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Factions and Enemies
June 26, 2026 at 02:06 PM
Added internal cross-reference links
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. Standard B1 battle droids and B2 super battle droids are joined by tougher commando droids, rolling droidekas, and 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 shock troops, called Strikers, alongside Separatist forces, and tracking Fathom down drives the campaign forward.
Enemy | Role |
|---|---|
Leader of the Infinite Coil and the campaign's main antagonist | |
Visser | A senior Infinite Coil figure and one of the cult's lead fighters |
Typhon | A super tactical droid that coordinates Infinite Coil and Separatist forces |
Strikers | The shock troops of the Infinite Coil cult |
Commando droids | Elite Separatist battle droids |
Super tactical droids | Droid commanders that direct enemy forces on the field |
Enemies do not sit still between missions. Through the Den 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.