Story
Narrative FocusDesigned for players who want to experience the Clone Wars story without grueling tactical penalties.
Zero Company runs on a three-phase Cycle: prepare at The Den, spend Intel on Holo-map Operations, then deploy on one tactical mission. Time only advances when a mission completes — but missions carry Cycle timers and expire permanently. Understanding this loop is the difference between a clean campaign and a collapsed one.
Every Cycle runs through these three phases in order.
Heal, respec, recruit, train and choose where to deploy next.
Non-combat text Operations that consume Intel. Run as many as Intel allows.
One turn-based deployment per Cycle. Completing it advances time.
4 difficulty levels. Enemy durability, accuracy and injury recovery all scale — the Bacta Tank is disabled entirely on Hard and Expert.
Designed for players who want to experience the Clone Wars story without grueling tactical penalties.
The intended tactical balance. Errors can be punished, but smart positioning and Medbay usage will carry the squad.
Enemies use flanking and focus-fire aggressively. Bacta Tank instant heals are disabled, requiring deep roster rotation.
Unforgiving tactical combat where any exposed operator faces instant elimination. For hardcore strategy veterans.
The hardest way to play. Every rule below compounds: one save, real permadeath, and a campaign that ends if Hawks falls.
Single Save File: The game saves automatically after every action and turn; manual reloading is disabled.
True Permadeath: Lost operators are permanently eliminated from the campaign and cannot be revived.
No Bacta Skip on Higher Difficulties: Injured operators must sit out complete Cycles in the Medbay.
Expiring Timers Are Final: Missed missions and failed Operations permanently alter galactic influence.
Campaign Resets on Hawks' Death: If the commander falls in a critical story mission, the campaign ends.
Deployments are not all the same — Operations never enter combat at all.
Advance the campaign narrative. Briefer labels them 'Campaign Mission'. The most complex — multiple combat encounters plus third-person exploration phases.
Optional missions tied to a specific squad member. Unlocked by talking to that companion in The Den between missions.
Optional combat with resources and rewards. Single-area, self-contained objectives, all handcrafted.
Non-combat text adventures on the Holo-map. Consume Intel to run; can be run multiple times per Cycle.
Intel is the resource that gates Holo-map Operations, which in turn produce more Intel — deciding when to convert Intel into Operation runs versus saving it is a core campaign economy decision.