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Gameplay

Star Wars Zero Company Gameplay Guide

Star Wars Zero Company is a released single-player turn-based tactics game set in the twilight of the Clone Wars. Official EA and PlayStation copy establishes the campaign premise and feature pillars. IGN’s walkthrough hub lists a mostly linear story mixed with choice-based ops. The nine missions below are the named jobs this wiki tracks with routes and tips.

Updated

The Den Holotable showing a Vandor crisis mission, Coil upgrades, and a four-operator briefing.
Official Steam screenshot for STAR WARS Zero Company, App 2075800

The official gameplay loop

PlayStation describes a cinematic original story in which Hawks leads Zero Company against an emerging threat. EA highlights tactical operations, investigations, a base of operations, an ever-shifting battlefield, squad bonds, and customization of Hawks and the wider team.

The game is single-player. The tracked official pages do not announce co-op or competitive multiplayer, so this guide does not infer those modes from the Star Wars license or XCOM comparisons.

Nine story missions

IGN’s hub frames the campaign as mostly linear, with story missions mixed among choice-based ops that skip tactical play. The hub is still marked in progress. Routes below are IGN’s observed path, not the only legal clear. The nine named jobs are The Serolonis Job, Not Your Turf, Eavesdropping, Dark Waters, Smuggler's Den, Casualties of War, Enemy Intelligence, Behind Enemy Lines, and Deep Cover.

The same hub also lists Stillwatch and Strike Action between Behind Enemy Lines and Deep Cover, plus Unfinished Business and The Infinite Coil with no hub links. Those four are not part of this nine-mission set.

  • 1. The Serolonis Job — Opening tutorial. Clear droids, take a device from a vault, survive the ambushes, then clear the landing pad. No branching choices. IGN records +100 Intel.
  • 2. Not Your Turf — Priority operation on Lothal: clear pirates tied to Gorga, the local Hutt warlord. Eliminate all hostiles. Hawks, Trick, and Kabb must survive.
  • 3. Eavesdropping — With Republic Intelligence, break up the Coil’s sit-down with dockside gangsters at Gressan Breakbulk Dockyard, then return with the intel.
  • 4. Dark Waters — Cross Courtsilius slums into lower passages, fight Infinite Coil units, and witness Fathom’s operative-making process. Tel-Rea appears in a cave, then sits out this fight.
  • 5. Smuggler's Den — After Dark Waters. Scout the path, clear the warehouse fight beside Tel-Rea, then return to base with her. The arena cutscene reveals she is a Jedi fighting with dual blades.
  • 6. Casualties of War — Stop Fathom’s prisoner-exchange strike on Bespin, then win three fights: repel Coil upstairs, save lobby civilians, and defuse platform bombs. Finishing unlocks Luco Bronc.
  • 7. Enemy Intelligence — Timed fight to steal a Republic spy roster and cover names, then withdraw. A hologram clash with Typhon precedes the ambush. Hits inside the bombing grid deal over 1,000 damage.
  • 8. Behind Enemy Lines — Retake Mordant Citadel on Luunata from Fathom’s Coil forces. The interior hold is a four-turn capture, then a fight with Visser.
  • 9. Deep Cover — Extract double-agent commando Baker on Umbara so clones will aid Trick. You have three turns to reach his position, then hold the middle until backup arrives.

Dated combat observations from PC Gamer

PC Gamer’s hands-on report describes a squad of four with three AP per character per turn. Movement and actions draw from the same AP pool, and a communal Advantage bar can power stronger abilities or restore an ally’s AP. These are observations from the reported build, not a final rules reference for every patch.

  • Four-person squad observed in the preview.
  • Three AP per character per turn reported by PC Gamer.
  • Movement and attacks share the AP economy in the observed build.
  • Advantage functions as a squad-wide resource for powerful abilities and smaller tactical boosts.
  • Class identities include Assault, Heavy, Sharpshooter, Soldier, Scoundrel, Gunslinger, Scout, and Medic in the preview. Those eight are now on the classes guide.

Mission objectives and battlefield decisions

PC Gamer reports early mission types including hostage rescue, holding one or more control points, and eliminating all enemies. IGN’s named jobs add vault retrieval, intel scopes, civilian Rally, bomb defuse, and a four-turn capture. The maps change the tactical problem: open arenas expose objectives to fire, while lanes and extraction points shape rescue missions.

  • Hostage rescue and extraction-style objectives.
  • Single or multiple control-point objectives.
  • Elimination missions.
  • Enemy positions, cover, hazards, and spawn locations should be read before spending AP.

The Den, cycles, and operations

The Den is the home base where the squad can be managed between missions. PC Gamer reports a cycle structure in which the campaign clock advances with missions and time-limited opportunities can disappear. Non-combat operations on the galaxy map can trade resources for intel, rewards, approval, or risk.

  • Use the Den to talk with companions and prepare the squad. Runa Blask runs finances; Neesh Renark runs the Armory and Black Market; Bennic Halloren is the Republic Intelligence handler.
  • Cycles advance the campaign clock and can close mission opportunities. Spec 2 unlocks after Cycle 18.
  • Operations are non-combat choices with resource costs and variable outcomes.
  • Bonds and combat synergies grow as squad members deploy together, according to EA’s feature copy.

Injuries and permadeath

PC Gamer reports that injuries can accumulate through combat or risky operations, and that too many injuries can lead to permanent death. The same report says story squadmates follow the same permadeath rules as custom mercenaries, with Hawks as the known protagonist exception in the Zero Command roster. Tel-Rea’s permadeath removes Jedi Padawan from that campaign. Confirm exact thresholds and recovery costs against the current build before publishing a definitive table.

Evidence boundary for current guides

The current evidence supports planning around AP, Advantage, cover, mission objectives, cycles, and squad relationships. It does not by itself support a final damage calculator, guaranteed enemy spawn table, complete ability tree, or universal best-class tier list. Class ranks with blank values stay blank.

Sources and verification

Fact sources

StatusSourceUsed forChecked
PlatformPlayStation game pagePlayStationOfficial background: twilight of the Clone Wars, Hawks, Zero Company, single-player turn-based tactics, PS5 listing, and story premise.
OfficialEA editions and purchase pageElectronic ArtsEA app base price of $49.99, August 27, 2026 release listing, the listed Crystalline Astromech offer, Deluxe cosmetic packs, platform availability, and official feature copy.
Editorial referencePC Gamer Zero Company guidePC GamerHands-on guide reference for named operators, class examples, four-person combat observations, AP/Advantage, mission types, cycles, operations, injuries, and permadeath.
Community referenceZero Command Vandor location pageZero Command community wikiCommunity location record: Vandor as a snowy Outer Rim mission location and its Solo: A Star Wars Story canon connection; claims are kept secondary to official sources.
Editorial referenceIGN Star Wars Zero Company walkthroughIGNEditorial campaign walkthrough read September 23, 2026. The hub lists a mostly linear story and marks the guide as still in progress. Mission routes and rewards below are IGN’s observed path, not the only legal clear.