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FactionsOverview

Factions

Overview

Zero Company fights four enemy factions across the campaign, and each one is built to break a different habit. Separatist droids reward Ion damage. The Infinite Coil punishes sloppy target priority. The Outlaws bury the squad in bodies. The Imperials arrive last, once the Republic the squad worked alongside is gone.

Press materials before launch described three enemy factions; the released game fields four. Stat lines for every unit are on Enemies.

Zero Company

Zero Company is the player’s squad: an off-books unit of Operators assembled by Hawks at the instruction of a Republic Intelligence officer. The squad operates outside formal Republic command structures, drawing its members from across the galaxy: clone troopers, Jedi Padawans, Mandalorians, former Separatist soldiers, mercenaries, and droids.

Base of operations: the Den on the Ring of Kafrene.

→ Zero Company faction page

The Infinite Coil

The Infinite Coil is the primary antagonist faction: a Separatist-aligned paramilitary cult led by Kundri Fathom. Every member, Fathom included, is infected with the Shadow Plague, a mysterious disease rumoured to grant unnatural resilience and deadly abilities. The Coil preys on vulnerable populations across Republic worlds, and each world it takes spreads the plague further and swells its ranks.

Key members: Kundri Fathom (leader), Visser (lieutenant and field commander), Typhon (super tactical droid).

→ Infinite Coil faction page

Outlaws

The Outlaws are the galaxy’s criminal element, whose combat style is to overwhelm the squad with numbers. PC Gamer’s hands-on described fighting “Star Wars’ cantina-loving criminal element” alongside battle droids.

→ Outlaws faction page

The Separatist Alliance

The Confederacy of Independent Systems is the war the galaxy already knows about, and the backdrop the squad was assembled against. Its six units are the widest spread in the game, running from the B1 at 33 threat and 4 Health, the flimsiest unit on the board, to the Droideka and Magnaguard at 200.

That range is the point. A Separatist force can be built out of disposable B1s or anchored on Droidekas, so the faction that looks most familiar is the one whose difficulty varies most with what a mission deploys. Droidekas in particular are the clearest case for an environmental kill: grinding one down through its shield costs far more squad output than pushing it off something.

The Imperial Forces

The fourth faction arrives with the campaign’s turn into the Imperial era, after the Republic the squad worked alongside is gone. Four line roles, Trooper and Heavy at 100 threat, Grenadier and Marksman at 133, all at 28 Health and 10 Damage, plus one boss: Trilla Suduri at 300 Health and 28 Damage, the second hardest target in the game behind Kundri Fathom herself.

→ See Enemies for the full roster and its variants.

References

#SourceDate
1pcgames.de: Exclusive preview Mar 2026
2PC Gamer: Hands-on preview 26 Mar 2026
3EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
4Star Wars Zero Company in-game enemy roster and stat linesSep 2026

If information is missing, it has not yet been confirmed. Corrections are welcome.

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