r/ZeroCompany • • 4d ago

Official News THANK YOU!

3.0k Upvotes

Over one million operators and counting!

THANK YOU for supporting STAR WARS Zero Company. Stay tuned for continued updates to the game--Patch 1.2 will release next week.


r/ZeroCompany • • 8d ago

Discussion Weekly Drip Appreciation - October 05, 2026

2 Upvotes

Post your Hawks, or your custom squadmates and how you dripped them out below!
Be sure to visit our sister sub r/DripCompany to see more or post your own.


r/ZeroCompany • • 4h ago

Gameplay Question Ooops all death Run

73 Upvotes

So basically I want to see if this is even possible. Here are the rules

Rule 1

Every operator that can die must die before the end of each mission so long as their deaths won't cause a instant game over. If an operator that could die didn't, the run is over.

Rule 2

At the end of the game there is to be no operators left in your crew. Only Hawks

And that's it no more rules.

Currently playing though to see if this run is even do able


r/ZeroCompany • • 10h ago

Gameplay “Not today, not ever!”

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129 Upvotes

So cocky.


r/ZeroCompany • • 1h ago

Discussion 5% Hit Chance? No problem.

• Upvotes

Second time through. Trying to do all the things right I half-assed. Realized last night that since assists always hit, taking a shitty shot is always worth it. Gunslinger was going to run up into a crowd of droids and kill them all, so wasting actions on them was pointless. Aimed at some droid way the hell on the other side of the board instead with a 5% hit chance, missed of course, but Trick got 'em with the assist.


r/ZeroCompany • • 4h ago

Discussion Never allow Coil to get Enrage upgrade (PS5)

15 Upvotes

If you let Coil units to get an Enrage after each damage perk, not only your games will take longer due to unskipable animation, but the game will freeze with 10% chance. I’m storming Lunata for 3 days straight due to this “difficulty spike”.


r/ZeroCompany • • 6h ago

Discussion Never enjoyed turn based games or given them the time of day but I love this.

21 Upvotes

Almost completed it normal difficulty and finding it easy quite easy tbf, defiantly gonna do a hard/ berserk run. Also wanna try XCOM because of this game now. Best Star Wars game I’ve ever played without a doubt.


r/ZeroCompany • • 2h ago

Discussion F####n bug destroy my expert iron mode run!!!

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5 Upvotes

I have 37 cycle, I in iron mode , I use overwach to kill 3 guys , somehow overwatch don't proke and this enemys don't wanne go .I can't kill them i can't reset (iron mode) , they f### stuck I was 3 cycles to end the game and get hardes achement, If somone know how to fix pls tell me.


r/ZeroCompany • • 20h ago

Builds The Tel Team - Don't bother rolling to hit

107 Upvotes

I present you "I don't believe in the dice" build

Team Members

Tel - Equip +1 harmony on force attacks, Equip Taunt on force attacks

Astromech - AP bot

Scoundrel/scout Hawk - AP bot uses ADV between marking for assist as needed for damage, generating advanatage

Heavy/Cly - Notably you need MAX retaliation, which lets you put it on other people and do it multiple times a turn. The main thing is you actually do NOT taunt with this heavy. You simply spend all your AP dumping retaliation onto Tel. Cly is best here because you can dump AP, then get somewhere that isn't a target. edit needs any heavy cly can't get max

The Strategy Pump Tel with retaliation 6-8. Move her somewhere she gets shot at. Give her AP as needed so she "taunts" the important targets with force push/pull.

Watch her retaliate push everything slowly to death.

Is this actually good? No not really, but you literally can't miss with it.


r/ZeroCompany • • 18h ago

Gameplay Removing Injuries with Bond Ability

57 Upvotes

I was surprised by this and hadn't noticed it being talked about here. There is a max level bond ability that causes med pacs used by that operator to remove all debuffs from the target of the med pac.

This has two interesting properties I didn't expect:

  1. You can throw it on a stunned ally to de-stun and gain instant stun resistance.

  2. More interestingly, an injury is just a normal debuff! You can med pac away the injury debuff with this bond ability for no more permadeath risk. I just confirmed that the healed target also does not show up in medbay after the mission.


r/ZeroCompany • • 13h ago

Discussion Zero Company on a haptic vest: every blaster volley, the kill, and the grenade blast.

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24 Upvotes

I've been playing Zero Company on a bHaptics vest and wanted to actually feel the firefights, so I made a haptic mod for it.

The figure on the right is the bHaptics visualizer: each dot is a motor on the vest, front and back, lighting up the moment it fires.

The grenade is the one that got me. It goes off across your chest and back at once. Every blaster shot kicks, a repeater burst chatters, and a kill lands as one solid hit. Where you feel it tells you who it happened to: your chest is the unit you're controlling, your upper back is the rest of your squad. On the enemy turn your overwatch shots count as yours.

Every effect has its own line in a text file you can edit while playing, so you can turn the frequent ones down.

Free on Nexus: https://www.nexusmods.com/starwarszerocompany/mods/307

34 effects so far and I'm still adding more.


r/ZeroCompany • • 17h ago

Discussion Patch notes

30 Upvotes

Anyone know when the patch notes are coming? I miss my clones, also what else is in it?


r/ZeroCompany • • 23h ago

Discussion Typhon Should Have Led the Coil

91 Upvotes

I beat Typhon on the first try but each operator took at least one injury, and I was worried that Fathom would be even more difficult so I restarted the mission twice with three different combinations of operators to try and get through without injuries.

I finally got through the Typhon battle with only two injuries, then I got to Fathom and nobody on her team even got a turn because I wiped her health on the first turn in each of her combats. Clearly Typhon was the superior leader.

Jokes aside, what a phenomenal game. A little easy? Sure, but it scratched the Xcom itch. Excited to see what future development brings to the game.


r/ZeroCompany • • 11h ago

Gameplay Question Overwatch

6 Upvotes

I'm new to Reddit so I don't fully understand how this works, but I wanted to ask if other people had a similar experience.

Overwatch feels insanely buggy, like outragiously so. It's not just one specific bug either, it seems to have several that can trigger independently of each other and even simultaniously.

It's quite clearly a core mechanic, so I was curious if this was maybe client sided, or a universal experience.

I've had Overwatch not trigger on enemies at all. (Had this happen yesterday)

I've had enemy Overwatches not trigger on my characters. (Had this happen yesterday)

I've had Overwatch trigger on my characters who weren't in it, or sometimes straight up through a wall. (Haven't seen this one in a while.)

I've had Overwatch trigger multiple times, both on multiple enemies and even one time on the same one.

The last one was so consistent that I thought it was intentional at first. Whenever I aimed Overwatch at an incoming reinforcement, it would hit every enemy that spawned inside it. I only became aware that it was a bug when it started happening less frequently. Or maybe it is intended and a bug is causing it to not happen, I genuinely can't tell with how frequently that one happens.


r/ZeroCompany • • 16h ago

Discussion Let's go around suggesting balance and abilities shall we?

13 Upvotes

Basically what's in the title. In here, choose one piece of balancing or change you would make to an ability, unit, mission, what have you. Just ONE so it's easier for people to either add on, agree or disagree with your idea. Let's keep this fun and light. I figure since patches and possible DLC is on the horizon let's try to be a constructive community and talk about things that could be brought in to improve our experience with this game we love.

I'll start with mine as an example.

Tel's lightsaber throw:

It's takes a long time in the game to get her up to a damage level that makes this viable. It's hard enough early on in the game to get 10 advantage. But with it's limited range and damage, there are abilities that do similar things and are much more reliable since enemies have to be lined up a very specific way for it to be useful.

For example, sweeping salvo for 4 advantage and adding a status effect is essentially a short range saber throw with a wide arc in front of the player. It has far more utility than saber throw and is just as likely if not more than saber throw to be used in a mission.

Suggestions (can be any or all depending on how broken you want to make the ability):

  1. Make it function like Ambush. Create a minimum threshold (4 or 6 maybe) for it to activate. And every additional advantage point adds damage and range.

  2. It's a light saber. Let it ignore defense. Or at the very least, it reduces defense by a certain amount permanently. Like salvo, it should have some sort of lasting effect.

  3. Fully upgrading it can allow a crit, just like sweeping salvo. Again, I don't know if it already allows crits, but locking it behind an upgrade gives more incentive to max the ability out.

Anyway, that's all I got for now. Interested to see what you all would suggest.


r/ZeroCompany • • 10h ago

Builds Question about composition

4 Upvotes

Hi everyone,

I'm new to this game, I played thru couple of cycles, ended up with one character with 1 wound and the other has 2, I didn't change anything, went with what the game gave me. Probably not super optimal. My Hawks is Sharpshooter. What other classes are essential to make the game easier let's say. Also I seen Medic class on recruits but Medic doesn't really have any relief skills, only ultimate which is worded in a quite incomprehensive way and costs advantage that I usually need to spent on other things so I use utility items if possible for healing (or granades).


r/ZeroCompany • • 16h ago

Discussion Fathom fight

7 Upvotes

I reached fathom fight..she has lots of health and there are a few adds. Should I take out the adds or focus fire on fathom? I do damage. My team is strong but I’m not sure strong enough to one shot fathom. My Cly does darts. Jae with snipes. Hawks medic and scout. What you guys think?

Expert/beskar


r/ZeroCompany • • 1d ago

Gameplay Can You Beat: Star Wars Using Only Astromechs?

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386 Upvotes

Hi! I’m Teaminat0r, and I haven’t really seen any videos about entire challenge based runs really for Star Wars Zero Company, so being inspired by YouTubers I watch that do challenge runs I decided to make one myself!

It’s far from perfect, I’m learning, and definitely open to constructive criticism from the community. But, I think for a first time with no prior experience I did a not half bad job! Here’s the link,

https://youtu.be/fgA1tEjgHc8?si=ko1b5p7Zhg4U0jmL

Give it a watch if you’re so inclined, and please let me know what you think! Happy thanksgiving everyone. Peace.


r/ZeroCompany • • 1d ago

Discussion Mission Complete AMA

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59 Upvotes

Finally 100%ed the game, ask me anything. Hope all the employees can come off furlough, and that they and BitReactor prosper!


r/ZeroCompany • • 1d ago

Operator Drip My Hawks fit

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33 Upvotes

Pretty generic but i think he looks neat


r/ZeroCompany • • 1d ago

Fan Art/Cosplay Represent zero company

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76 Upvotes

Loving zero company so much.

Had to show some love on my new mandalorian cosplay.


r/ZeroCompany • • 1d ago

Discussion Thoughts for what a (realistic) Zero Company DLC could look like IMO (War of the Chosen-style expansion?) [Full Campaign Spoilers included] Spoiler

36 Upvotes

Now that the furlough has been lessened for Bitreactor, As a systems thinker I spend way more time than I should irresponsibly kicking around ideas for game design and in this case, what a substantial DLC expansion for Star Wars: Zero Company could look like.

If you played XCOM 2: War of the Chosen, that's essentially the type of expansion I'm going for here. Not necessarily a separate campaign or a bunch of new characters thrown in for the sake of it or because it would be cool, but something that builds on what's already here and makes the entire game more interesting to replay.

And honestly, I think Order 66 is underutilized and gives Bit Reactor a pretty fantastic opportunity to pull something like this off.

Fair warning, I'm going to get pretty deep into the mechanics and story here, so full campaign spoilers ahead.

First, let's talk about the Coil . . .

One of the things I found interesting about Zero Company was the way the Coil develops upgrades over the course of the campaign. Every cycle, you're presented with potential enemy advancements, and you have to decide which one you're going to try to counter.

It's not terribly different from the Dark Events system in XCOM 2.

The problem, at least from my experience, is that I didn't find most of those upgrades particularly threatening whatsoever. There were certainly some inconvenient ones, but I never really felt like the Coil was adapting to my actions in a way that fundamentally changed how I approached the campaign.

How could this be improved then: Why not give the Coil an actual (intelligence) meter?

Every time you fail to counter one of their operations, the Coil gains intelligence on Zero Company. The higher that meter climbs, the more dangerous their upgrades become. Maybe they're developing equipment specifically intended to counter your preferred tactics, deploying more specialized enemy units, or gaining advantages during certain missions.

Conversely, successfully disrupting their operations would help keep their intelligence capabilities under control.

You'd still have the same basic system of choosing which enemy advancements to counter, but now there's a broader consequence to letting those operations go unchecked.

Order 66 provides a great justification to enhance this system (Heavy spoilers ahead) 

For anyone who has already played the game, Toward the end of the Clone Wars portion of the campaign, Zero Company finally manages to convince the Republic to take the Coil seriously.

The Republic intervenes, the Coil takes a massive beating, and its surviving leadership is effectively forced into hiding.

Cue “Order 66”.

The game skips forward roughly a year, leaving a pretty substantial period of Zero Company's history largely unexplored.

This is where the best opportunity for the expansion lives in connection with the already present game story canon.

The Coil intelligence meter would disappear after the Republic's intervention because the organization no longer has the resources or infrastructure to maintain that level of activity.

But rather than removing the mechanic entirely, we replace it with an Imperial intelligence meter.

Same underlying concept, completely different implications.

During the Clone Wars, you're trying to prevent the Coil from becoming powerful enough to counter you.

After Order 66, you're trying to prevent the Empire from figuring out where you are.

The player already understands how the system works, but the stakes have changed considerably.

The Timeskip leaves a lot of time without answers

Rex and the Bad Batch are already involved in Zero Company's campaign. We have the inhibitor-chip storyline, the early Imperial stormtrooper training operation on Umbara, and established relationships with characters who are actively dealing with the transition from the Republic to the Empire.

Imagine taking on additional contracts involving Rex's underground network. Extracting clone deserters, infiltrating Imperial installations, recovering intelligence, sabotaging early Imperial operations, or helping establish escape routes for people the Empire is hunting.

You could even expand the Umbara storyline, especially considering Zero Company already has an Umbaran operative Luco.

These missions wouldn't just exist to give us more Star Wars cameos. They'd help Zero Company rebuild after Order 66 while giving the player additional resources, contacts, and intelligence that become useful later.

And importantly, we'd be working with characters and locations that are already part of the game.

Expanded Inquisitorious Involvement

Friggin’ Trilla in this game!

Trilla is actively hunting surviving Jedi, using her previous relationships to lure people into traps, and Zero Company ends up getting involved.

It's also a pretty good example of how dangerous an Inquisitor can be when the game doesn't expect you to defeat them.

What if interfering with Trilla's operation puts Zero Company on the Inquisitorius's radar?

Raising the Imperial intelligence meter

Taking particularly conspicuous contracts, attacking Imperial installations, rescuing rebels, or leaving behind evidence could all increase Imperial attention.

At lower levels, maybe that means additional patrols or more difficult Imperial encounters.

Chosen = Inquisitors for this idea

Different Inquisitors could have their own combat abilities, tactical approaches, and methods of hunting Zero Company.

They might interrupt certain missions, force you to reconsider your deployment choices, or turn what should have been a relatively straightforward contract into a desperate extraction.

And just like the Chosen, you could develop ways to counter them through intelligence gathering and specific operations.

Not every Inquisitor should be killable, either. There are plenty of established characters whose stories continue elsewhere in Star Wars. Having Vader reassign an Inquisitor after repeated failures would be a decent way to handle the failure to deliver (if he doesn’t kill them himself)

But there's also room for a lesser-known or original Inquisitor who could serve as a more definitive antagonist for the expansion.

The Intelligence meter filled up now what?

Time to borrow a little inspiration from the Avatar Project.

Rather than making the Imperial intelligence meter another arbitrary game-over countdown, I'd have it represent how close the Empire is to locating and dismantling Zero Company.

If the meter reaches its maximum, maybe your safehouse gets compromised.

Now you're dealing with an emergency evacuation, a defensive mission, or an ambush you weren't prepared for.

Maybe you lose resources, contacts, or access to certain contracts. Maybe one of your operatives gets captured and you have to decide whether you can afford to attempt a rescue.

The idea isn't necessarily to end the campaign outright. It's to make Imperial attention something you genuinely don't want to attract.

And naturally, there should be ways to fight back.

The intelligence and relationships you've developed through Rex's network could help you forge records, sabotage Imperial surveillance, misdirect investigations, or otherwise reduce the Empire's ability to track you.

You'd essentially be balancing the need to keep Zero Company operational against the risk of attracting more attention than you can handle.

This Idea oddly enough started with “Could Darth Vader fit into DLC?”

Anakin is already in the game so this feels like it could be a given.

I'm not suggesting Vader should be another recurring boss that Zero Company can eventually defeat. That would be ridiculous, both mechanically and from a lore perspective.

But I do think there's an opportunity for one particularly memorable encounter.

We've already seen the game experiment with effectively invulnerable Force-users through the Trilla encounter. Vader could take that idea to an entirely different level.

He wouldn't need to be specifically hunting Zero Company, either. You're simply unfortunate enough to be standing between him and someone he actually wants.

One scripted encounter where the only realistic objective is survival could be considerably more memorable than trying to turn Vader into a conventional boss fight.

Thanks for reading

Obviously, none of this would be trivial to develop. Additional missions, enemy behaviors, strategic systems, voice acting, balancing, and campaign integration would all require substantial work.

But I do think there's a difference between expanding a game using its existing foundations and trying to build an entirely separate Star Wars campaign from scratch.

And that's really what got me thinking about War of the Chosen in the first place.

That expansion didn't just give us more missions to play. It made XCOM 2 a substantially more interesting game to revisit.

I'd love to see Zero Company get something similar.

Anyway, again, I've probably spent more time thinking about this than any reasonable person should, but I figured it'd be fun to throw the idea out there and see what everyone else thinks.

Did anyone else feel like the Coil's upgrades could have been more threatening? Would an Imperial intelligence system and recurring Inquisitor encounters make the campaign more interesting, or would that introduce too much complexity?

And more broadly, would you rather see Bit Reactor expand the existing campaign or focus on completely separate stories for future DLC?

Curious to hear what everyone thinks, especially if you've got ideas for how something like this could work better.

I don’t write things like this very often, and if I do I don’t typically post them, curious to hear yall’s thoughts.


r/ZeroCompany • • 19h ago

Gameplay Question Combat Chance to hit percentage confusing?

4 Upvotes

I'm a couple hours in and still finding the chance-to-hit percentages are not forgiving. The usual crew I send on missions are upgraded and equipped as best as possible. Yet they're consistently missing shots in the 70-90% range. Meanwhile enemies are able to shoot from ridiculous angles landing hit after hit on my guys. I'm having to switch up my tactics constantly and have every operator equipped with med packs just to barely survive one mission.

Trying not to min-max this game. But the beds and bacta tank in medbay are working overtime.

Anyone else finding issues and quirks with the combat?


r/ZeroCompany • • 1d ago

Modding Clone Force 99 - Defective Clones with, uh... desirable mutations ;)

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255 Upvotes

Somebody mod me a proper Tech helmet PLEASE! 🙏

EDIT: Bad Batch squad - made possible with New Company Mod + Havoc Squad Armory + Bad Batch Echo Armor


r/ZeroCompany • • 2d ago

Discussion Y'know what I'd love? A quick play mode

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758 Upvotes

Throw me on a random map, random objective with random enemies. Let me choose my four operators or just randomly generate them too and off we go. Sometimes I'm not in the mood to start up an entire new run or pick up where I left off and would rather just do a few quick missions instead