ZERO COMPANY
Allegiance Index

Factions & Allegiances

Zero Company is a small strike team punching above its weight against several entrenched powers. Knowing who you fight — and what each faction is weak to — is the difference between a clean deployment and a casualty report.

ByZero Company Guide Team
Last updated:

Your Side — Zero Company

Player faction

Zero Company

The player's ragtag strike team, assembled by former Republic officer Hawks in the aftermath of the Clone Wars. Operating from their mobile base — The Den — Zero Company recruits a roster of up to 20 Operators per campaign, mixing named Bespoke companions with procedurally generated mercenaries and astromech droids. The campaign's final mission, "The Infinite Coil", is the direct confrontation with the faction that drove the war.

How to fight

You set the tempo — pick your deployments, grow Bonds between Operators, and out-adapt every enemy faction below.

Enemy Factions (3)

Three confirmed opposing powers, 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

Field Doctrine

  • 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.
  • 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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