STAR WARS Zero Company beginner guide

STAR WARS Zero Company Beginner Guide

STAR WARS Zero Company beginner guide: first Cycle at The Den, kit Hawks plus three Operators, spend 3 AP, and bank Advantage. Unofficial. Verified Aug 2026.

First Cycle habits: The Den, squad deploy, and tactical basics.

~10 min read

At A Glance

This STAR WARS Zero Company beginner guide is the first-Cycle order for STAR WARS Zero Company by Bit Reactor, published by Electronic Arts (Steam AppID 2075800). You lead Hawks and Zero Company from The Den, pick a Tactical Mission or Operation on the Holotable, then deploy up to four Operators. Full release August 27, 2026 · verified August 28, 2026. Buy on Steam.

FactDetail
PlatformSteam · Epic · PS5 · Xbox Series X|S
GenreTurn-based tactics · Clone Wars
ModeSingle-player only
Price$49.99 PC · $59.99 consoles
SquadUp to 4 Operators per mission
Roster7 → 20 Operators
SettingTwilight of the Clone Wars
VerifiedAugust 28, 2026

What should I do in my first STAR WARS Zero Company Cycle?

Hour one is a Cycle, not a tour of every menu. Confirm you launched STAR WARS Zero Company, customize Hawks, walk The Den, then take one Holotable action and come back. Everything else waits.

StopDo thisSkip this
Hawks createPick a Standard spec you will actually shootExotic locks you do not own yet
The DenInjuries, kit, one conversationEvery facility upgrade on sight
HolotableOne tactical mission you can finishEvery timed Operation on the map
FightCover, 3 AP budget, one Advantage spendStanding in the open to “finish faster”
ReturnMedbay, Armory, Black Market glanceRedeploy on 2 Injuries
  • Do01Customize Hawks — gender, species, appearance, outfit, name, and a Standard specialization
  • Do02Walk The Den — talk, check the Armory, and look at Injuries before you deploy
  • Do03Field Hawks plus three Operators (authored first, custom to fill a hole)
  • Do04Spend 3 AP per Operator; bank Advantage for a special, do not dump it on trash
  • Do05Return, restock Credits / Intel / Focus, then pick the next Holotable action

The Den is the clock, not a lobby

Between fights the camera drops into third person inside The Den (Ring of Kafrene). This is where you treat Injuries, recruit, kit weapons and mods, spend Focus, and talk for Bonds. The Holotable is the strategic layer: current Cycle, Tactical Missions, Operations, and Influence. Walk the rooms once so the next deploy is a checklist, not a scavenger hunt.

Story missions want Hawks

Story missions typically require Hawks on the four-operator squad. Custom mercenaries and later authored Operators fill the other three slots. Do not bench Hawks to “try a cooler roster” on a story beat — the slot is reserved.

Once Hawks has a spec and The Den is not a maze, the next decision is who stands in the other three tiles.

Next: Lock a class

Matched by build plan, shared topics, and guide progression — not random related links.

How do I kit Hawks and a four-operator squad?

Most tactical missions field four Operators. You are not collecting a raid roster — you are covering roles you can actually spend AP on.

SlotWhoWhy this hour
1 (required on story)HawksCustomizable leader. Immune to permadeath. Pick Assault or Soldier until you know the map.
2Trick (CT-3301)Early authored clone. Starts Soldier. Unique talent For My Brothers is built for getting shot.
3Kabb UppercutEarly authored Felshi. Starts Scoundrel. Uppercut is the melee knockback you will actually use.
4Custom hireFill Medic or Scout if the authored three are all damage. Custom talent and spec are both swappable.

Authored vs custom is not a power split

Authored Operators bring a locked unique talent and story. Custom Operators let you pick both specialization and talent. For a hole in the first four, a custom Medic or Scout is often more useful than forcing a third damage spec onto someone you like. Full names and locks live on operators.

Do not wait for Exotic to start

Jedi Padawan (Tel-Rea Vokoss) and Mandalorian Warrior (Cly Kullervo) are Exotic locks you meet later. Astromechs unlock via The Den’s droid path (community: “Repair Bay” — unverified label) and do not carry blasters. Hour one is eight Standard specs — Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, Soldier. Contrast table: classes.

With four names on the pad, the fight is an Action Point budget, not a cutscene.

How do I spend 3 AP without wasting a turn?

Each Operator starts the turn with 3 Action Points. Move, shoot, ability, utility, and Overwatch all draw from the same three. Longer walks cost more AP. This is the whole turn — not move-then-shoot.

STAR WARS Zero Company squad spending Action Points in a tactical turn
SpendTypical useBeginner trap
2 AP move + 1 AP shotReach cover, take one attackWalking into the open “to get closer”
0–1 AP move + multi-shotGunslinger / pistol pressureFiring from no cover because the target is “almost dead”
Reposition + OverwatchBad shot, chokepoint, leftover 1 APForcing a 2 AP Longarm shot at 20% because it is “your turn”
Ability then shotBull Rush, mark, stim, then fireSpending the whole turn on a setup with no follow-up

Weapon AP is not cosmetic

Pistol shots are cheap (1 AP). Rifle is 1 AP on the first shot, 2 AP after. Repeater spends remaining AP. Longarm is 2 AP per shot. A Sharpshooter who walked too far cannot afford the Longarm — Overwatch still fires on leftover AP, even 1. Full costs: weapons.

Overwatch is the leftover-AP button

Overwatch is a cone, not a 360° aura. If the hit chance on your turn is garbage, spend the last point on a cone across the door the enemy has to use. Mechanics and flanking: combat.

AP is personal. Advantage is not — and that is the resource new players dump first.

When do I bank Advantage instead of spending it?

Advantage is a squad-wide pool (cap 10). You bank it by damaging and dropping enemies. Specials spend Advantage and do not cost AP, which is why a turn that looks empty can still fire a Rocket Strike or Open Fire.

SituationSpend or bankWhy
Opening pack of B1s in coverBankTrash should fill the meter; ultimates belong on the elite that follows
Operator is AP-empty next to a marked targetSpendAdvantage is the only action left that turn
Tel-Rea or Cly is on the padBudget for themExotic kits drink the shared pool — your Soldier rocket is not the only customer
Meter at 9–10 before a story beatSpend on a sure specialThe cap is 10; extra Advantage is wasted
No special ready, fight not overBankDo not panic-fire a 7-cost ult into one droid

Shared means one meter, four mouths

Scout is the Standard spec that exists to fill this meter. If hour-one fights feel “I never have enough for the rocket,” you do not have a Soldier problem — you have a generation problem. Pair Scout with whoever owns the expensive ultimate.

Do not save forever either

A full bar that dies with the mission is a wasted bar. Spend when a special changes the map: disorient a cluster, finish a Downed-threat, or give the AP-empty Operator something to do.

The Holotable decides whether you even take that fight — and Intel does not refresh if you stare at every pin.

What should I pick on the Holotable first?

After The Den, the Holotable (galaxy map) is the Cycle planner. Tactical Missions are the four-operator fights. Operations spend Intel off the battlefield. Both sit on timers. You will not clear every pin.

STAR WARS Zero Company The Den hub walk before Holotable deploy
Holotable pickCostsPaysFirst-Cycle rule
Tactical MissionA four-operator deployCredits, mods, utilities, Focus, InfluenceTake one you can finish. Story/Critical first if it is up.
OperationIntel (no isometric fight)Credits, mods, Bonds, Influence, story pressureSpend leftover Intel; do not bankrupt the next Cycle.
Skip a timed pinOpportunityKeeps Injuries and Intel intactCorrect. Timed does not mean mandatory.

Intel is a vote, not a collectible

Tactical missions feed Intel. Operations spend it. If every Operation looks good, pick the one that buys Medbay breathing room or a weapon mod you will equip this session — not the lore pin you can live without. Mission types: missions. Den upgrades: the den.

Black Market between deploys

Check the Black Market when you return. New weapon types and better utilities show up between Cycles. Credits you chase on the map exist to be spent here, not to sit in a pile while you run a 2-Injury Operator again.

Injuries are the reason that “one more mission” plan fails.

How do I treat Injuries before the next deploy?

When an Operator hits 0 HP they go Downed and take an Injury. An ally can Rally them back into the fight. Injuries persist after the map. On standard rules, three Injuries can permadeath that Operator — except Hawks, who is immune.

StateWhat you do
Downed in combatRally with an ally before the fight ends on their body
1 InjuryUsable, but they are one bad map from 2. Do not greed Extreme pins.
2 InjuriesMedbay before the next deploy. Bench them on custom/authored backups.
3 Injuries (permadeath on)That Operator is gone; story adapts. Hawks cannot be lost this way.
TogglePermadeath can be turned off in settings. Find it before you care.

Hawks is the only permadeath exception

Do not learn the Injury stack on Trick or Tel-Rea. Authored deaths close plot threads. Custom hires are replaceable; named Operators are not. Toggle details: permadeath.

Medbay is part of the Den loop

Treat Injuries as a Cycle cost, same as Intel. A “healthy” roster that never visits Medbay is a roster you have not pushed — or one you are about to brick.

The list below is the hour-one failure list, not a second copy of this table.

What beginner mistakes stall hour one?

Scan this before the second Holotable click. Each line is a Cycle you do not get back.

MistakeFix
Skipping The Den after a winInjuries, Black Market, kit — then Holotable
Dumping Advantage on the first B1 clusterBank for the elite or the AP-empty Operator
Forcing a 2 AP Longarm at a terrible hit chanceReposition and Overwatch the cone
Benching Hawks on a story missionHawks is required; customize the spec instead
Waiting for Tel-Rea or Cly to “start playing”Eight Standard specs are the whole early game
Ignoring custom OperatorsThey fill Medic/Scout holes authored damage cannot
Spending every Intel pinTimers expire; bankrupt Intel cancels next Operations
Redeploying at 2 InjuriesMedbay or swap. Three stacks can delete the Operator
Never checking permadeath settingsToggle exists. Decide before a named death
Saving Focus for “later”Bond rewards that grant Focus should be taken — talents need them

One habit that fixes most of them

Before you confirm deploy: Hawks on the pad, no 2-Injury bodies, one plan for Advantage, one plan for leftover AP. Two seconds there prevents the “why is my roster empty” Cycle.

When that loop is automatic, lock a class on purpose instead of whatever Hawks spawned with.

STAR WARS Zero Company beginner FAQ

Is STAR WARS Zero Company multiplayer?

No — single-player only at launch. There is no co-op deploy.

Do I have to bring Hawks?

Story missions typically require Hawks. Custom mercenaries and authored Operators fill the other three slots of the up to 4 operators per mission.

How many Action Points does each Operator get?

3 AP per turn for move, attack, ability, utility, or Overwatch. Advantage is a separate shared pool and does not spend AP.

Can I turn off permadeath?

Yes — there is a settings toggle. On the default rules, three Injuries can kill an Operator permanently. Hawks is immune. Full stack rules: permadeath.

What class should Hawks take first?

Assault or Soldier. Both work with early maps and do not wait on Exotic locks. Spec list: classes.

How long is STAR WARS Zero Company?

Campaign length is commonly cited around 30–40 hours. Your Cycle count depends on how many optional Operations you chase.

Where is Discord?

Official EA Star Wars invite lives on the Discord page.

What should I read next?

Lock a spec on classes, then combat for cover and Overwatch. Tips: tips.

Last verified?

August 28, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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