THE GALAXY / ORGANIZATION / CANON
Former enemies. One covert company.
Hawks' independent unit hires across the boundaries of the Clone Wars to confront the Infinite Coil.
Zero Company is not just a selectable combat squad. The group includes intelligence staff, financiers, a quartermaster, a rescue pilot and people whose histories put them on different sides of the war. Explore its membership, workplace and command choices through the interactive dossier below.
01 / ORIGINS
Origins and command
Hawks is a former captain in the Grand Army of the Republic who accepted responsibility for a disastrous defeat against the Separatists and was dismissed. Lucasfilm describes the commander as the leader of an independent covert intelligence group based on the Ring of Kafrene. The history of dismissal matters: experience gained in a formal army does not automatically transfer every privilege of that army into a privately organized company.
Bennic Halloren of Republic Intelligence judges the Infinite Coil to be more dangerous than his superiors appreciate. His willingness to hire a covert company links public security concerns to a group that does not follow a normal Republic regimental structure. Jae Mordant's desire to recover a mining citadel on Luunata gives the coalition another motive for confronting the same enemy.
Players customize Hawks' name, species, appearance and specialization. This is a fixed role with variable details, not one canonical portrait that establishes every player's version. Similarly, custom operatives may join the group, but their biographies belong to individual games and should not be fabricated as established Star Wars characters.
Zero Company is introduced during the final period of the Clone Wars, when the Republic and Separatists conduct a much larger conflict. The Coil is a distinctive Separatist-aligned threat that recruits vulnerable people and spreads a mysterious plague. The company's work is important because ordinary military institutions initially fail to appreciate the danger.
02 / INTERACTIVE PERSONNEL
Meet the company.
Eleven documented roles, divided between the commander, six recruitable named operators and four Den support figures.
Showing 11 named roles
Hawks
Former Republic captain and leader of Zero Company. The player's customization determines details of Hawks' appearance and specialization.
READ CHARACTER DOSSIER →Player-made Custom Operatives are not assigned invented canonical identities here.
03 / ORGANIZATION
Who belongs to the company?
Electronic Arts distinguishes Authored Operatives from player-created Custom Operatives and from the recurring Den support staff. Hawks leads the mission roster, with six other named authored recruits: Trick, Tel-Rea Vokoss, Cly Kullervo, Luco Bronc, Jae Mordant and Kabb Uppercut. These are individual characters with documented stories, not interchangeable classes or representatives of one shared social background.
Bennic Halloren provides the Republic Intelligence connection. Runa Blask works with operations and finances. Neesh Renark manages the Armory and Black Market. M-3VO, known as Meevo, pilots the Caisson and works at the Medbay. EA specifically describes these four as supporting the team from the Den rather than joining the usual selectable front-line roster.
An organization is not reducible to those who are photographed holding weapons. Its ability to continue depends on funds, supplies, information, treatment, travel and people authorized to perform these functions. Describing the support crew alongside fighters makes the company's institutional structure visible instead of treating maintenance as an unimportant background service.
The named cast has distinct professional histories and political relationships. The general history of the Clone Wars cannot be inferred from the feelings of a single clone, Mandalorian, Tognath Jedi or Umbaran. Their differences become valuable evidence precisely because one unit requires them to coordinate despite earlier conflicts.
04 / EXPLORE THE DEN
Every mission starts somewhere.
The old cargo freighter on the Ring of Kafrene houses the people and work that keep Zero Company operational.

Missions and Operations
Choose combat deployments and Intel-cost Operations from the current cycle.
OPEN RELATED GAME FILE →05 / BONDS
Former enemies serving together
Trick is a former Republic clone soldier. Luco Bronc defended Umbara against the Republic invasion and occupation. Lucasfilm singles out their difficult partnership as a relationship that can improve when the player sends them on missions together. This makes the conflict over war memory part of the company's narrative rather than merely a decorative distinction between character designs.
For some Republic soldiers, the Umbara campaign is remembered through orders, comradeship and loss. A defender of the planet can remember invasion, military control and a different set of political obligations. These accounts need not agree to be worth studying. A reliable faction page should preserve the documented contradiction instead of making cooperation into proof that Luco approves of the Republic's earlier conduct.
The Bonds system gives the player a way to invest in relationships. EA explains that operators can unlock support abilities and cross-training benefits as they work together. A useful combat bonus is a gameplay abstraction; it does not mean every private judgment has been reconciled or that all veterans of opposite sides become friends.
Other recruits have different stakes. Cly carries a Mandalorian clan history; Tel-Rea has Jedi obligations; Jae's territorial interests arise from aristocratic resource politics; Kabb brings prizefighting and an underworld career. The squad can share immediate objectives without accepting one complete ideology of the Clone Wars.
06 / LABOR
Work at the Den
The Den is a decommissioned cargo freighter docked permanently on the Ring of Kafrene. It contains the Holotable where Hawks plans missions and Operations for the current cycle. This repurposed vessel is a social workplace: its meaning as a headquarters is produced by repeated briefings, repairs, conversations, procurement and medical treatment.
Runa's financial and operations work helps sustain a group whose members may not share her Separatist political views. Neesh's armory and Black Market provide access to weapon modifications and utility equipment. These forms of labor influence who can operate effectively before a mission begins even though the workers do not appear as typical combat classes.
Meevo is a medical-evacuation droid formerly in Republic service. Its current duties as pilot of the Caisson and Medbay support link the movement of people to the responsibility of caring for those who are injured. The Caisson is the team's transport vessel, not another name for the Den that houses its headquarters.
The use of a former freighter is a form of material adaptation. Spaces designed for cargo now accommodate planning, treatment and storage. The original structure of a place matters, but how its inhabitants use and maintain it gives the headquarters a new political and organizational role.
07 / RULES
How a company fights
Zero Company is a turn-based tactics game, and the organization is also experienced through its management rules. Each operator uses action points to move, attack or trigger abilities. The squad shares an Advantage pool, so the order of decisions can influence what an allied operator can accomplish later in a turn.
At the Holotable, Tactical Missions involve combat while Operations consume Intel and can contribute supplies, credits, influence or relationships. The player cannot pursue every option in a cycle. Mission availability and risk turn decision-making into an allocation of finite people, information and time rather than a menu with unlimited opportunities.
Some objectives can be completed without eliminating every enemy. Lucasfilm emphasizes reading the actual assignment rather than fighting for its own sake. A successful extraction or interaction can matter more than a higher kill count. The company exists to complete tasks, not to prove that every battle ends with complete destruction of opposing forces.
Optional permanent death and persistent injury further extend the effects of a mission into the future of the organization. The medical and supply functions of the Den become more significant when casualties reduce what the group can attempt. This is why combat and administrative preparation should be explained together.

THE OTHER ORGANIZATION
An enemy bound by a spreading plague.
The Infinite Coil is led by Kundri Fathom, with Visser and Typhon as distinct threats. Its infection, recruitment and politics have separate dossiers.
EXPLORE THE INFINITE COIL →OPEN SHADOW PLAGUE LORE →08 / POLITICS
The contract and its competing interests
The Republic's contract and Jae Mordant's interest in reclaiming Luunata bring different political goals into one campaign. Removing an armed occupier and deciding who legitimately controls a mining settlement afterward are related questions, but they should not be treated as automatically identical. Lucasfilm has not supplied a referendum of Luunata workers or the terms of Jae's previous administration.
Runa Blask adds another political complication. Being sympathetic to the Separatist cause does not require endorsement of Kundri Fathom's plague-bearing movement. Similarly, Luco's opposition to the Republic's earlier occupation of Umbara does not force him to approve of the Infinite Coil. Wartime categories are often less uniform than the labels used to describe them.
The word independent describes the company's distance from a normal military chain of command, not an absence of obligations to sponsors, clients or suppliers. Bennic may provide the contract, but public sources do not reproduce a legal charter granting Hawks unlimited authority. The boundaries of that relationship are a research question rather than a license for invention.
A coalition can persist because its members agree on one immediate problem while keeping different ideas about governments, property, culture and justice. The company's social history becomes interesting where those separate motives meet, not where they can be erased to make the narrative simpler.
09 / GEOGRAPHY
Worlds, routes and responsibilities
The Ring of Kafrene houses the Den, while the Caisson allows the unit to travel between its base and widely separated missions. Lucasfilm's announcement identifies Serolonis, Vandor and Mapuzo among the recognizable Star Wars worlds represented in the game. Such places connect the campaign to earlier media without implying that all playthroughs use exactly the same route.
Luunata is a site of political conflict because the Infinite Coil occupied the mining citadel established by Jae Mordant. Its loss gives one recruit a personal aim within the wider contract. An anthropological reading asks about workers and residents in addition to the people who claim ownership or military authority, even when their individual stories have not been published.
Transport and intelligence both create the company's geography. Reports, informants and opportunities are brought to the Holotable, and a starship moves people outward. The game map is a way of organizing decisions as well as a list of planets. It also reveals that one small group cannot respond to every place at once.
The distinction between Den headquarters and the Coil's occupied territory must remain clear. Ring of Kafrene should not be mislabeled as the enemy's capital or the origin of the Shadow Plague. Each location has an identifiable relationship to the story, and verified evidence should determine which name belongs on a map.
08 / SOURCE-LIMITED CHRONOLOGY
The war beneath the war.
Republic dismissal
Hawks takes responsibility for defeat and leaves military service.
Independent company
Hawks leads a mixed covert group of named and player-defined operatives.
Intelligence warning
Bennic Halloren judges the Infinite Coil a dangerous overlooked threat.
Luunata conflict
Jae Mordant's lost mining citadel adds another political motive to the contract.
Ring of Kafrene
The Den coordinates deployments and care while the Caisson moves the team.
Variable campaign
Cycles, Missions and Operations develop differently depending on player choices.
09 / INTERACTIVE COMMAND DECISION
One cycle. Three competing priorities.
Hypothetical exercise: the company has limited Intel, a wounded operator and an urgent lead. What should Hawks prioritize?
A command decision has several costs.
Select an option to examine its organizational consequences.
This exercise does not calculate a real game outcome.
COMPLETE GAME GUIDE →10 / IDS ANTHROPOLOGY
An anthropological assessment
Zero Company demonstrates how an institution can organize people across competing wartime loyalties. Its membership is not unified by biology, one language, one religion or a shared position on the Republic. Shared tasks and dependencies allow a diverse group to cooperate without eliminating individual histories of occupation, aristocratic privilege, service and exclusion.
Cultural anthropology can examine how members interpret loyalty, command and memory. Trick and Luco have an officially documented point of tension. Their work together shows that cooperation and political agreement are not interchangeable. The game's Bond mechanics make relationships visible through abilities, while the fictional social world remains richer than a numerical rank.
Material culture brings another aspect into focus: a freighter becomes a headquarters, weapon modifications circulate through the Armory, and a medical-evacuation droid performs both care and transport. Physical objects and technical labor sustain the social relationships the player experiences during combat.
Biological anthropology requires caution about species categories. One Felshi fighter's physical abilities or one Lasat worker's background cannot establish the culture of an entire species. The individual source biographies should guide conclusions rather than allowing familiar Star Wars stereotypes to fill gaps in the record.
Linguistic anthropology examines terms such as independent, deserter, criminal, ally and enemy. Hawks was dismissed yet becomes a respected commander; Kabb's prior criminal history does not prevent employment; Luco can cooperate with clone veterans despite resentment toward the Republic. Labels influence how institutions classify people without exhausting what those people do.
Administrative labor deserves attention alongside combat. Runa, Neesh, Bennic and Meevo do not become less important because they are not normally deployed as playable fighters. They establish contacts, manage supplies, maintain equipment and respond to injuries. A history built solely around the most powerful attack would leave much of the institution unexplained.
The Infinite Coil comparison also demands accuracy. The enemy faction is a plague-bearing movement associated with territorial predation and Kundri Fathom's leadership. Zero Company is a contract force built around Hawks. Both are social organizations with leaders and followers, but their ways of recruiting and exercising authority should be described through established acts rather than flattened into generic faction labels.
Finally, the difference between fixed character biography and player-directed outcome makes this an unusual archive subject. Some identities are authored and documented; the player can create other recruits, choose missions and alter relationships. Studying the company's cultural significance requires leaving those player-dependent elements variable instead of inventing one compulsory canon campaign.
11 / SOURCES AND EDITORIAL LIMITS
Published story and interpretation.
Lucasfilm and EA establish the people, location, organization and game systems. The analysis is original IDS interpretation. We do not invent fixed identities for Custom Operators or unreported contract terms.
