability. These Abilities can increase your Operators’ combat stats, expose an enemy, execute a powerful melee attack that sends foes flying, and much more.
Some Actions, such as Calling for Backup, cost no AP. Each turn, Call for Backup allows one random Operator to select a teammate to assist with their next attack, usually by contributing their own firepower to help cut down the target.
Using Additional Abilities to Your Advantage
As Zero Company lands hits on the enemy, you’ll build up Advantage. This resource can be spent to activate some of the game’s most powerful Abilities during combat.
Examples include granting an additional AP to an ally for the turn, calling in a devastating rocket strike, temporarily increasing Chance-to-Hit for your entire squad, and taunting nearby enemies to attack a single Operative. You can have a maximum of 10 Advantage at a time.

Advantage doesn’t cost AP to use, so it can be an excellent way to get your team out of a tight situation after all your AP has been spent, or inversely, it can set up a calculated turn of destruction for your squad.
Cover System and Flanking Mechanics
Cover plays a key role in ensuring your Operators don’t end up full of blaster bolts on their first Tactical Mission. Units in partial cover are more difficult to hit, and even harder to hit when in full cover.
Don’t like your odds of hitting an enemy with an attack? Consider flanking them or attacking from higher ground to increase your Chance-to-Hit. Some forms of cover can be destroyed by incoming attacks, so don’t hunker down in one location for too long, or you’ll find yourself completely exposed.

Managing Health, Injuries, and Permadeath
When an Operator loses all their Health, that Operator is Downed and suffers an Injury. Downed Operators can’t take Actions, but can be Rallied by an ally, getting them back in the action.
Injuries negatively impact combat stats and must be managed carefully–accumulating three Injuries results in permanent death on standard difficulty. No member of Zero Company is safe from destruction.

Operations and Intel Gathering
Operations are brief assignments which do not require tactical combat, but aid your team in information gathering, acquiring loot, or just simply replenishing the Den’s modest treasury of Credits, a currency spent at many Facilities in the Command Center.
Some Operations require choices that could impact your Bond with other squadmates, or even how the enemy evolves.
Operations cost Intel to complete and can provide immediate rewards such as Credits, Weapon Mods, Utilities, and more. Intel is gained by completing Tactical Missions.
Playable Operators and Companions
Operators are the recruitable characters that will form your squad. We will have up to 20 operators, but the starting number is 7. These 7 operators are the following.
Character Customization and Roster Synergies
Hawks
Former captain in the Grand Army of the Republic. Leader of Zero Company. His/her appearance is fully customizable.
Ability: When Hawks is present, increase assist damage, defense and chance-to-hit for all operators. Upgrading this talent improves these bonuses.

Trick
CT-3301, or “Trick” is a Clone Trooper who was declared unfit for military service after an injury.
Ability: He can revive once after getting Downed during the next turn. Upgrading this talent will improve the health recovered and injury resistance.

Tel-Rea Vokoss
A Tognath Jedi Padawan who wants to honor the legacy of her late Jedi Master. She is the only Jedi Padawan Operator in the game.
Ability: Tel gains stacks of Harmony each turn, raising Lightsaber Deflection and attack damage. Upgrading this talent increases the stacks of Harmony gained.

Cly Kullervo
One of the last surviving members of Clan Verminoth. Her motivation to join Zero Company revolves around revenge.
Ability: Cly can use her jetpack to jump to a target location, pushing enemies out of position and inflicting Burn. Upgrading this talent will increase the range and Burning stacks.

Luco Bronc
A proficient Umbaran sniper who fought against the Republic.
Ability: Luco gains stacks of Sharpened Senses, increasing his percentage Chance to Hit. Upgrading this talent will increase the number of stacks.

Jae Mordant
Member of a ruthless noble house who ruled her own mining citadel on Luunata before being removed from power by the Infinite Coil.
Ability: Jae will immediately assist and eliminate any low-health targets. Upgrading this talent will increase the damage threshold and number of Final Shots per turn.

Kabb Uppercut
Veteran crook and former prizefighter. Kabb is an original species specifically created for Star Wars Zero Company.
Ability: Kabb can perform a knockback melee attack against enemies, which will refund the AP if it defeats the target. Upgrading this talent will improve the damage and knockback range.

Recruiting Custom Operators
You can hire new custom Operators from the Recruitment Facility for Credits. Each Cycle, a selection of new Custom Operators will be available for you to choose from.
Custom Operators have their own Name, Talent, Primary Specialization, Weapon type, and backstory they come with, all of which can be further adjusted in the Den after recruitment.

There are no rules for how you assemble your squad. If you wish to, you can have a squad full of Clone Troopers or Astromechs.
Additionally, there will be a few operators that are usable only during specific missions. So far, we only know about Anakin Skywalker and Captain Rex.
Operator Specializations (Classes)
Most Operators have one of eight standard Specializations that define their role. Every Specialization includes three Abilities: an Ultimate, a Standard, and a Passive. These Abilities are unique to each Specialization.
Assault: The Assault is a frontline fighter that excels at maneuvering in battle to score medium to close-range kills against targets hiding in cover. Operators trained in this way are lethal opponents.
Gunslinger: The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets.
Heavy: The Heavy is a frontline combatant, thickly armored and tough as nails. These Operators specialize in survivability and soaking up enemy attacks while out in the open.
Medic: The Medic excels at healing and the prevention of Injuries. Medics can also boost their teammates, both physically and psychologically.
Scoundrel: The Scoundrel is a wildcard, adept at taking advantage of situations without much preparation and making the most of every opportunity in combat.
Scout: The Scout is a tactical Operator trained in reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none existed.
Sharpshooter: The Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle.
Soldier: The Soldier is a mainstay offensive unit, capable of engaging enemies at close to medium-range with melee, grenades, heavy blaster fire, and a powerful rocket launcher.
The Den Command Center Facilities
Tucked away in a hulking hangar on the Ring of Kafrene, the Den is Zero Company’s home base. From here, you can plot your next incursions, recruit and outfit Operators, treat their Injuries, and prepare for whatever the Infinite Coil may bring.
While in the Den, the camera perspective shifts from the isometric overview of the battlefield to third-person perspective.
The Den is also where you can speak with Zero Company members. Check in regularly to learn more about your Operators and their perspectives on unfolding events.
Let’s take a tour of the many Facilities within the Command Center and what you can do at each.
Whenever you’re ready to jump into combat via Tactical Missions, begin an Operation, or check Zero Company’s Influence, you’ll do it at the Holotable. The Holotable shows all available Operations and Tactical Missions for the current Cycle.

Operator Customization
Hawks’ appearance and combat specialization are fully customizable. If you wish to, all members of your squad can be custom-made characters.
Both Hawks and Custom Operators can change their species. The options are: Devaronian, Human, Mirialan, Togruta, Twi’lek, and Zabrak for Hawks, and Devaronian, Human, Mirialan, Neimoidian, Ovissian, Rodian, Togruta, Twi’lek, Weequay, and Zabrak.
Squad Bonds and Combat Synergies
Squad skills will improve the more missions they complete together. What makes this interesting is the possibility of unlocking unique combat synergies that are unique to specific pairs.
How easy (or not) these synergies develop is directly tied to the characters’ backgrounds. For example: Trick is likely to get along better with another Clone Trooper compared to Luco Bronc, who fought on the opposite side during the Clone Wars’ Umbaran arc.

Armory, Utilities, and Weapon Mods
The Armory is where you outfit your squad with the best weapons for the occasion. Weapon Modifications can be slotted into a weapon to alter its stats and apply distinct effects.
Each weapon has a set number of Modification Slots, which can be increased throughout the campaign. Every Operative comes with a default weapon, but you can change it in the Armory.
There are four Weapon types: Longarm, Repeater, Rifle, and Pistol—each offering advantages suited to different playstyles. And of course, you can customize your weapon’s cosmetic appearance with a variety of blaster models and colors found in the galaxy.
Utilities are equippable items that grant your Operators new abilities in combat, such as Impact Bombs and Concussion Grenades. Depending on an Operator’s Specialization, they can carry one or more Utilities. Outside of Operations and Tactical Missions, Weapon Modifications and Utilities can be purchased from the Black Market in the Armory using Credits.
Upgrading Facilities
The Upgrade Facility allows you to bolster Zero Company’s effectiveness. Here, you can fund improvements to the Den’s existing infrastructure, such as adding a Droid Bay that allows you to recruit Astromech Custom Operators, or purchase roster-wide weapon upgrades that enhance the combat stats of all your Operators.
Constructing an upgrade takes at least one Cycle and requires an available Build Slot. Over time, you’ll unlock additional Build Slots, allowing you to construct multiple upgrades at once.
Medbay and Recovery
The Medbay allows Operators to recover from Injuries sustained during Operations and Tactical Missions. Standard beds require one cycle to heal, while the Bacta Tank provides instant recovery. Healing an injured Operator costs Credits, so choose when to treat your team wisely.

Memorial
This is where you’ll see all Operators who have died during your playthrough. A way to honor your fallen comrades or a constant reminder of your failures, depending on your point of view.

Enemy Factions and Bosses
The Infinite Coil
The Infinite Coil is a Separatist-aligned paramilitary cult led by Kundri Fathom. Every member, Fathom included, is infected with the Shadow Plague, a mysterious disease rumored to grant unnatural resilience and deadly abilities. The Coil preys on vulnerable populations across Republic worlds, and with every world they take, the plague spreads and their ranks swell.

Kundri Fathom
Mystery and speculation surround Kundri Fathom, leader of the Infinite Coil. Some claim she wields the Force, while others insist she is a convincing charlatan. What is certain is that she is infected with the Shadow Plague and commands the unflinching loyalty of the Coil.

Vissier
One of Fathom’s most trusted lieutenants, Visser often leads the Infinite Coil into battle. He is a fearsome tactician and combatant, but he also keeps a code of honor, and has been known to spare or release prisoners where other Coil leaders would not be so merciful.

Typhon
Most super tactical droids command droid armies and fleets. Typhon specializes in asymmetrical warfare and precision strikes against vulnerable targets. Republic Intelligence reports note something strange: the droid appears to have developed a fixation on the Shadow Plague, and the woman who embodies it, Kundri Fathom.

Answers to Frequently Asked Questions (FAQ)
Here are a few key takeaways that you need to keep in mind. Chances are a lof of your own still unanswered questions will find an answer in the list below.
- Permadeath can be disabled.
- The main story campaign lasts between 30-40 hours.
- There will be many customization options for Clone Troopers.
- Hawks is the only character that must survive each mission. If he dies, you restart the mission.
- No official modding support.
- Most cutscenes are rendered in real-time, with a few exceptions.
- Operator limit is capped at 20; players will start with a maximum of 7.
- There are 4 weapon classes, with 4-6 cosmetic models for each class.
- Squad limit is up to 4 Operators, but players can control additional characters in specific missions.
- Weather effects won’t affect the squad’s visibility or efficiency (fog of war).
- Outfits don’t affect gameplay.
- The “Arc Trooper” Armor Set is only part of the “Grand Army of the Republic” Cosmetic Pack for the Deluxe Edition.
- Only Cly can wear Mandalorian armor.
- The game won’t have New Game+.
- We can’t recruit Separatist droids as operators.
- Nicknames aren’t acquired like in XCOM 2, but you can fully customize recruited Operator names and backstories.
- Weapon proficiencies aren’t related to species or factions.
- The different types of missions include: Sabotage, combat, rescue, retrieval, and narrative missions.
- There aren’t any romance systems.
- You can explore a section of some planets before engaging in combat.
- The story’s conclusion will be the same for everyone.
- There are no plans for microtransactions.
- Music is composed by Gordy Haab (Star Wars: The Old Republic, Fallen Order/Jedi Survivor)
Global Launch Times and Preload Schedule
The game is launching on Steam, Epic Games Store, EA app, Xbox, and PlayStation. Fortunately for us, pre-load is already available on all platforms. Unlike other games, Zero Company won’t have early access.
The following image displays the official launch times for a limited number of countries. If your country doesn’t appear, check our dedicated article, which lists the launch times for 15 time zones.
Game Editions
Star Wars Zero Company has three different editions. The Standard Edition only includes the base game, and it costs $60 on Xbox and PS5. On PC, the price varies depending on the platform.
The Deluxe Edition is a Digital-Only edition that goes for $ 69.99 on Xbox and PS5, $59.99 on the EA app and has localized prices on Steam and the Epic Games Store that go from $31 to $77 depending on your region. It includes 3 cosmetic packs.

The Collector’s Edition costs $300 and will start shipping in 2027. Aside from the base game, it includes the following items:
- Copy of the base game.
- Premium Foil Stamped Box
- SteelBook
- Retro Jewelcase
- Variant Star Wars The Black Series Electronic Thermal Detonator
- 31″ x 12″ Desk Mat
- Trick Pin
- Logo Pin
- Character Cards
- Patches
- Certificate of Authenticity
Official PC System Requirements
| Minimum | Recommended | |
|---|---|---|
| Target Performance | 1080p 30 FPS | 1440p 60 FPS |
| Preset | Low | High |
| OS | 64 bit Windows 10/11 (Windows 11 recommended) | 64 bit Windows 10/11 (Windows 11 recommended) |
| Processor | Ryzen 5 2600X/Intel Core i5-8400 | Ryzen 7 3700X/Intel Core i7-10700K |
| Memory | 16 GB | 32 GB |
| GPU | Radeon RX 5600XT/Intel ARC B580/Nvidia GeForce GTX 1080 | Radeon RX 7800 XT/Nvidia GeForce RTX 3080 |
| Direct X | 12 | 12 |
| Hard Drive Space | 50 GB | 50GB |







