The main story of Star Wars Zero Company is broken up into 14 chapters. There are more than 60 missions, although it's only possible to complete around half of these during a single playthrough. With the exception of the epilogue, each chapter has one or two critical missions that need to be completed in order to progress the story. There are also crisis, crewmate, and regular missions, which you'll need to complete while waiting for multi-cycle operations to finish.
Completing Star Wars Zero Company missions increases the current cycle by one, with a typical playthrough lasting between 30 and 40 cycles, depending on whether you complete critical missions as soon as they become available or wait until the cycle in which they expire. Tackling both of a crewmate's missions will unlock a trophy/achievement, while crisis missions will prevent the Coil from growing stronger, so they're well worth doing if and when the opportunity presents itself.
If you decide to let Cly join Zero Company (which you absolutely should), her two crewmate missions (Best Served Cold and Without Honor or Humanity) will be classed as critical missions. The ten crisis missions become available in pairs and expire after just one cycle, meaning you'll only be able to complete five of them, at most.
All Main Story Chapters in Star Wars Zero Company (Chapter List)
- Prologue
- Business As Usual
- In Debt to the Hutts
- Republic Intelligence
- Smugglers and Slugrats
- Enter Fathom
- Jedi Undercover
- The Umbaran Connection
- The Fathom Menace
- Liberate Luunata
- Tighten the Noose
- Back to Business
- Fathom’s Grand Designs
- Epilogue
All Missions in Star Wars Zero Company (Mission List)
Most regular missions in Star Wars Zero are available for four cycles. Crisis missions will expire after one cycle, so you should prioritize them whenever you see them on the Holotable. They may be optional, but you should take every opportunity you can get to weaken the Coil, particularly when playing on harder difficulty settings. Crewmate missions give you a chance to get to know your team a little better, and completing both of a crewmate's missions will reward you with a trophy/achievement. Critical missions are mandatory, but you'll usually have a few cycles to complete them. You may be tempted to tackle them as soon as they become available, but doing so can make it difficult to complete all of the crewmate missions, so I recommend getting those done first.
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Prologue |
The Serolonis Job (Serolonis) |
|---|---|
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Business As Usual |
Not Your Turf (Lothal) |
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In Debt to the Hutts |
Stolen Goods (Kaller) |
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Buyer Beware (Dantooine) |
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Republic Intelligence |
Eavesdropping (Courtsilius) |
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Smugglers and Slugrats |
Cutting-Edge Tech (Serolonis) |
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Cold Metal (Kaller) |
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No Clone Left Behind (Ryloth) - Trick |
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Pirate Radio (Lothal) |
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Buy Cheap, Never Sleep (Anaxes) - Kabb |
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Dark Waters (Courtsilius) |
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Enter Fathom |
Scrap Metal (Mapuzo) |
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Hostage Situation (Lothal) |
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Enforcer Tech - Explosive Equipment (Brentaal IV) |
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Striker Tech - Resonating Strike (Mapuzo) |
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Jedi Undercover |
Rescue Operation (Dantooine) |
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Dead Metal (Serolonis) |
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Smugglers' Den (Courtsilius) |
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The Umbaran Connection |
Distress Call (Florrum) - Jae |
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Ground Floor (Brentaal IV) |
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Dead of Night (Brentaal IV) |
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Trade Secrets (Sullust) |
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BX Commando Tech - Incendiary Mines (Florrum) |
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BX Sniper Tech - Penetrating Rounds (Florrum) |
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Demolition (Anaxes) |
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Off the Face of the Map (Florrum) |
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Casualties of War (Bespin) |
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The Fathom Menace |
What's Yours is Mine (Lothal) |
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B2 Battle Droid Tech - React (Mapuzo) |
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B2 Battle Droid Tech - Kaller (Kaller) |
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Enemy Intelligence (Orinda) |
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Best Served Cold (Brentaal IV) - Cly |
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Liberate Luunata |
Origin of Infection (Vandor) - Tel |
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Lord of Betrayal (Sullust) - Luco |
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Battle on the Big Bridge (Ryloth) |
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Silent Running (Ryloth) |
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Separatist Secrets (Ryloth) |
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Brute Tech - High Impact (Serolonis) |
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Brute Tech - Divine Pain (Vandor) |
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Bar Brawl (Dantooine) |
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Behind Enemy Lines (Luunata) |
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Tighten the Noose |
Ill-Gotten Gains (Vandor) |
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Kith and Kin (Mapuzo) - Kabb |
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Wetwork (Brentaal IV) |
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Stillwatch (Vull Quiat) |
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Back to Business |
Strike Action (Sullust) |
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You Can't Go Home Again (Luunata) - Jae |
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It's Just Business (Anaxes) |
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Protection Services (Florrum) |
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Deep Cover (Umbara) |
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Detainment Protocol (Sullust) |
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Sisters (Dantooine) - Tel |
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Unfinished Business (Kaller) |
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Fathom's Grand Designs |
No Kings, No Masters (Umbara) - Trick |
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Early Retirement (Brentaal IV) |
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Cantina Takedown (Dantooine) |
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Spoils of War (Ryloth) |
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Without Honor or Humanity (Serolonis) - Cly |
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Hidden Agent (Florrum) |
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Guardian Tech - Life Beyond Death (Serolonis) |
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Seer Tech - Siphoning Bind (Vandor) |
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The Infinite Coil (Bardan) |
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Epilogue |
— |
The critical mission that you get in the "In Debt to the Hutts" chapter depends on the choice that you make in the Pick Your Poison operation. Choosing Kaller will unlock Stolen Goods, while picking Dantooine will unlock Buyer Beware. In the grand scheme of things, it really doesn't matter which one you choose.
FAQ
Q: How Many Chapters Are There in Star Wars Zero Company?
There are 14 Chapters in Star Wars Zero Company.
Q: How Many Missions Are There in Star Wars Zero Company?
There are more than 60 missions in Star Wars Zero Company, although you'll only be able to complete around half of these in a regular playthrough.
Q: How Many Cycles Are There in Star Wars Zero Company?
A standard Star Wars Zero Company playthrough will last between 30 and 40 cycles, depending on whether you decide to complete critical missions as soon as they become available.