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.
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.
| Class | Role | Key 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:
- Jedi area shockwave knockback
- Guaranteed critical hit sniper shots at extreme range
- Electrifying taser stun attacks
- Follow-up shots from allies
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.
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:
- Armory: Upgrade and customize weapons with mods and skins
- Med Bay: Heal injuries sustained in combat
- Research Lab: Unlock new technologies and abilities
- The Black Market: Purchase equipment, consumables, and cosmetics
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
| Difficulty | Description | Achievement |
|---|---|---|
| Story | Relaxed challenge, focus on narrative | "Hired Gun" |
| Normal | Balanced experience for most players | "Veteran" |
| Hard | Tougher enemies, tighter resource management | "Operator" |
| Expert | Maximum challenge, unforgiving AI | "Captain" |
| Expert + Beskar Mode | Expert 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:
- Low Bond: Standard combat effectiveness
- Medium Bond: Minor coordination bonuses (extra shots, shared overwatch)
- High Bond: Significant tactical synergy — follow-up attacks, combined abilities
- Very High Bond: Game-changing combos and unique duo abilities
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.