ZERO COMPANY
Systems Reference

Mechanics & Campaign Systems

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.

ByZero Company Guide Team
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The Cycle Loop

Every Cycle runs through these three phases in order.

1

The Den (base)

Heal, respec, recruit, train and choose where to deploy next.

2

Holo-map (Operations)

Non-combat text Operations that consume Intel. Run as many as Intel allows.

3

One tactical mission

One turn-based deployment per Cycle. Completing it advances time.

Cycle Rules

  • One tactical mission per Cycle — time advances after it completes.
  • Operations are not limited per Cycle — run as many as Intel allows.
  • Missions have Cycle timers and permanently disappear if left too long.
  • It is impossible to complete every mission in a single campaign.
  • Difficulty ratings: Risky → Dangerous → Extreme.
  • Critical-flagged missions are required for the main story.

Difficulty Settings

4 difficulty levels. Enemy durability, accuracy and injury recovery all scale — the Bacta Tank is disabled entirely on Hard and Expert.

Story

Narrative Focus

Designed for players who want to experience the Clone Wars story without grueling tactical penalties.

Enemy HPLow (-25%)
Enemy AccuracyLenient
Injury RulesMinor (heals in 1 cycle)
Bacta TankAvailable

Normal

Standard Experience

The intended tactical balance. Errors can be punished, but smart positioning and Medbay usage will carry the squad.

Enemy HPStandard (100%)
Enemy AccuracyBalanced
Injury RulesStandard (1-2 cycles)
Bacta TankAvailable

Hard

Veteran Tactics

Enemies use flanking and focus-fire aggressively. Bacta Tank instant heals are disabled, requiring deep roster rotation.

Enemy HPHigh (+25%)
Enemy AccuracyAggressive
Injury RulesSevere (2-3 cycles)
Bacta TankDisabled

Expert

Extreme Challenge

Unforgiving tactical combat where any exposed operator faces instant elimination. For hardcore strategy veterans.

Enemy HPMaximum (+50%)
Enemy AccuracyDeadly
Injury RulesCritical (3+ cycles)
Bacta TankDisabled

Beskar Mode — Ironman Rules

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.

Mission Types

Deployments are not all the same — Operations never enter combat at all.

Story

Advance the campaign narrative. Briefer labels them 'Campaign Mission'. The most complex — multiple combat encounters plus third-person exploration phases.

Companion

Optional missions tied to a specific squad member. Unlocked by talking to that companion in The Den between missions.

Skirmish

Optional combat with resources and rewards. Single-area, self-contained objectives, all handcrafted.

Operation

Non-combat text adventures on the Holo-map. Consume Intel to run; can be run multiple times per Cycle.

Tactical Objective Types

  • Demolition — plant charges and extract
  • Rescue — hostage extraction
  • Elite Elimination — remove one or more priority targets
  • Supply Escort — hold a position
  • Extraction — escape the area
  • Narrative — story missions built around a single hero

Reward Types

CreditsWeapon ModsUtilitiesFocus PointsZone InfluenceIntelContacts

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.

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