STAR WARS Zero Company Story
The story follows Hawks, a former Republic officer leading Zero Company against Kundri Fathom and the Infinite Coil near the end of the Clone Wars.
The premise
Hawks leads Zero Company, an unconventional squad of mercenaries, former soldiers, specialists, and other recruits. What begins as contract work pulls the team into a larger conflict involving the Infinite Coil, a dangerous faction led by Kundri Fathom.
When it takes place
The campaign is set in the twilight of the Clone Wars. That gives the story room to use familiar Star Wars institutions and war-era tensions while focusing on a new group operating away from the most famous front-line battles.
The squad is part of the story
Authored Operators are not just combat pieces. Characters such as Trick, Tel-Rea Vokoss, Cly Kullervo, Luco Bronc, Kabb Uppercut, and Jae Mordant have their own identities and relationships with Hawks. Bonds develop through missions, Operations, and time at The Den, tying character progression to the campaign structure.
Is the story branching?
The validated official research describes the overall story as linear, with the conclusion largely the same rather than a set of completely different endings. Optional missions, Operations, Bonds, and character outcomes can still change parts of the journey.
How long is the main story?
The official Q&A estimate in the validated research is roughly 30–40 hours for the main story. Actual time will vary with difficulty, optional work, and how much squad management you do between Critical Missions.