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MechanicsEnemies

Enemies

Figures on this page were checked against the launch build on 30 Aug 2026. See Game Updates.

Overview

Zero Company fields four enemy factions. Bit Reactor described three of them before release, each demanding a different approach rather than a different loadout, and the campaign adds a fourth as it goes on. Enemies also change over a campaign: units that survive come back stronger, and threats left alone on the holo-map improve.

The Factions

FactionCompositionWhat it demands
Separatist AllianceDroid forcesEfficiently countered with Ion weapons
Infinite CoilVaried abilities across unit typesKill priority matters: which target dies first decides the fight
OutlawsCriminal forcesOverwhelm with numbers
ImperialTroopers, Heavies, Grenadiers, MarksmenFought in the campaign’s later chapters, after the Republic the squad worked alongside is gone

Known Enemy Types

Droidekas are confirmed as tactical enemies, with the shield rotation and rolling entry of their established Clone Wars characterisation. They are the clearest case for environmental kills: grinding one down through its shield costs a great deal of squad output, while a single well-aimed push does the job outright.

Separatist commando droids appear in later missions. PC Gamer noted enemy design built around dug-in Overwatch positions and flanking reinforcements.

Droid Designations

The game lists droids by their series designation, which is not always the name they are known by:

In gameAlso known as
B1Battle droid
B2Super battle droid
BXCommando droid

The BX Marauder and BX Sniper in the roster below are commando droid variants, and the B2 is the heavier super battle droid rather than a second kind of B1.

Super tactical droids command Separatist forces. Typhon is the named example, though EA describes it as unusual among its type: where most command armies and fleets, Typhon specialises in asymmetrical warfare and precision strikes.

Force-empowered shock troops are Infinite Coil units introduced in later story missions.

Coil units also carry the plague statuses: Infected, Resonance, Surge, Plague Armor, and Chromatic Camouflage. They work as a chain rather than individually, so the order a group is cleared in changes how hard the survivors become. See Combat System.

The Seer carries a trophy for defeating one in a single blow. Its stat line explains why that is an achievement rather than a formality: at 38 Health it is among the tougher Coil line units, so a single blow means a critical hit on an already-built attack rather than a lucky roll.

The Roster

Every enemy carries three numbers: Threat, the deployment value a mission spends when it builds a force, and Health and Damage, which do what they say.

Enemy roster
Separatist B1SeparatistLine unit3346
Coil B1Infinite CoilLine unit3346
Coil ScourgeInfinite CoilLine unit33128
Coil EnforcerInfinite CoilLine unit1002810
Coil Enforcer (uninfected)Infinite CoilLine unit1002810
Coil Outlaw StrikerInfinite CoilLine unit1003012
Coil StrikerInfinite CoilLine unit1001612
Coil TrooperInfinite CoilLine unit1002810
Outlaw EnforcerOutlawLine unit1002810
Outlaw StrikerOutlawLine unit1003012
Pyke EnforcerOutlawLine unit1002810
Pyke StrikerOutlawLine unit1003012
Slugrat EnforcerOutlawLine unit1002810
Slugrat StrikerOutlawLine unit1003012
Imperial TrooperImperialLine unit1002810
Imperial HeavyImperialLine unit1002810
Separatist B2SeparatistLine unit1333810
Separatist BX MarauderSeparatistLine unit1332810
Separatist BX SniperSeparatistLine unit1332810
Coil B2Infinite CoilLine unit1333810
Coil BX MarauderInfinite CoilLine unit1332810
Coil BX SniperInfinite CoilLine unit1332810
Coil CaptainInfinite CoilLine unit133288
Coil GuardianInfinite CoilLine unit133388
Coil SeerInfinite CoilLine unit1333812
FathomInfinite CoilBoss13335028
TyphonInfinite CoilBoss133250Unknown
VisserInfinite CoilBoss13320018
Visser PlagueInfinite CoilBoss13320018
Outlaw MarauderOutlawLine unit1332810
Outlaw SniperOutlawLine unit1332810
Pyke MarauderOutlawLine unit1332810
Pyke SniperOutlawLine unit1332810
Imperial GrenadierImperialLine unit1332810
Imperial MarksmanImperialLine unit1332810
Trilla SuduriImperialBoss13330028
Coil BruteInfinite CoilLine unit1664412
Separatist DroidekaSeparatistLine unit2004814
Separatist MagnaguardSeparatistLine unit2003812
Coil DroidekaInfinite CoilLine unit2004814
Coil MagnaguardInfinite CoilLine unit2003812

41 of 41 shown

Roles Repeat Across Factions

The list is far more regular than the names suggest. The game reuses a small set of role templates, and a role carries the same stat line whoever is fielding it:

RoleThreatHealthDamageFielded by
B13346Separatist, Coil
Enforcer1002810Coil, Outlaw, Pyke, Slugrat
Striker1003012Outlaw, Pyke, Slugrat
Marauder / Sniper1332810Separatist, Coil, Outlaw, Pyke
B21333810Separatist, Coil
Magnaguard2003812Separatist, Coil
Droideka2004814Separatist, Coil

So a Pyke Enforcer and a Slugrat Enforcer are the same unit wearing different colours. What changes between factions is the abilities on top and the statuses they apply, not the body underneath, which is why the Coil is dangerous for its plague chain rather than for its numbers.

The exceptions all belong to one faction. Every stat line that is not shared with another unit is a Coil unit: the Scourge, Striker, Captain, Guardian, Seer, and Brute. The Separatists and the Outlaws field templates; only the Coil fields units built for itself.

Two of those are worth knowing before meeting them. The Coil Striker is the frailest thing at its threat tier, 16 Health against the 28 or 30 everything else carries. The Coil Brute sits alone at 166 threat with 44 Health, above every line unit except the Droideka.

The Imperial Forces

The fourth faction arrives with the campaign’s turn into the Imperial era. Its four line roles reuse the same templates as everything else: Trooper and Heavy at 100 threat, Grenadier and Marksman at 133, all at 28 Health and 10 Damage.

Two sets of variants exist without differing in stats. TK units are stormtroopers proper, and Stillwatch variants are the versions fielded during that mission, in chapter 11. The roster below lists one row per role rather than repeating identical stat lines four times.

Bosses

Four named bosses carry their own stat lines, and they sit an order of magnitude above a line unit rather than a step above one:

BossHealthDamage
Kundri Fathom35028
Typhon250Unknown
Visser20018
Trilla Suduri30028

Visser is fought in two forms, the second carrying the plague. At 350 Health Fathom has more than seven times a Droideka’s pool, and at 28 Damage hits as hard as anything on the board. Trilla Suduri, the Imperial boss, is second at 300 Health and matches that damage.

How Enemies Get Harder

Ghost Buff

Enemies that escape a mission alive do not reset. Units that flee or survive return ghost-buffed in later encounters: stronger and better equipped. Letting an enemy retreat is therefore a cost paid later, which is the pressure behind finishing engagements rather than clearing the objective and leaving.

Threat Indicators

Certain Infinite Coil units gain a buff when the holo-map’s threat indicators are left unaddressed. The enemy upgrade system runs on the campaign clock alongside everything else: see Base Management. The six Crises are the Operations that block those upgrades.

What Enemies Do in Combat

Enemies use much of the same toolkit the squad does, which is what makes positioning matter:

  • Overwatch: enemies set their own cones. Breaking an enemy’s Overwatch before advancing avoids taking an automatic attack
  • Cover: enemies behind cover are harder to hit, and cover can be destroyed during a fight
  • Evasion: many enemies apply Evasion to themselves, which nullifies the next attack against them. The Astromech’s Deep Target Scan strips it
  • Defense: armour, toughness, and skill reduce incoming damage. Defense Penetration bypasses it
  • Stun Resistance: an enemy that has been Dazed or Stunned resists both for the rest of that combat, so control effects cannot be chained on one target

Counters

AgainstUse
DroidsIon weapons, the confirmed counter to Separatist forces
Droidekas and shielded unitsEnvironmental kills and forced movement rather than raw damage
High Defense or full coverEnhanced Scanners or Deep Target Scan (-4 Defense, +20% Chance-to-Hit), or Defense Penetration
Enemies in coverFlanking, which applies Exposed and strips cover protection
Enemies about to actDazed from the Soldier’s Brutal Strike, once per target per battle
  • Combat System for cover, Chance-to-Hit, and the full status list
  • Missions for objectives, mission types, and difficulty ratings
  • Infinite Coil for the antagonist faction and its leadership
  • Weapons for Ion weapons and the four Weapon Classes

References

#SourceDate
1PC Gamer: Hands-on preview 26 Mar 2026
2EA: Lead Zero Company To Victory 9 Jun 2026
3EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
4EA: Enemies hub Aug 2026
5EA Help: Turn-based tactics and combat basics 28 Aug 2026
6Star Wars Zero Company in-game combat, enemy behaviour, and trophy listAug 2026
7Star Wars Zero Company in-game enemy stat linesSep 2026

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

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