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Take command of Zero Company, a group of elite operators from across the galaxy, and lead them in turn-based tactical combat through an original story set during the twilight of the Clone Wars™. Choose your team, build bonds with them, and make decisions that will change the course of your missions. Every choice matters in Star Wars Zero Company™, out now on PC, PlayStation 5, and Xbox Series X|S.










































You can recruit a diverse group of operators, each with their own backstory, goals, and personal beliefs. Some of those beliefs might clash at first, but deploy them on missions together to create bonds and unlock new abilities and combat synergies. But be wary: characters can die permanently, so strategize carefully.

The leader of Zero Company and former captain in the Grand Army of the Republic who will work with operators from any and all backgrounds. You can choose Hawks' gender, species, voice, and combat class.

Also known as CT-3301, Trick is a clone trooper and consummate soldier who loves games of chance. He has been with Hawks since they both served in the Republic military.

Tel-Rea is a Tognath Jedi Padawan whose boundless discipline and determination have led her to join Zero Company as she seeks to honor the legacy of her late Jedi Master.

One of the last surviving members of the ancient Clan Verminoth. The infamous Cly joins Zero Company with only one goal in mind: revenge.

A sharp-tongued sniper who defended his home of Umbara during the Republic invasion. Although Luco has no love for the Republic that defeated and occupied his planet, he's willing to set aside his differences to work with Zero Company.

Born into the ruthless noble House Mordant of Shu-Torun, Jae went offworld to build her own mining citadel on Luunata until the planet fell to the Separatists. She was instrumental in convincing the Republic to hire Zero Company, and she will not rest until Luunata is hers again.

This burly Felshi is a veteran crook and former prizefighter known for his cybernetic arm, namesake knockout punch, and rhyming speech pattern. He's an original species specifically created for this game.
You have the freedom to take whatever four-unit squad you want into battle, whether they're original characters or you custom-make them yourself. Their combat roles are determined by their Specialization, each of which has three unique abilities: an Ultimate, a Standard, and a Passive.
A frontline fighter who excels at maneuvering in battle to score medium- to close-range kills against targets hiding in cover.

An attacker who specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets.

A frontline tank with thick armor who stays out in the open to attract enemy attention and uses thick armor to soak up damage.

A backline support unit who can heal, protect, and boost their teammates both physically and psychologically.

A wildcard who is adept at taking advantage of situations without much preparation and making the most of every opportunity.

A tactical Operator trained in reconnaissance. Their planning and timing benefit their entire team, creating opportunities where none existed.

An expert marksman who excels at long-range engagements, focused on singling out and defeating chosen enemies.

A versatile attacker capable of engaging enemies at close- to medium-range with melee, grenades, heavy blaster fire, and a rocket launcher.

While the Clone Wars rage, a dangerous cult has taken root in the shadows and is spreading at an alarming rate. To fight against this insidious threat, you're going to need all the help you can get. And that goes beyond just the operators you take into battle.
Once a financial analyst for galactic megacorporations, now she handles finance and operations for Zero Company. She considers this a significant step down and isn't afraid to say it, but she's so good at her job that Hawks tolerates her rough edges.
His intelligence, ambition, and idealism have made him a rising star in Republic Intelligence. He's convinced that the Infinite Coil poses a far greater threat than his superiors realize and makes a gamble contracting Zero Company to hunt them down.
Nicknamed Meevo, he once served as an all-purpose medical evacuation droid, piloting his shuttle into danger, treating the wounded, and getting them out alive. Now he puts those talents, along with a healthy dose of snark, to work for Zero Company.
This aging Lasat brings a lifetime of underworld experience to Zero Company, where he runs the armory and maintains the Den. A fount of wisdom and advice, he seems happy to play out the last act of his storied career in a supporting role. Anything to avoid actual retirement.
A Separatist-aligned paramilitary cult led by Kundri Fathom. Every member, Fathom included, is infected with the Shadow Plague, a mysterious disease rumored to grant unnatural resilience and deadly abilities. The Coil preys on vulnerable populations across Republic worlds, and with every world they take, the plague spreads and their ranks swell.
The mysterious leader of the Infinite Coil who is the subject of much speculation. Some claim she wields the Force, while others insist she's a convincing charlatan. What is certain is that she's infected with the Shadow Plague and commands the unflinching loyalty of the Coil.
One of Fathom's most trusted lieutenants, he often leads the Infinite Coil into battle. He's a fearsome tactician and combatant, but he also keeps a code of honor and has been known to spare or release prisoners where other Coil leaders would not be so merciful.
Most tactical droids command droid armies and fleets, but Typhon specializes in asymmetrical warfare and precision strikes against vulnerable targets. Republic Intelligence reports note something strange: the droid appears to have developed a fixation on the Shadow Plague and the woman who embodies it, Kundri Fathom.
Once a Gallofree Yards bulk freighter known as the Denab Drifter, the Den has found a second life as Zero Company's base of operations, permanently docked at the Ring of Kafrene. This is where you'll get to know your crew members and use the many facilities to recruit new members, customize your operators, modify their loadout, spend focus points to upgrade them, and more.
At the Holotable in the center of the Den, you can take Zero Company on tactical missions where you command them in turn-based combat, send invidual operators on text-based Operations where your choices will determine their success or failure, and bolster your influence across 12 distinct zones on the Galaxy Map.
The Infinite Coil threatens to consume the galaxy if left unchecked, and it's up to you to stop them. Check out these videos to see more and get a glimpse of your operators in action.

Star Wars Zero Company™ is defined by the choices you make, but first you have to decide: which edition will you get?