- Star Wars Zero Company story: Set in 20 BBY during the late Clone Wars, roughly one year before the Galactic Empire forms.
- Protagonist: Play as Rook, a customizable former Republic Army captain turned mercenary.
- Squad mechanics: Six recruitable members can permanently die, removing their narrative threads entirely.
- Main antagonists: The Infinite Coil, a Separatist-aligned dark side cult wielding the Shadow Plague.
- Canon status: Lucasfilm has officially confirmed the game's events are part of the Star Wars canon.
Setting and Premise
The Star Wars Zero Company story takes place during one of the most turbulent periods in the galaxy. Set in 20 BBY, the narrative runs parallel to the events of the late Clone Wars, placing players roughly one year before the formation of the Galactic Empire. This era is defined by massive conflicts, shifting allegiances, and the looming collapse of the Republic.
The developers have crafted a tone that blends the action-packed intensity of the Clone Wars animated series with the gritty, grounded atmosphere of Rogue One. Your base of operations is the Den, located within the Kafrene Ring, an asteroid mining colony recognizable to fans from the opening scenes of Rogue One.
Video Highlights:
- Explore the 20 BBY timeline and its implications
- Full breakdown of the protagonist Rook and squad roster
- Details on the Infinite Coil dark side cult
- Base operations at the Kafrene Ring
If you follow the Clone Wars animated series, this is the same era as the Battle of Saleucami, the return of Maul, and Count Dooku's betrayal of Ventress. Zero Company operates in the background of these larger galactic events.
Protagonist and Base Crew
At the center of the narrative is Rook, the fully customizable protagonist. Rook is not a Jedi or a clone trooper, but a former Republic Army captain whose military career ended after a disastrous operation. Now operating as an independent mercenary, Rook forms Zero Company to take contracts for pay.
Players can customize Rook's sex, gender, and species. The available species options include Human, Togruta, Twi'lek, Zabrak, Mirialan, and Devaronian. Regardless of your customization choices, the protagonist remains fully voiced throughout the story.
| Character | Role | Species | Allegiance |
|---|---|---|---|
| Rook | Protagonist / Commander | Customizable | Independent |
| Runa Vask | Business Strategist | Togorian | Former Separatist |
| Benic | Intelligence Officer | Human | Republic |
| M3-V0 (Mevo) | Pilot / Medic | Droid | Independent |
Runa Vask and Benic serve as your strategic advisers but hold directly opposing political views. Runa is openly critical of the Republic, while Benic remains loyal to Republic Intelligence, creating tension at your base.
Squad Members and Classes
Zero Company features six confirmed story characters who join your combat squad. Each member brings unique skills, classes, and personal motivations. The game employs a permanent death system, meaning any squad member lost during a mission is gone forever, and their story arc concludes with them.
| Squad Member | Species | Background | Unique Trait |
|---|---|---|---|
| Trick (CT-3301) | Clone Trooper | Republic Army veteran | Founding member |
| Kleia Carbo | Mandalorian | Clan Verminoth warrior | Locked to Mando Warrior class |
| Lex Bronco | Mon Calamari | Separatist fighter | Ideological conflict with Republic |
| Tel Raya | Twi'lek | Jedi Padawan | Only Jedi squad member |
| Jay Mordin | Arch Baroness | Mining world noblewoman | Points squad to Infinite Coil |
| Cabb Upcott | Feluci | Former prize boxer | New species designed for game |
Trick (CT-3301)
- Clone Trooper veteran
- Served under Rook in Republic Army
- Founding member of Zero Company
Kleia Carbo
- Mandalorian warrior
- Driven by revenge
- Exclusive Mandalorian class
Tel Raya
- Jedi Padawan
- Honors deceased master
- Cannot be respeced
Any squad member can die permanently. If they fall in battle, the story continues without them, and their unique narrative threads are lost. Every mission decision carries significant weight.
The Infinite Coil Antagonists
The primary antagonists of the Star Wars Zero Company story are the Infinite Coil, a Separatist-aligned dark side cult that operates independently from the conventional Separatist military. What makes them particularly dangerous is not their droid army or fleet, but the Shadow Plague.
Every member of the Infinite Coil is infected with the Shadow Plague, which grants them enhanced physical resilience and unusual abilities. This makes them a formidable threat unlike standard Separatist battle droids.
| Villain | Role | Threat Level |
|---|---|---|
| Kindred Fathom | Cult Leader | ★★★★★ |
| Visas | Elite Field Commander | ★★★★ |
| Typhon | Super Tactical Droid | ★★★★ |
The Infinite Coil's power comes from the Shadow Plague, which grants enhanced resilience and unusual abilities to every infected member. The cult's goal is to spread this catastrophic plague across the galaxy.
Typhon, a super tactical droid from the Separatists, has developed an intense obsession with the Shadow Collective specifically, adding another layer of complexity to the faction's motivations and strategies.
Bond System and Character Relationships
The character relationships in Zero Company extend far beyond background flavor. The game features a robust bond system where characters who go on missions together build connections over time. Stronger bonds unlock meaningful gameplay benefits and narrative developments.
Deploy Squads Together
Send characters on missions as a group to build their personal bonds and mutual trust over time.
Cross-Train Abilities
Once bonds are strong enough, characters can cross-train and learn each other's abilities, creating combat synergies.
Navigate Ideological Conflicts
Characters like Trick and Lex Bronco have deep ideological conflicts. Deploying them together can either resolve tensions or worsen them.
Make Critical Choices
Authored narrative moments allow your choices to drive a character away entirely. In a game with permanent death, every decision matters.
Strong character bonds enable cross-training and combat synergies. Even deeply conflicted characters like Trick and Lex Bronco can overcome their differences if you consistently deploy them together in the field.
Story Progression Checklist
Essential Story Milestones:
- Establish Zero Company at the Den in the Kafrene Ring
- Clear debts to the Hutts by working with Benic and Jay Mordin
- Investigate the Infinite Coil dark side cult
- Build bonds between squad members for cross-training
- Survive encounters with Kindred Fathom and the Shadow Plague
Early in the game, Zero Company gets pulled back into a larger conflict. The debt to the Hutts forces Rook to accept the investigation of the Infinite Coil, setting the main narrative in motion.
FAQ
Q: When does the Star Wars Zero Company story take place?
The story is set in 20 BBY during the late Clone Wars period, approximately one year before the formation of the Galactic Empire. This places it alongside events like the Battle of Saleucami and the return of Maul.
Q: Is Star Wars Zero Company considered canon?
Yes, Lucasfilm has officially confirmed that the Star Wars Zero Company story is part of the official Star Wars canon, meaning its events and characters are recognized within the main continuity.
Q: Can squad members permanently die in the story?
Yes, all six combat squad members can die permanently. If a character falls, the story continues without them, and their unique narrative threads are permanently lost. This makes every mission decision critical.
Q: Who are the main villains in the Star Wars Zero Company story?
The primary antagonists are the Infinite Coil, a Separatist-aligned dark side cult led by Kindred Fathom. They wield the Shadow Plague, which grants enhanced physical resilience and unusual abilities to every infected member.