Is STAR WARS Zero Company multiplayer?
No — single-player only at launch. There is no co-op deploy.
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.
| Fact | Detail |
|---|---|
| Platform | Steam · Epic · PS5 · Xbox Series X|S |
| Genre | Turn-based tactics · Clone Wars |
| Mode | Single-player only |
| Price | $49.99 PC · $59.99 consoles |
| Squad | Up to 4 Operators per mission |
| Roster | 7 → 20 Operators |
| Setting | Twilight of the Clone Wars |
| Verified | August 28, 2026 |
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.
| Stop | Do this | Skip this |
|---|---|---|
| Hawks create | Pick a Standard spec you will actually shoot | Exotic locks you do not own yet |
| The Den | Injuries, kit, one conversation | Every facility upgrade on sight |
| Holotable | One tactical mission you can finish | Every timed Operation on the map |
| Fight | Cover, 3 AP budget, one Advantage spend | Standing in the open to “finish faster” |
| Return | Medbay, Armory, Black Market glance | Redeploy on 2 Injuries |
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 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.
Matched by build plan, shared topics, and guide progression — not random related links.
Most tactical missions field four Operators. You are not collecting a raid roster — you are covering roles you can actually spend AP on.
| Slot | Who | Why this hour |
|---|---|---|
| 1 (required on story) | Hawks | Customizable leader. Immune to permadeath. Pick Assault or Soldier until you know the map. |
| 2 | Trick (CT-3301) | Early authored clone. Starts Soldier. Unique talent For My Brothers is built for getting shot. |
| 3 | Kabb Uppercut | Early authored Felshi. Starts Scoundrel. Uppercut is the melee knockback you will actually use. |
| 4 | Custom hire | Fill Medic or Scout if the authored three are all damage. Custom talent and spec are both swappable. |
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.
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.

| Spend | Typical use | Beginner trap |
|---|---|---|
| 2 AP move + 1 AP shot | Reach cover, take one attack | Walking into the open “to get closer” |
| 0–1 AP move + multi-shot | Gunslinger / pistol pressure | Firing from no cover because the target is “almost dead” |
| Reposition + Overwatch | Bad shot, chokepoint, leftover 1 AP | Forcing a 2 AP Longarm shot at 20% because it is “your turn” |
| Ability then shot | Bull Rush, mark, stim, then fire | Spending the whole turn on a setup with no follow-up |
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.
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.
| Situation | Spend or bank | Why |
|---|---|---|
| Opening pack of B1s in cover | Bank | Trash should fill the meter; ultimates belong on the elite that follows |
| Operator is AP-empty next to a marked target | Spend | Advantage is the only action left that turn |
| Tel-Rea or Cly is on the pad | Budget for them | Exotic kits drink the shared pool — your Soldier rocket is not the only customer |
| Meter at 9–10 before a story beat | Spend on a sure special | The cap is 10; extra Advantage is wasted |
| No special ready, fight not over | Bank | Do not panic-fire a 7-cost ult into one droid |
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.
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.

| Holotable pick | Costs | Pays | First-Cycle rule |
|---|---|---|---|
| Tactical Mission | A four-operator deploy | Credits, mods, utilities, Focus, Influence | Take one you can finish. Story/Critical first if it is up. |
| Operation | Intel (no isometric fight) | Credits, mods, Bonds, Influence, story pressure | Spend leftover Intel; do not bankrupt the next Cycle. |
| Skip a timed pin | Opportunity | Keeps Injuries and Intel intact | Correct. Timed does not mean mandatory. |
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.
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.
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.
| State | What you do |
|---|---|
| Downed in combat | Rally with an ally before the fight ends on their body |
| 1 Injury | Usable, but they are one bad map from 2. Do not greed Extreme pins. |
| 2 Injuries | Medbay 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. |
| Toggle | Permadeath can be turned off in settings. Find it before you care. |
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.
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.
Scan this before the second Holotable click. Each line is a Cycle you do not get back.
| Mistake | Fix |
|---|---|
| Skipping The Den after a win | Injuries, Black Market, kit — then Holotable |
| Dumping Advantage on the first B1 cluster | Bank for the elite or the AP-empty Operator |
| Forcing a 2 AP Longarm at a terrible hit chance | Reposition and Overwatch the cone |
| Benching Hawks on a story mission | Hawks 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 Operators | They fill Medic/Scout holes authored damage cannot |
| Spending every Intel pin | Timers expire; bankrupt Intel cancels next Operations |
| Redeploying at 2 Injuries | Medbay or swap. Three stacks can delete the Operator |
| Never checking permadeath settings | Toggle exists. Decide before a named death |
| Saving Focus for “later” | Bond rewards that grant Focus should be taken — talents need 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.
No — single-player only at launch. There is no co-op deploy.
Story missions typically require Hawks. Custom mercenaries and authored Operators fill the other three slots of the up to 4 operators per mission.
3 AP per turn for move, attack, ability, utility, or Overwatch. Advantage is a separate shared pool and does not spend AP.
Yes — there is a settings toggle. On the default rules, three Injuries can kill an Operator permanently. Hawks is immune. Full stack rules: permadeath.
Assault or Soldier. Both work with early maps and do not wait on Exotic locks. Spec list: classes.
Campaign length is commonly cited around 30–40 hours. Your Cycle count depends on how many optional Operations you chase.
Official EA Star Wars invite lives on the Discord page.
Lock a spec on classes, then combat for cover and Overwatch. Tips: tips.
August 28, 2026
Matched by build plan, shared topics, and guide progression — not random related links.