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Factions and Enemies - Version 1 vs Version 2
Jun 6, 2026, 05:43 AM
Initial version (2026-06-06)
Jun 6, 2026, 05:51 AM
Added screenshots (2026-06-06)
11The 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.2233The Major Powers445+56The 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.6778The Infinite Coil89910The 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.10111112Notable Enemies121314+1315EnemyRoleKundri FathomLeader of the Infinite Coil and the campaign's main antagonistInfinite Coil cultistsShock troops of the Dark Side cultCommando droidsElite Separatist battle droidsSuper tactical droidsDroid commanders that coordinate enemy forces1416A Living Threat15171618Enemies 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.