It’s the twilight of the Clone Wars™…
The once-unified Galactic Republic has fractured, plunging the galaxy into all-out war with the Separatist Alliance. This unrelenting conflict has claimed countless lives, upended entire worlds, and thrown the galaxy into disarray. For many, peace is out of reach.
But did you know there is a war beneath the war? A shadow conflict that helps determine the fate of the galaxy.
Step into the role of Hawks, a former Galactic Republic officer turned leader of Zero Company, an unconventional outfit of skilled Operators for hire. Your team is anything but ordinary. From a hardened Clone Trooper to a Mandalorian warrior of the ancient Clan Verminoth, a Jedi Padawan, an Umbaran sniper, and more, each member brings their own edge to the fight.
Together, they must track down and stop Kundri Fathom, the enigmatic leader of a Separatist-aligned cult known as the Infinite Coil, before the Coil’s actions push the galaxy beyond the brink.
This is Star Wars Zero Company™,a single-player, turn-based tactics game developed by Bit Reactor in collaboration with Lucasfilm Games. It will be available on PC starting August 27. Pre-purchases are available on all supported platforms.
*Star Wars Zero Company is still under development. Anything discussed in this article is subject to change.
Your campaign starts now!
It’s time to meet some key members of Zero Company, learn to control your squad on the harrowing battlefield, and manage them between missions at the Den.
Table of Contents
Meet Zero Company
Battlefield Basics: Commanding Zero Company
The Den: Your Base of Operations
Stay Tuned for More News
Meet Zero Company
There are two types of Operators you can have in your company: Authored and Custom. Authored Operators join Zero Company naturally as the story unfolds, while Custom Operators are recruited directly by you and can be fully customized in appearance, clothing, voice, and name. Learn more about the Authored Operators of Zero Company below.
Once a captain in the Grand Army of the Republic, Hawks now leads Zero Company. Clever, cool-headed and decisive, Hawks works with operators from any and all backgrounds, as long as they know how to get the job done.
Trick, also known as CT-3301, is a consummate soldier who loves games of chance. He has been with Hawks since they both served in the Republic military.
The Tognath Jedi Padawan Tel-Rea’s boundless discipline and determination has led her to join Zero Company as she seeks to honor the legacy of her late Jedi Master.
The infamous Cly Kullervo is one of the last surviving members of the ancient Clan Verminoth. She joins Zero Company purely to further her implacable quest for revenge.
[/p]Sharp-tongued sniper Luco Bronc defended his home of Umbara during the Republic invasion. Although he has no love for the Republic that defeated and occupied his planet, Luco is willing to set aside his differences to work with Zero Company.
Born into the ruthless noble House Mordant of Shu-Torun, Jae went offworld to build her own mining citadel on Luunata, ruling as its Ore-Baroness until Fathom and the Infinite Coil took the planet for the Separatists. Sophisticated, witty, and relentlessly self-possessed, Jae was instrumental in convincing the Republic to hire Zero Company, and she will not rest until Luunata is hers again.
Kabbney "Kabb" Uppercut is a veteran crook and former prizefighter who now works for Zero Company. The burly Felshi is known for his cybernetic arm, his namesake knockout punch, and his distinctive rhyming dialect. Star Wars Zero Company is the first time we meet a Felshi in the Star Wars galaxy.
Check out the Operators hub for more information about these characters.
Ready up. Your first Zero Company boot camp lesson starts now.
In Tactical Missions, you’ll command your squad in intense, turn-based ground combat from an isometric camera perspective. Combat unfolds in turns: your entire squad acts first, followed by the enemy. Each squad member has three Action Points (AP) to spend every turn. Use them to:
Move your Operator between locations on the battlefield. The Action Point cost to move increases depending on the distance traveled.
Attack an enemy within range and line of sight using your weapon. The AP cost varies by weapon type, and some consume all of your available AP. Your Chance-to-Hit is displayed next to the target, and is dependent on several factors, such as range and cover. Additional details about the attack can be found in the Shot Breakdown panel.
Use Overwatch—an Action that lets your Operator fire at any enemy during their turn. Overwatch is placed on an adjustable cone that triggers when an enemy moves through or takes an action in the targeted area. Enemies hit by Overwatch while moving may have their movement interrupted. The Overwatching Operator can fire at a number of enemies based on the amount of AP invested. Your Chance-to-Hit varies based on the length of the Overwatch cone you place down. Using Overwatch immediately ends that Operator’s turn, making it an ideal final Action.
Use a Utility item. Medpacs, Concussion Grenades, and more can be helpful in a pinch, clearing groups of enemies or giving your squad the upper hand. Utilities typically cost one AP to use.
Activate an Ability. These Abilities can increase your Operators’ combat stats, expose an enemy, execute a powerful melee attack that sends foes flying, and much more.
As you can see, there’s quite a lot each Operator can do with their three AP each turn, and Actions can be taken in any order. One tried-and-true strategy is to attack an enemy using your blaster, move to a better cover position, and set up Overwatch to stop the enemy from fully advancing on your position the next turn.
Some Actions, such as Call for Backup, cost no AP. Each turn, Call for Backup allows one random Operator to select a teammate to assist with their next attack, usually by contributing their own firepower to help cut down the target. Use this Action to help overcome especially difficult enemies.
As Zero Company hit the enemy with attacks, you’ll build up Advantage. This resource can be spent to activate some of the game’s most powerful Abilities during combat. Examples include granting an additional AP to an ally for the turn, calling in a devastating rocket strike, temporarily increasing Chance-to-Hit for your entire squad, and taunting nearby enemies to attack a single Operative. You can have a maximum of 10 Advantage at a time.
Advantage doesn’t cost AP to use, so it can be an excellent way to get your team out of a tight situation after all your AP has been spent, or inversely, it can set up a calculated turn of destruction for your squad.
Cover plays a key role in ensuring your Operators don’t end up full of blaster bolts on their first Tactical Mission. Units in partial cover are more difficult to hit, and even harder to hit when in full cover.
Don’t like your odds of hitting an enemy with an attack? Consider flanking them or attacking from higher ground to increase your Chance-to-Hit. Some forms of cover can be destroyed by incoming attacks, so don’t hunker down in one location for too long, or you’ll find yourself completely exposed.
When an Operator loses all their Health, that Operator is Downed and suffers an Injury. Downed Operators can’t take Actions, but can be Rallied by an ally, getting them back in the action.
Injuries negatively impact combat stats and must be managed carefully–accumulating three Injuries results in permanent death on standard difficulty. No Operator Hawks recruits is completely safe from an untimely end.
No single approach is superior. Use a mix of Actions, Advantage, cover, and your Operators’ strengths to come out on top in a firefight. Sometimes you’ll need to think outside the box to dispatch the enemy—one reliable combination is using Tel-Rea’s Force Push ability or Kabb’s Uppercut ability to knock enemies out of cover and into a squadmate’s Overwatch.
The tactical possibilities are endless, and we can’t wait to see what the community comes up with once Star Wars Zero Company launches.
Flex Your Operator’s Specialization
Most Operators have one of eight standard Specializations that define their role. Every Specialization includes three Abilities: an Ultimate, a Standard, and a Passive. These Abilities are unique to each Specialization. Here’s an overview of how each one plays:
Assault: The Assault is a frontline fighter that excels at maneuvering in battle to score medium to close-range kills against targets hiding in cover. Operators trained in this way are lethal opponents.
Gunslinger: The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets.
Heavy: The Heavy is a frontline combatant, thickly armored and tough as nails. These Operators specialize in survivability and soaking up enemy attacks while out in the open.
Medic: The Medic excels at healing and the prevention of Injuries. Medics can also boost their teammates, both physically and psychologically.
Scoundrel: The Scoundrel is a wildcard, adept at taking advantage of situations without much preparation and making the most of every opportunity in combat.
Scout: The Scout is a tactical Operator trained in reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none existed.
Sharpshooter: The Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle.
Soldier: The Soldier is a mainstay offensive unit, capable of engaging enemies at close to medium-range with melee, grenades, heavy blaster fire, and a powerful rocket launcher.