Factions and Enemies
The Republic, the Separatist droid armies, and the Infinite Coil cult led by Kundri Fathom in STAR WARS Zero Company.
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The conflict in STAR WARS Zero Company is built on the factions of the late Clone Wars, with one new threat at the center. As a for-hire outfit, Zero Company is not formally bound to any side, but the war's major powers shape every mission.

The Galactic Republic is the side Hawks once served, backed by its clone troopers. Opposing it is the Confederacy of Independent Systems, the Separatists, whose droid armies make up much of the opposition you face in the field. Standard battle droids are joined by tougher commando droids and by super tactical droids that coordinate the enemy.
The game's central threat is the Infinite Coil, a Dark Side cult aligned with the Separatist cause. Its leader, Kundri Fathom, is the galaxy-threatening adversary Zero Company is hired to stop. The Coil fields its own cultist shock troops alongside Separatist forces, and tracking Fathom down drives the campaign forward.

Enemy | Role |
|---|---|
Kundri Fathom | Leader of the Infinite Coil and the campaign's main antagonist |
Infinite Coil cultists | Shock troops of the Dark Side cult |
Commando droids | Elite Separatist battle droids |
Super tactical droids | Droid commanders that coordinate enemy forces |
Enemies do not sit still between missions. Through the Den's cycle system, the factions grow stronger over time, gaining new upgrades each cycle unless you act to deny them. That makes the opposition feel like a moving target rather than a fixed obstacle.