NAVIGATION / START HERE
Know the character.
A disgraced Republic captain assembles unlikely allies against a cult whose shadow threatens the galaxy. Who gets to lead when the chain of command has failed?
01 / CHARACTER FILE
From Republic captain to independent commander
Hawks begins Zero Company with a reputation fractured by institutional failure. The official Star Wars Databank records a former captain in the Grand Army of the Republic who took responsibility for a disastrous defeat against Separatist forces and was dismissed. The game does not reduce this history to a talent tree. It explains why a skilled field leader might distrust a state that once depended on that skill.
The loss of rank also changes the conditions of work. A captain inside the Grand Army commands soldiers under a formal hierarchy. A dismissed veteran has neither the guaranteed personnel nor the authority to requisition state resources. Zero Company solves the problem by assembling a smaller network of professionals from different backgrounds, people who choose to work alongside one another even when their allegiances remain uncomfortable.
The history matters because the Clone Wars produce overlapping loyalties. Trick still feels bonds with the Republic, Runa Blask once belonged to the Separatist cause, and other Operators have lived on worlds harmed by the war. Hawks is therefore a commander of unresolved political relationships, not simply an avatar with the highest rank.
02 / CHARACTER FILE
The customizable person and the fixed story
Players can choose Hawks' appearance, voice, species and combat specialization. The options are meaningful to the presentation of the protagonist, and the game's missions respond to choices made on the tactical layer. It would be inaccurate to treat one Databank portrait as the only appearance that can exist during a playthrough.
Certain historical claims remain stable even as the body and battle style change. Hawks was a Republic officer, suffered a dismissal, commands Zero Company and becomes embroiled in the campaign against Kundri Fathom. Those statements are the shared narrative frame. A specific face, species, loadout or romantic connection not established by official evidence is a player's version of the character, not a universal biographical fact.
That split makes Hawks unusual among Star Wars leads. The player is not choosing whether to replace a fixed hero with someone else, but inhabiting a named figure whose broad institutional story stays recognizable across customized embodiments. The character page therefore presents the shared record while acknowledging the space left for each playthrough.
03 / CHARACTER FILE
The Den: an organization built from damaged loyalties
Zero Company is headquartered in the Den, a decommissioned freighter permanently docked at the Ring of Kafrene. What once carried cargo becomes an operational headquarters: the Holotable organizes missions, the armory supplies equipment and the staff maintains a fragile institution outside the conventional Republic chain of command.
Not every important member appears beside Hawks in combat. Runa Blask manages the organization's finances and day-to-day survival, Bennic Halloren connects it to the world of Republic Intelligence, and specialist personnel support the group's logistics. Their work makes tactical success possible even though it is less visible than a blaster exchange.
The squad's heterogeneity is part of its narrative point. Its Mandalorian, clone, Jedi and other members have different histories and reasons for risking their lives. Working together does not instantly erase those histories. Trust develops through repeated action, protection and a shared assessment of what the Infinite Coil is doing.
04 / CHARACTER FILE
Fathom, the Infinite Coil and the limits of state warfare
The Infinite Coil is not presented as an ordinary Separatist regiment. Lucasfilm describes it as a paramilitary cult aligned with the Separatist cause and intent on spreading a deadly shadow plague. Its threat crosses the boundaries used by militaries to organize ordinary campaigns: belief, secrecy, contagion and political violence appear together.
Kundri Fathom occupies the center of the crisis. Hawks' command must confront her organization while operating with constrained personnel and incomplete information. An independent company can make rapid decisions, but it also faces the question of who judges those decisions when it does not hold a mandate from a recognized state.
The game connects this premise to investigations, informants and operations outside direct combat. The struggle is not reducible to 'defeat everything on the map.' Players are asked to prioritize intelligence, mission timing and the survival of squad members, recognizing that a narrow victory may create consequences elsewhere.
05 / CHARACTER FILE
Tactics: what Hawks actually controls
Zero Company is a turn-based tactics game. Operators act using action points, and combat involves positioning, cover, abilities, and cooperation. Each member brings specialized skills, while relationships between members can develop into stronger battlefield synergies. Hawks' contribution is expressed through squad composition and the distribution of risk.
Not every mission is a direct elimination contest. Lucasfilm's starter guide tells players to follow current objectives, including investigation and extraction, rather than assume all enemies must die. Non-combat Operations consume intelligence resources and can influence relationships or supplies. Spending an opportunity on one front necessarily means postponing another.
This page does not list a single optimal build for every Hawks. Since the protagonist can be customized, choices of specialization and tactics differ. The dedicated Zero Company game guide handles battle-specific procedures; the character dossier explains the stakes of who commands, who obeys, and who bears the consequences.
06 / CHARACTER FILE
Identity, armor and visible authority
The official default illustration presents Hawks as a civilian-looking veteran, dressed in layered practical garments rather than the distinctive armor of a Republic clone captain. The design makes a visual argument: the protagonist still carries habits learned in the military, but formal membership in the institution has ended.
A player-created Hawks may look different. Consequently, costume and species are not reliable evidence that all versions share a single birthplace, biological background or family history. Archive captions identify the pictured version accurately without overriding customization.
The Den's Holotable, personal loadouts and improvised equipment create a material language of independent work. Authority emerges from resource allocation and coordinated action rather than polished parade uniforms. That is especially relevant when the company must recruit former enemies and decide what counts as legitimate leadership.
CHRONOLOGY / VERIFIED EVENTS
A life shaped by choices.
The sequence below presents shared narrative background. It does not claim that player-variable choices follow only one path.
REPUBLIC SERVICE
Hawks commands troops in the Grand Army of the Republic.
THE BREAK
A defeat and a disciplinary outcome sever the captain from Republic service.
ZERO COMPANY
Hawks assembles a covert unit with members from conflicting political backgrounds.
THE COIL CRISIS
The company pursues a clandestine group led by Kundri Fathom.
YOUR CAMPAIGN
Specialization, recruitment and mission decisions vary by playthrough.
INTERACTIVE RELATIONSHIP FILE
Allies, institutions & threats.
Filter these relationships to see who supports the protagonist and who restricts the character's choices. Each card explains a social relationship rather than listing a faction name alone.
Trick / CT-3301
A veteran clone and a loyal early operator; the injury and dismissal story connects him personally to Hawks.
Runa Blask
Operations chief whose Separatist background complicates the Company's unity.
Tel-Rea Vokoss
Jedi Padawan trying to complete a fallen master's mission within an unorthodox team.
Kundri Fathom
Charismatic leader of the Infinite Coil and the campaign's central threat.
The Infinite Coil
Separatist-aligned cult seeking to spread the shadow plague.
INTERACTIVE FILE / IDS DECISION SIMULATION
Choose a path. Examine the cost.
The Den receives a report about an imminent Coil attack. One Operator is recovering; another intelligence source may disappear. What does Hawks prioritize?
Select a response for an anthropological interpretation of its social consequences. This is an editorial exercise, not a claim that the game's campaign contains these exact choices.
Choose a response above
The analysis will explain the competing obligations, institutional power, and possible trade-offs involved in your decision.
07 / CHARACTER FILE
Anthropological reading: command without a state
Hawks raises a question that runs through the anthropology of conflict: when a person loses the status that previously authorized command, what makes their decisions binding? A Republic captain could appeal to regulation, hierarchy and duty. The commander of Zero Company must secure cooperation across difference, building a workable chain of action out of fragile trust.
The group's mix of political histories complicates any simple contrast between loyalty and treachery. Its operators may have served opposing armies or survived the same war from different positions. Shared danger can create solidarity, but solidarity must be maintained through attention to injury, communication and unequal exposure to harm.
The game's permanent-death setting, when enabled, makes that inequality difficult to ignore. Choosing who enters the mission and which risks to accept turns a managerial decision into a question about bodies that cannot be replaced. The simulation below is an IDS interpretive exercise, not a secret guide to the game's scripted outcomes.
COLLECTING THIS CHARACTER
From screen to shelf.
No character-specific Topps card, licensed figure or other product is asserted here without verifiable documentation. The 2026 game and official published artwork are the supported places to begin collecting this story.
Officially confirmed game and character resources are linked above. IDS does not show placeholder trading-card images or invent merchandise.
LUCASFILM / SOURCE FILE
Verify the story.
The biography is grounded in official Lucasfilm game and Databank records. Game mechanics and player-variable choices are distinguished from fixed story history. The decision module and anthropological analysis are original IDS interpretations.
- Star Wars Databank / Hawks ↗
- Zero Company / official game overview ↗
- Lucasfilm / SDCC 2026 cast and story ↗
- Lucasfilm / How to Play guide ↗
Source images and character designs are credited in the hero caption. Quotes and direct source text are not reproduced here as lengthy passages.
CONTINUE YOUR FILE
