Missions
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 | Confirmed in preview builds |
| Courtsilius | Core World; confirmed in preview builds |
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 |
| 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.
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.

The only briefing shown in full so far 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
- 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.
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.
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 |
If information is missing, it has not been confirmed by an official or press source.