Tactical intelligence / 01
Every move needs a reason.
A field manual for Star Wars Zero Company: confirmed classes, known Operators, release details, and the systems that shape your campaign.
Mission briefing
Know the campaign.
Zero Company is a single-player, turn-based tactics game set near the end of the Clone Wars. You command Hawks and a squad of specialists from a hidden base called the Den.
Fight a war behind the war.
Take contracts across the galaxy, choose missions from the Den, and manage a campaign where tactical decisions affect the people under your command.
- Single-player tactical campaign
- Mission selection from your base
- Original story within the Clone Wars era
Build an unlikely unit.
The company combines authored Operators with customizable recruits. Their backgrounds and roles differ, while bonds create battlefield synergies.
- Named companions including Trick and Luco Bronc
- Eight standard specializations for custom recruits
- Cross-training expands combat options
Invest between missions.
Upgrade the Den, improve equipment, develop relationships, and decide how each operative grows over the campaign.
- Base facilities and unlocks
- Abilities, equipment, and specialization choices
- Bonds that reward compatible squadmates
Field reports
Start with confirmed intel.
These launch pages answer the questions players are already searching, without pretending unverified details are known.