Loading...
Factions and Enemies
August 28, 2026 at 03:36 PM
Expanded the notable enemies table with the published roles for Visser and Typhon and linked their new pages, and standardized the Shadow Plague capitalization
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 are joined by tougher commando droids and by super tactical droids that coordinate the enemy. Rolling droidekas arrive early, and they are the first enemy to combine a shield with a large health pool, which makes them a target-priority problem rather than another body.
The game's central threat is the Infinite Coil, a Separatist-aligned paramilitary cult. 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.
The game's central threat is the Infinite Coil, a Separatist-aligned paramilitary cult. 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. Its stated aim is to spread the Shadow Plague across the galaxy, which is what separates it from an ordinary Separatist unit and makes it the campaign's throughline rather than one enemy among several. Every member of the cult carries the plague, Fathom included.
Enemy | Role |
|---|---|
Leader of the Infinite Coil and the campaign's main antagonist | |
Visser | One of Fathom's most trusted lieutenants, who often leads the Coil into battle. See Visser |
Typhon | A super tactical droid built for asymmetrical warfare and precision strikes. See Typhon |
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.
The upgrades are visible rather than hidden. A panel on the holotable lists which enemy upgrades are currently active, and certain missions are offered specifically to destroy one of them.
Three enemy factions have been announced, and each one asks a different question of a squad.
Faction | How They Fight | What Works |
|---|---|---|
Separatist Alliance | Fields droid armies | Ion weapons dispose of droids quickly |
Units bring a spread of abilities rather than numbers | Target priority: decide who dies and in what order | |
Outlaws | Arrive in force and try to swamp you | Control space early or be overwhelmed |
There is no route that turns a Separatist battle droid into an Operator. Stunning, hacking, and salvaging are not recruitment paths here, and the design team has ruled it out directly. If you want droids on the roster, build astromechs instead.
Some missions involve heavy machinery. Bit Reactor confirmed that much and declined to say what it covers, so nothing more specific is known yet.