ZERO COMPANY
Threat Database

Enemies, Factions & Theaters

Zero Company fights across 13 worlds against 3 confirmed factions. Each faction has a distinct counter — bringing the wrong tool is what turns a routine deployment into a casualty report.

ByZero Company Guide Team
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Enemy Factions

Three confirmed opposing forces, each with a recommended counter.

Separatist Alliance

Remnant battle droids from the Clone Wars.

Counter

Ion weaponry

The Infinite Coil

Force-enhanced assault troopers and rare Seer elites.

Counter

Kill priority targets fast

Outlaws

Syndicate fighters relying on numbers.

Counter

Crowd control

Confirmed Threat Types

Unit archetypes confirmed by public sources, with the practical answer to each.

Droideka

Shielded heavy unit. Ion effects are the reliable answer — the Separatist counter list names ion weaponry directly.

Separatist assault droids

Standard line infantry. Dies to sustained fire and flanking, but punishes operators caught out of cover.

Seer

Rare elite that has to be removed in a single hit. Plan a burst turn around it rather than trading shots across several turns.

Infinite Coil Force-enhanced troopers

Force-enhanced infantry backing the Coil. Priority targets — the faction counter is to kill them fast, not to out-grind them.

Theaters of War

13 confirmed campaign locations. Mission availability and Zone Influence shift across these worlds as Cycles pass.

SerolonisVandorMapuzoAnaxesLothalCourtsiliusLuunataRing of KafreneThe CaissonDantooineBespinOnderonRyloth

Field Doctrine

Practical rules that hold across every faction.

  • Carry ion capability into Separatist deployments. Shielded units like Droidekas stall a squad that brought only raw damage.
  • Identify the Coil's priority targets on turn one. Their counter is speed — extended trades favour them.
  • Never burn your entire AP pool on one target. Leaving an operative on Overwatch is what stops flankers from punishing an aggressive turn.
  • Seer elites demand a burst plan, not attrition. Hold a high-damage cooldown for them instead of spending it on line infantry.
  • Outlaws rely on numbers, so crowd control is the counter — Scoundrel and Jedi disruption scale with how clustered the enemy is.

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