Star Wars Zero Company is set in the twilight of the Clone Wars. Official materials place it in the final stage of the conflict rather than pinning down a single year. Fan and media sources commonly date the opening to around 19 BBY, shortly before the events of Revenge of the Sith.
Hawks and Zero Company
You play as Hawks, a disgraced former Republic captain who now leads Zero Company, a for-hire outfit of professionals operating from The Den — a converted freighter docked at the Ring of Kafrene. Zero Company handles the covert work the Republic and the Jedi Council cannot officially acknowledge.
The Infinite Coil
The campaign's central antagonist is Kundri Fathom, leader of the Infinite Coil — a Separatist-aligned paramilitary cult that spreads the Shadow Plague and converts vulnerable populations into its ranks. The Coil preys on worlds the Republic has left exposed, and every world it takes strengthens it.
Three Enemy Forces
The campaign pits Zero Company against three distinct threats:
- The Infinite Coil — the central cult, whose leaders must be taken down in a deliberate order.
- The Separatist droid army — mass-produced battle droids, commando droids, droidekas, and super tactical droids, countered most effectively with ion weaponry.
- Outlaws — smugglers, raiders, and hired guns who fight with numbers and ambushes.
See the units and counter-tactics on the Enemies page.
The Story Crosses Order 66
The campaign does not end before the Republic falls. In the later chapters, Palpatine declares the Jedi traitors, the Galactic Empire replaces the Republic, and Order 66 activates the inhibitor chip of clone operator Trick. Zero Company eventually crosses paths with Captain Rex, reaches Imperial-occupied Umbara, and works with local resistance to get Trick back before rebuilding Zero Company for the final pursuit of Fathom.