Star Wars Zero Company Guides
Find Star Wars Zero Company guides for beginner combat, classes, Hawks, Den upgrades and Campaign Modifiers. Choose the next step for your current squad.
On this page4 sections
Choose a Star Wars Zero Company guide for the problem blocking your next mission: learn combat, fill a missing squad role, spend Credits or choose the new campaign rules. For an existing save after Patch 1.2, start with your affected build and The Den; for a fresh run, select difficulty and Campaign Modifiers first.
Find your next useful action
| Your question | Start here | What you can decide |
|---|---|---|
| What should I do in my first battles? | Beginner guide | AP, cover, objectives and the campaign Cycle |
| Which class should Hawks use? | Best class for Hawks | Scout setup, Medic recovery or a missing ranged role |
| What does each class contribute? | Classes and Specializations | The role your current four Operators leave uncovered |
| Who should I deploy together? | Best Squad | Four lineups and replacements when a required job is missing |
| What should I buy next? | The Den upgrades | Patch 1.2 prices, spending order and a recovery reserve |
| Which settings fit a first run? | Difficulty levels | Combat challenge, Permadeath and Beskar |
| How do I enable Instant Death or lock respecs? | Campaign Modifiers | New-campaign setup, death rules and build restrictions |
Returning after Patch 1.2
EA's October 15 announcement, checked October 16, changes Scout's Tactical Timing, Cly's repeatable abilities, Astromech support and Den costs. Use our Patch 1.2 action list to identify the part of your existing plan that needs adjustment.
Retain a build whose role still solves the mission. Before changing classes or weapons, inspect your selected Campaign Modifiers: respec locks can make a replacement recruit the practical answer.
Follow the campaign or plan completion
Use Mission Order for the main route and Choices & Consequences for attributed Operation comparisons. Before advancing a Cycle, check expiring Operations, required Operators and recovery.
The complete 53-achievement guide separates public goals from collapsible hidden story and character spoilers. Plan exact Bond pairs, 20 hires in one campaign and a mission that permits four Astromechs alongside the Expert/Beskar completion goal.
Evidence and recommendations
Linked articles identify their sources, version context and review dates. Patch rules come from EA; tactical priorities are our analysis. Gameplay explanations, community observations and extracted ability data retain their attribution on the relevant guide. Editorial policy explains how to request a correction.
7 entries
In this section
Beginner Guide
Use this Star Wars Zero Company guide to plan three-AP turns, safe shots, squad roles and Den spending, with clear choices for your first Patch 1.2 campaign.
Classes & Specializations
Compare all Star Wars Zero Company classes, including eight standard Specializations, four locked paths, ideal squad roles, weapons, talents, and pairings.
The Den Upgrades
Choose Star Wars Zero Company The Den upgrades with Patch 1.2 cost comparisons, a practical spending order, 100-Credit recruits and Build Slot planning.
Best Class for Hawks
Choose the best class for Hawks in Star Wars Zero Company: Scout for setup, Medic for recovery, Sharpshooter for range, with squad and respec checklists.
Best Squad
Choose the Star Wars Zero Company best squad for early, mid and late missions, with four Operator lineups, clear roles, practical swaps and recovery plans.
Difficulty Levels
Choose Star Wars Zero Company difficulty by experience: compare Story, Normal, Hard and Expert, set Permadeath separately, and understand Beskar saves.
Campaign Modifiers
Set Star Wars Zero Company Campaign Modifiers at campaign creation. Compare death rules, Advantage limits and respec locks, with practical settings advice.