Every move needs a reason / 01
Star Wars Zero Company Guide & Field Manual
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.
All eight classes
Roles, ultimates, standard abilities, and passive abilities.
REPORT / 02Known Operators
Meet the confirmed members of Zero Company and their functions.
REPORT / 03Release & editions
Launch date, platforms, pre-order rewards, and what is not confirmed.
REPORT / 04Gameplay systems
Three-AP turns, cover, Overwatch, the Den, Bonds, and campaign choices.
REPORT / 05Infinite Coil
Verified profiles of Kundri Fathom, Vissier, Typhon, and the Shadow Plague.
REPORT / 06PC requirements
Official minimum and recommended specs with performance targets.