Wiki & Beginner Guide

Everything you need to know to command Zero Company — from your first mission to the final battle against The Coil.

Table of Contents

Getting Started

When you begin STAR WARS Zero Company, you'll create your protagonist Hawks — a disgraced non-clone former Republic captain turned mercenary leader. The character creator lets you choose from multiple alien races, customize appearance and voice, and select a starting class archetype.

Pro Tip

Your starting class choice isn't permanent. As you progress, you can respec and experiment with different builds using focus points and equipment mods.

The Story Setup

Zero Company is deep in debt to the Hutt clan when an exiled noble named Jae and a Republic Intelligence officer arrive with a deal: investigate a new galactic threat called The Coil — a faction infected with a mysterious psionic space virus that forms a hive mind. What starts as a simple mercenary contract quickly becomes personal.

You lead a squad of five characters into each mission, mixing story heroes (like Jedi Padawan Tel-Rea Vokoss) with custom recruits from across the galaxy.

Character Classes & Archetypes

Each operative belongs to a class archetype that defines their combat role. Story characters have unique abilities on top of their base class.

ClassRoleKey Traits
Sniper Long-Range DPS High ground advantage, extreme-range crit shots, overwatch specialist
Scoundrel Utility / Flanker Advantage-seeking, stealth options, high mobility, backstab potential
Assault Frontline DPS General-purpose fighter, reliable damage, good at mid-range
Jedi Crowd Control Force abilities, area knockback, lightsaber melee, unique hero powers
Astromech Support / Tech Explosives, hacking, healing drones, utility buffs
Mandalorian Heavy DPS Jetpack mobility, heavy weapons, armor plating, aerial attacks

Combat Mechanics

Action Points

Every character has a limited number of action points each turn that dictate movement distance and actions. Certain abilities can replenish action points mid-turn, enabling extended combos.

Advantage Points

Zero Company introduces Advantage Points — a resource that builds as you rack up kills and perform well in combat. Spend advantage points on powerful abilities like:

Cover & Positioning

The grid-based cover system works similarly to XCOM. High ground provides significant bonuses — the "High Ground" achievement requires defeating 10 enemies from elevated positions. Use Force-push to knock enemies out of cover or off ledges into your overwatch zones.

Permadeath

Squad members can sustain lasting injuries or suffer permanent death. Even major story characters like Tel-Rea Vokoss can die. The narrative continues regardless of losses, though you'll miss out on their unique abilities and loyalty missions. Hawks is the only character who cannot permanently die.

Warning

Enable Beskar Mode for the ultimate challenge — ironman rules with no save-scumming. Every decision is final. Recommended only for experienced tactics players.

The Den — Base Management

Between missions, you manage your mercenary headquarters. Key facilities include:

Time advances in cycles as you complete missions. Some objectives are time-limited and will expire if not completed promptly. Launch non-combat investigations to gather intel and make narrative choices that affect events cycles later.

Difficulty Settings

DifficultyDescriptionAchievement
StoryRelaxed challenge, focus on narrative"Hired Gun"
NormalBalanced experience for most players"Veteran"
HardTougher enemies, tighter resource management"Operator"
ExpertMaximum challenge, unforgiving AI"Captain"
Expert + Beskar ModeExpert difficulty with ironman permadeath"Legend"

Essential Tips for New Players

1. Positioning is Everything

Always seek high ground. The "Watch That First Step" achievement requires knocking enemies out of the combat space — use Force-push and elevation to your advantage.

2. Build Complementary Squads

Mix ranged and melee, damage and support. A Sniper on high ground + a Jedi for crowd control + an Astromech for healing creates a deadly triangle for your 5-person squad.

3. Invest in Bonds Early

Characters who fight together frequently develop bonds that unlock powerful tactical synergy bonuses. The "Thick as Thieves" achievement requires reaching Very High Bond between two operators.

4. Mod Your Weapons

The "Fully Geared" achievement requires equipping 4 weapon mods to a single weapon. Experiment with different mod combinations to find powerful synergies.

5. Don't Ignore Investigations

Non-combat intel missions may seem optional, but the narrative choices you make can unlock new equipment, allies, and strategic advantages several cycles later.

6. Manage the Den

Keep your med bay stocked and research progressing. Injured operatives can't deploy, and falling behind on research makes later missions significantly harder.

Character Bonds & Synergies

As squad members participate in combat together, they develop relationships. Bond levels include:

However, squad members can also develop conflicts. Characters with differing personalities and worldviews may clash, triggering narrative consequences. While they won't desert the party, their dissatisfaction affects story moments.

Sources: Windows Central Review, Steam Store, Wikipedia, Kotaku, PC Gamer. Gameplay mechanics described based on verified preview and review content. Specific damage values and ability cooldowns require in-game verification.

STAR WARS Zero Company™ Guide — Sources: Steam, Wikipedia, Windows Central, EA, Kotaku. Last updated: August 2026.

STAR WARS and related properties are trademarks of Lucasfilm Ltd. This is an unofficial fan guide.