SYSTEMS & REFERENCE · CURRENT

Star Wars Zero Company Gameplay and Campaign Structure

Follow the released campaign loop from the Den to Operations and cycle-ending Tactical Missions, with the current action economy, expiry rules, and evidence boundaries.

Star Wars Zero Company Gameplay and Campaign Structure official source artwork
Official source media
Evidence status Verified answer
Last checkedSeptember 13, 2026
PlatformPC · PlayStation · Xbox
Sources6 linked
AT A GLANCE

Follow the released campaign loop from the Den to Operations and cycle-ending Tactical Missions, with the current action economy, expiry rules, and evidence boundaries.

Star Wars Zero Company is a released single-player tactics campaign. Return to the Den to manage the company, choose Operations from the Galaxy Map, deploy into turn-based combat, and finish each campaign cycle by selecting a Tactical Mission. During your shared squad turn, every deployed squad member starts with three Action Points; movement and abilities consume those points according to their cost.

Campaign layerWhat the current game requires
The DenManage the company, operatives, relationships, loadouts, and campaign decisions between deployments
Galaxy MapChoose available Operations and watch their remaining availability; some activities expire
OperationComplete a campaign activity that can advance objectives, resources, or investigation work
Tactical MissionSelect the cycle-ending deployment; the choice closes that campaign cycle
Story explorationSome story missions include a small third-person free-roam area before or between tactical encounters
Squad turnSpend each operative's three Action Points across movement and abilities before ending the shared turn
Campaign riskPermadeath is enabled by default but can be disabled; do not treat every difficulty setup as the same risk model

The player leads Hawks and assembles a team from authored and custom operatives. The roster includes clone troopers, Mandalorians, scoundrels, astromechs, and a Jedi. Operatives improve skills and build relationships that can unlock combat synergies, while Hawks and custom recruits can change appearance, loadout, and abilities.

Plan a campaign cycle without wasting an activity

  1. At the Den, finish upgrades, loadouts, healing, and relationship decisions before selecting the deployment that ends the cycle.
  2. On the Galaxy Map, check which Operations are available and whether their window will expire.
  3. Choose optional work before the Tactical Mission only when its reward or investigation progress justifies the time and risk.
  4. In combat, budget three Action Points for every squad member across the shared turn; do not assume moving ends an operative's contribution.
  5. Before starting, decide whether default permadeath matches the campaign you want. It can be disabled, but that choice changes the consequence of injuries and losses.

Patch 1.1 is the current answer boundary. It fixes named combat, save, progression, and specialization issues, so retest a launch-day problem on the updated build before rebuilding a squad around it. The official material still does not establish one universal best team, every branch or ending, or an exact mission count. For the available roles, use characters and specializations. For campaign risk, use permadeath, difficulty, and mission types. For co-op expectations, read the single-player answer.

Sources & evidenceOpen the references used for this page

QUICK ANSWERS

Questions players ask next

What type of game is Star Wars Zero Company?

A single-player, turn-based tactics campaign set during the Clone Wars.

What is the Den?

It is Zero Company's base of operations, where the campaign includes squad and organizational decisions between missions.

What is the difference between an Operation and a Tactical Mission?

Operations are campaign activities selected from the Galaxy Map. Each cycle ends by choosing a Tactical Mission, while some story missions also include a small third-person exploration area.

How many actions does a squad member get?

Each squad member has three Action Points during the shared squad turn; movement and abilities spend those points according to their cost.

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