- Star Wars Zero Company setting: Set during the twilight of the Clone Wars, roughly one year before the Galactic Empire's formation.
- Main protagonist: You control a disgraced former Republic officer known as Hawks, operating as an independent mercenary.
- Core antagonist: A shadowy Separatist-aligned cult called the Infinite Coil drives the narrative.
- Squad customization: Choose from six character origins, eight specializations, and diverse unit types including clone troopers and astromechs.
- Tactical gameplay: Turn-based combat with action points, overwatch, and optional permadeath mechanics.
The Star Wars Zero Company Setting Explained
The Star Wars Zero Company setting places players in one of the most politically turbulent eras of the galaxy. Set approximately one year before the formation of the Galactic Empire, the game explores the twilight of the Clone Wars. This is a period where the Republic is beginning to fracture, and shadow conflicts erupt beneath the surface of the main war.
You step into the boots of Hawks, a disgraced former Republic officer turned independent mercenary. Rather than fighting on the front lines, Hawks leads Zero Company in off-the-books operations against the Infinite Coil, a Separatist-aligned cult. This narrative framework allows for a deeply personal Star Wars story that operates in the gray areas of the conflict.
Video Highlights:
- Set during the twilight of the Clone Wars, one year before the Empire
- Features recognizable planets from Rogue One and the prequels
- Includes high-quality cinematic cutscenes with strong production value
- Combines tactical combat with third-person exploration between missions
The late Clone Wars era means you will encounter familiar elements like clone troopers, Separatist battle droids, and references to key prequel events. Planets visited during the campaign connect directly to locations seen in Rogue One and the prequel trilogy.
Character Origins and Specializations
Character creation in Zero Company offers significant depth. While every player controls Hawks, you can customize the first name, choose between male or female, and select from six distinct origins. These origins shape your character's background and narrative flavor within the Star Wars Zero Company setting.
Beyond origins, the game features eight specializations that directly impact gameplay. Each specialization changes your ultimate ability, standard ability, and grants two passive abilities. This system encourages multiple playthroughs with different builds.
| Origin/Specialization | Key Features | Playstyle Impact |
|---|---|---|
| Scoundrel | Ranged tactics, unorthodox methods | High mobility, versatile combat |
| Clone Trooper Background | Military discipline, weapon proficiency | Frontline durability, team synergy |
| Jedi (Unlockable) | Force push, Force pull, lightsaber | Unique abilities, limited availability |
| Multiple Origins (6 total) | Varied narrative backgrounds | Dialogue options, story branching |
| Specializations (8 total) | Unique ultimates and passives | Defines combat role and strategy |
| Custom Appearance | Beards, hair, outfits, clone armor variants | Cosmetic variety, immersion depth |
The outfit system alone offers tremendous variety. You can equip Hawks in a complete clone trooper outfit with multiple variant designs, or choose from a wide range of civilian and mercenary gear. The customization options rival dedicated RPG experiences.
Building Your Zero Company Squad
Your squad is the heart of the experience. You lead a team of up to three additional characters alongside Hawks, venturing into missions across war-torn planets. The hub area serves as your base of operations, where you interact with team members, undertake companion quests, and manage relationships.
Squad composition is remarkably flexible. You can field an entire team of clone troopers, mix in specialized units, or even recruit an astromech droid. Companion dynamics add narrative depth, with characters forming bonds, experiencing tension, and exchanging dialogue both in the hub and during combat.
Clone Troopers
- Military firepower
- Team-oriented abilities
- Bond through shared missions
- Example: Trick, a loyal clone companion
Astromech Droids
- Utility-focused support
- Limited but useful abilities
- Unique team composition option
- Can field an all-astromech squad
Jedi Unit
- Force abilities
- Push and pull powers
- Lightsaber combat
- Must be unlocked through play
Not all companions get along. Tension between squad members can surface both in conversations and on the battlefield. If an ally misses a shot, another team member may make a smart remark. Managing these relationships is key to maintaining squad effectiveness.
Tactical Combat Mechanics
Combat in Zero Company follows a turn-based tactical framework reminiscent of genre classics like XCOM. Each character has action points (AP) that govern movement, attacks, and special abilities. Positioning, cover, and ability selection determine success on the battlefield.
The game introduces several mechanics that keep encounters dynamic and tense. Enemy reinforcements can arrive mid-mission, dramatically shifting the balance of power. Background combat animations play out even when not directly impacting results, making battlefields feel alive and immersive.
| Mechanic | Description | Strategic Value |
|---|---|---|
| Action Points (AP) | Governs movement and actions per turn | Core resource for all tactical decisions |
| Overwatch | Sets a reaction fire perimeter | Controls enemy movement, protects flanks |
| Permadeath | Downed characters can die permanently | Raises stakes, creates emotional investment |
| Reinforcements | Enemy waves arrive during missions | Prevents complacency, demands adaptability |
| Downed Status | Characters can be revived once | Second chance before permadeath triggers |
| Destructible Terrain | Environment reacts to combat | Visual feedback, tactical implications |
Overwatch is essential for survival. Setting up reaction-fire perimeters allows your squad to engage enemies outside your active turn. Use it to control chokepoints, protect vulnerable allies, and manage incoming reinforcement waves.
Mission Structure and Exploration
Zero Company blends tactical combat with third-person exploration segments. Between battles, you navigate environments in a third-person perspective, gathering intel, discovering secrets, and advancing the narrative. This structure prevents the game from feeling like a string of disconnected encounters.
Missions feature varied objectives, from rescuing downed allies to retrieving critical assets. Some missions include character-specific failure conditions, where losing a key companion results in mission restart. The combination of exploration, cinematic cutscenes, and tactical encounters creates a well-paced experience.
Hub Preparation
Visit the hub area to speak with companions, accept side quests, train your squad, and upgrade weapons. Companion requests, such as Trick's mission to recover a fellow clone trooper, build bonds and unlock narrative depth.
Exploration Phase
Enter third-person mode to explore mission areas before combat begins. Collect intel, find hidden secrets, and position your squad advantageously before engaging enemy forces.
Tactical Engagement
Deploy your squad in turn-based combat. Manage AP, utilize cover, set overwatch traps, and adapt to enemy reinforcements. Use grenades for splash damage and rocket launchers for heavy targets.
Post-Mission Assessment
Review outcomes, check for permadeath casualties, strengthen companion bonds, and prepare for the next operation against the Infinite Coil.
Mission objectives range from turn-limited rescues to extraction operations under heavy enemy fire. One notable mission involves reaching Saw Gerrera within six turns, extracting him while fending off waves of battle droids and super battle droids.
Permadeath, Difficulty, and Progression Goals
Permadeath is a defining feature of the Zero Company experience. When enabled, downed squad members who are downed again face permanent death, removing them from your roster. This creates genuine emotional stakes, especially with companions you have grown attached to over multiple missions.
The game provides flexibility for players who prefer a less punishing experience. Permadeath can be toggled off, and manual saving can be enabled. However, Hawks, as the main character, cannot die, and certain mission-critical characters have protected status to prevent story-breaking failures.
Campaign Progression Goals:
- Complete the tutorial and learn core combat mechanics
- Unlock all six character origins for Hawks
- Recruit and bond with at least three companion types
- Unlock the Jedi unit for your squad
- Complete companion side quests to strengthen bonds
- Master overwatch positioning and AP management
- Decide on permadeath setting based on preferred difficulty
Permadeth adds significant tension but also emotional weight. Losing a companion you have invested in through conversations, training, and shared missions stings deeply. Consider your risk tolerance before enabling this feature, as lost squad members cannot be recovered.
Key Enemies and Setting Details
The Star Wars Zero Company setting introduces the Infinite Coil as the primary antagonist faction. This Separatist-aligned cult operates in the shadows beneath the larger Clone Wars conflict, presenting a threat that exists outside the traditional Republic versus Separatist binary.
On the battlefield, you will face familiar Separatist forces including standard battle droids, super battle droids, and reinforced units. Battle droids serve as cannon fodder, easily dispatched in single hits but dangerous in numbers. Super battle droids pose a more significant threat, requiring focused fire to eliminate quickly.
| Enemy Type | Threat Level | Tactical Notes |
|---|---|---|
| Battle Droids (B1) | Low | One-hit kills, but overwhelming in numbers |
| Super Battle Droids (B2) | Medium-High | Requires focused fire, high damage output |
| AT-ST Mech | High | Heavy firepower, requires tactical positioning |
| Infinite Coil Cultists | Unknown | Story-driven antagonist faction |
| Reinforcement Waves | Variable | Can arrive unexpectedly, 20+ droids possible |
Always prepare for reinforcements. Even when a mission appears complete, enemy waves can arrive and shift the tide. Maintain overwatch positions, conserve AP for reaction fire, and never assume a battlefield is clear until extraction is confirmed.
FAQ
Q: When does the Star Wars Zero Company setting take place in the timeline?
The game is set during the twilight of the Clone Wars, approximately one year before the formation of the Galactic Empire. This places it in the late prequel era, featuring clone troopers, Separatist droids, and references to events from the prequel films and Rogue One.
Q: Who is the main character in Star Wars Zero Company?
You control Hawks, a disgraced former Republic officer working as an independent mercenary. You can customize the first name, choose male or female, select from six origins, and pick from eight specializations that define your combat abilities.
Q: Can I turn off permadeath in Zero Company?
Yes, permadeath is an optional feature that can be toggled off. The game also offers a manual save option that can be enabled or disabled. Hawks, as the main character, cannot die regardless of the permadeath setting.
Q: What types of units can I recruit for my squad?
Squad composition is highly flexible. You can recruit clone troopers, astromech droids, and even unlock a Jedi unit. You can field themed squads, such as an all-clone trooper team or an all-astromech squad, alongside Hawks.
Q: Is Star Wars Zero Company a full-price game?
Based on early previews, the game is not expected to launch at full AAA retail price. However, official pricing details should be confirmed closer to the release date.