Missions
This page documents the campaign’s chapter structure, mission names, and unlock conditions in the open. It does not describe story outcomes.
Campaign Overview
Star Wars Zero Company features a campaign set during the Clone Wars (~20 BBY). Zero Company operates outside formal Republic command, taking on covert operations against the Infinite Coil and their goal of spreading the Shadow Plague galaxy-wide. Mission design is led by James Brawley, lead designer at Bit Reactor.
Missions span over a dozen planets: including well-known worlds from films and shows as well as new locations. Confirmed planets include:
| Planet | Source |
|---|---|
| Serolonis | Debut trailer; first seen in The Bad Batch season 2 |
| Vandor | Snowy planet from Solo: A Star Wars Story |
| Mapuzo | From the Obi-Wan Kenobi Disney+ series |
| Anaxes | Confirmed at Celebration panel |
| Lothal | Outer Rim agricultural world from Star Wars Rebels |
| Courtsilius | Core World; new to the franchise |
Campaign Structure
The campaign runs to 14 chapters across more than 60 missions and side quests, and only around half of those can be completed in a single playthrough. Every chapter except the epilogue carries one or two critical missions that have to be cleared for the story to advance; everything else is optional and competes for the same Cycles.
A full run typically takes 30 to 40 Cycles, and the number moves with how a player treats critical missions: taking them as soon as they appear compresses the campaign, letting them sit until they expire stretches it and leaves room for more optional work along the way.
That ratio, roughly half the content per run, is the mechanical reason behind the design goal of a campaign that differs between playthroughs. It is not that missions are randomised, but that no single run can hold all of them.
The 14 Chapters
Chapters are the campaign’s fixed spine. They advance in order, and each one is cleared by its Critical Missions, the Tactical Missions marked as story-required on the holo-map, with one chapter clearing on an Operation instead. Everything else in a chapter, optional missions, Operations, Dilemmas, and Zone work, sits alongside them and competes for the same Cycles.
| # | Chapter | Critical Mission | Location |
|---|---|---|---|
| 1 | Prologue | The Serolonis Job | Serolonis |
| 2 | Business As Usual | Not Your Turf | Lothal |
| 3 | In Debt to the Hutts | Stolen Goods or Buyer Beware | Kaller or Dantooine |
| 4 | Republic Intelligence | Eavesdropping | Courtsilius |
| 5 | Smugglers and Slugrats | Dark Waters | Courtsilius |
| 6 | Enter Fathom | Jedi on the Case (Operation) | Not applicable |
| 7 | Jedi Undercover | Smugglers’ Den | Courtsilius |
| 8 | The Umbaran Connection | Casualties of War | Bespin |
| 9 | The Fathom Menace | Enemy Intelligence | Orinda |
| 10 | Liberate Luunata | Behind Enemy Lines | Luunata |
| 11 | Tighten the Noose | Stillwatch | Vull Quist |
| 12 | Back to Business | Strike Action, Deep Cover, Unfinished Business | Sullust, Umbara, Kaller |
| 13 | Fathom’s Grand Designs | The Infinite Coil | Bardan |
| 14 | Epilogue | None | Not applicable |
Four things about that table are worth reading properly.
Chapter 3 branches. The Pick Your Poison Operation decides which critical mission the chapter gives you: choosing Kaller unlocks Stolen Goods, choosing Dantooine unlocks Buyer Beware. You get one or the other, not both, so a single playthrough sees roughly half of chapter 3’s combat content.
Chapter 12 is three missions, not one. Every other chapter is cleared by a single critical mission. Back to Business runs Strike Action, Deep Cover, and Unfinished Business across three worlds, which makes it the longest chapter in the campaign and the one most likely to run into mission timers elsewhere on the holo-map.
Recruiting Cly Kullervo adds two more. Her crewmate missions, Best Served Cold and Without Honor or Humanity, are optional if she is not on the roster and are reclassified as critical missions if she is. Recruiting her lengthens the critical path rather than just widening the squad.
Two chapters are not cleared by combat. Chapter 6, Enter Fathom, is the only one whose critical step is an Operation rather than a Tactical Mission: Jedi on the Case, run from the HoloTable. The epilogue carries no critical step at all. Every other chapter is cleared by fighting.
The chapters group into seven Arcs. The Arc is the coarser division above the chapter, and it is why chapter counts and act counts differ between accounts of the campaign.
Ten of these missions carry trophies, which is how the list above can be checked against the game’s own data rather than against a playthrough: Eavesdropping, Dark Waters, Smugglers’ Den, Casualties of War, Enemy Intelligence, Behind Enemy Lines, Deep Cover, Unfinished Business, Stillwatch, and The Infinite Coil all appear as named trophies, and all ten sit in the chapters shown.
The Full Mission List
The campaign holds 122 Tactical Missions: 13 story missions, 11 Hero Missions tied to individual squadmates, and 98 optional contracts across twelve worlds. Each is listed with its world, the Zone it feeds, its objective, its window and what it pays.
- Story Missions, the thirteen that clear chapters
- Hero Missions, the eleven belonging to squadmates
- Optional Contracts, the ninety-eight grouped by world
Twenty-six optional missions also have a Crisis variant: the same job on a one Cycle window instead of four.
Mission Difficulty Ratings
Every Tactical Mission carries a difficulty rating on its briefing, running Risky, then Dangerous, then Extreme. The rating is a prompt to check who is healthy and available before committing: a squad carrying injuries into an Extreme mission is the shortest route to losing someone. Separately, missions marked Critical are the ones that advance the story.
Mission Types
| Type | Description |
|---|---|
| Story missions | Drive the main campaign forward; labelled Campaign Mission on the in-game briefing screen |
| Companion missions | Optional objectives tied to specific squad members, unlocked by talking to that operator in the Den. See Companion Operations |
| Skirmish missions | Optional combat for resources and rewards |
| Operations | Non-combat text-adventure scenarios from the holo-map |
EA’s community Q&A lists the general Tactical Mission types:
- Sabotage missions: plant explosives on objectives, then evacuate
- Rescue missions: hostage situations
- Elite target elimination: take out one or more priority enemies
- Supply run missions: hold your ground
- Extraction missions: escape the area
- Narrative missions: unique stories centred on one Hero
Bit Reactor notes each objective type rewards a different approach; Overwatch-heavy play suits supply runs but works against sabotage, rescue, and extraction missions.
Only one Tactical Mission can be played per Cycle; completing it advances time. Operations are limited only by resources, so several can be run in the same Cycle.
Named Campaign Missions
Three of the trophy-carrying missions in the table above attach to story threads named elsewhere on the wiki. Dark Waters ties to Kundri Fathom through the Fathom Revealed trophy. Behind Enemy Lines ties to Luunata, Jae Mordant’s homeworld, through Luunata Reclaimed. The Infinite Coil carries the campaign’s closing trophy against the Infinite Coil.
Alongside these, the trophy for completing 50 Optional Missions puts a floor under how many non-campaign missions a single playthrough holds.
Mission Briefings
Missions are selected from the holo-map in the Den. Each briefing screen shows four things: a mission description, the rewards on offer, the mission objectives split into an explicit success condition and failure condition, and the unit requirements for the four squad slots. Story-critical characters are pre-filled in the squad, and the briefing can be reviewed before launch.

A representative briefing is the Campaign Mission Eavesdropping, set at the Gressan Breakbulk Dockyard on Courtsilius:
| Field | Detail |
|---|---|
| Description | Republic intel indicates the Coil is meeting with local gangsters at the Gressan Breakbulk Dockyard; observe the meeting to learn the Coil’s plans on Courtsilius |
| Rewards | An unrevealed item, a Focus Point, and two currency payouts (100 and 50) |
| Success condition | Eavesdrop on the Coil’s meeting at the docks |
| Failure condition | Hawks is eliminated |
| Unit requirements | Four squad slots, with Hawks pre-filled |
Hawks is required on all story missions but optional for skirmish missions, and certain missions let players control additional characters beyond the standard four squad slots.
Mission Structure
PC Gamer’s hands-on described two distinct shapes of tactical mission:
- Story missions are the most complex: multiple separate combat encounters connected by segments of third-person exploration. These free-roam espionage phases are main-story-only, and exploring them grants Intel and Advantage Points for the combat ahead.
- Side missions are single zones with self-contained objectives. All side missions are hand-designed; the only procedural element is which enemies spawn, which depends on progress through the main story.
Tactical combat mission objectives confirmed in the PC Gamer hands-on include:
- Enemy elimination: destroy or neutralise the target force
- Hostage rescue: extract a captive before enemies reach them
- Capture point: hold or seize a designated objective
During a mission the HUD tracks a primary objective with sub-objectives beneath it. An official screenshot shows the pairing “Secure the Separatist Base” and “Eradicate the Remnant Droids”.

Reinforcements and evacuation
Objectives interact with enemy behaviour. In PC Gamer’s hands-on, rescuing a hostage before enough enemies had been eliminated triggered reinforcement spawns. Missions can end by evacuating the squad from a pickup area, and downed squadmates can be carried out this way; the reviewer escaped one side mission with two squadmates down in the evacuation zone.
Rewards and the Strategic Layer
EA’s gameplay overview confirms what Tactical Missions feed back into the campaign:
- Rewards include Credits, Weapon Mods, Utilities, Focus Points and Zone Influence
- Intel is earned by completing Tactical Missions and spent on Operations
- Zone Influence accumulates per region; enough of it unlocks Zone Rewards such as upgrades, powerful Utilities and Contacts. The Galaxy Map is divided into twelve distinct Zones, each with its own Influence thresholds, and the rewards behind the higher thresholds are among the most exotic and unique in the game
- Contacts can be committed to a specific Zone to bolster Influence there, so Influence is not earned only as a by-product of missions but can be directed deliberately
- Critical Missions are the Tactical Missions required to advance the story
- Operations and Tactical Missions are time-limited and disappear forever if left too long
Enemy Mechanics
Ghost Buff
Enemies that escape a mission alive do not simply reset. PC Gamer’s hands-on preview confirmed an escalation mechanic: units that flee or survive become ghost-buffed in future encounters, returning stronger and better equipped. This creates pressure to fully complete engagements rather than letting enemies retreat.
Notable Enemy Types
Droidekas are confirmed as tactical enemies. Their combat behaviour (shield rotation, rolling entry) follows their established Clone Wars characterisation.
Separatist commando droids appear in later missions, and PC Gamer noted “curveball” enemy design built around dug-in Overwatch positions and flanking reinforcements.
The Seer is a named enemy type, carrying the trophy for defeating one in a single blow, which implies a unit durable enough that doing so is unusual. It appears in no source other than the trophy list.
Infinite Coil forces are the primary antagonist faction, including Force-empowered shock troops introduced in later story missions. Certain Coil units gain a buff when the holo-map’s threat indicators are left unaddressed (see the enemy upgrade system under Base Management).
Bit Reactor describes three announced enemy factions, each demanding a different approach: the Separatist Alliance (droids, efficiently countered with Ion weapons), the Infinite Coil (varied abilities where kill priority matters), and the Outlaws (criminal forces that overwhelm with numbers). Missions involving heavy machinery have also been teased.
The Cycles System
The entire campaign runs in Cycles: a three-phase rhythm of base exploration, holo-map operations, and a tactical combat mission. Missions carry Cycle timers, and it is not possible to complete every mission in a single playthrough. See the Cycles page for the full breakdown of phases, timers, and their consequences.
Mission Design at Launch
Reviews of the finished game, published at the launch embargo, describe how those mission types play out in practice. The recurring note is that campaign missions are built around a single mechanical idea rather than a clear-the-map objective.
Several reviewers described the same set pieces:
- An extraction under fire, where the squad grabs an objective and then retreats along a bridge or catwalk while droid bombers turn the ground behind them into an expanding kill zone, forcing movement every turn while reinforcements block the exit.
- A three-way fight, where two enemy factions engage each other and Zero Company works the crossfire, so playing patiently leaves less of the work to do.
- A borrowed unit, where a one-time, effectively invincible ally clears a path while the squad follows behind and completes the objectives.
- A mission built on a mechanical twist timed to a narrative one, which PC Gamer described as the campaign’s “season finale” moment.
Reviewers also noted the enemy placement habits behind these fights: enemies tend to spawn just outside first-turn reach while retaining the ability to counterattack once the squad commits, and reinforcements frequently arrive between the squad and its evacuation point.
Anakin Skywalker joins the squad for one mission, which several reviewers singled out.
Story Structure
Every campaign reaches the same canonical ending, but the journey there changes from playthrough to playthrough. Creative director Greg Foertsch confirmed that while “everybody has a canon result,” the events in the middle differ each time: which missions you take, which squadmates live or die under permadeath, and the bonds you build. Combined with Dilemmas and mission timers that make completing everything in one run impossible, this variable journey toward a fixed ending is the backbone of the game’s replayability.
References
| # | Source | Date |
|---|---|---|
| 1 | Star Wars Celebration Japan: Announcement panel | 19 Apr 2025 |
| 2 | EA: Introducing Star Wars Zero Company | 19 Apr 2025 |
| 3 | pcgames.de: Exclusive preview | Mar 2026 |
| 4 | PC Gamer: Hands-on preview | 26 Mar 2026 |
| 5 | Xbox Wire: Tactics Interview (Foertsch & Brawley) | 9 Jun 2026 |
| 6 | EA: Lead Zero Company To Victory (gameplay overview) | 9 Jun 2026 |
| 7 | EA: Answering the Internet’s Biggest Questions (community Q&A) | 21 Jul 2026 |
| 8 | PC Gamer: Star Wars Zero Company review | 26 Aug 2026 |
| 9 | Game Informer: Star Wars Zero Company review | 26 Aug 2026 |
| 10 | RPG Site: Star Wars Zero Company review | 26 Aug 2026 |
| 11 | Xbox Wire: Star Wars Zero Company tips (Will Fulton) | 26 Aug 2026 |
| 12 | StarWars.com: How to Play Star Wars Zero Company | 27 Aug 2026 |
| 13 | Game Rant: Star Wars Zero Company chapter list | 27 Aug 2026 |
| 14 | Star Wars Zero Company in-game campaign chapter list and mission briefings | Sep 2026 |
If information is missing, it has not yet been confirmed. Corrections are welcome.