Story setting at a glance
Zero Company uses a familiar war as the background for a smaller, secret conflict. The table separates the public galactic situation from Hawks’s assignment and the squad’s day-to-day base, which makes the premise easier to follow without revealing mission outcomes.
| Story element | What it means |
|---|---|
| Time period | The twilight of the Clone Wars, when the Republic and Separatists are already deep into the conflict. |
| Player faction | Zero Company, an unconventional team of authored and custom Operators led by Hawks. |
| Employer | Republic Intelligence recruits the company for a deniable operation outside the work of a conventional army. |
| Primary threat | The Infinite Coil, a Separatist-aligned group whose plans threaten far more than one battlefield. |
| Home base | The Den, a decommissioned cargo freighter permanently docked at the Ring of Kafrene. |
The campaign is deliberately framed as an original squad story rather than a retelling of a film. Familiar locations and figures establish the era, while Zero Company’s uneasy alliance gives the writers room to explore espionage, private loyalties, and the people working beneath the famous front lines.
The Clone Wars story background
The war is already old enough to have exhausted armies, fractured loyalties, and created opportunities for forces that do not fit neatly under Republic or Separatist command.
Hawks begins as a former Republic officer, not a Jedi general or clone commander. That distinction shapes the view of the era. Zero Company is made up of professionals for hire from across the galaxy, so its members bring personal histories and conflicting reasons for taking the job. Their campaign sits in the shadow of enormous fleet battles, but its stakes are expressed through small teams, intelligence work, and decisions made under pressure.
The Infinite Coil turns that background tension into the company’s central problem. Official material identifies it as Separatist-aligned, but the threat is presented as a clandestine force that conventional troops are poorly equipped to stop. The result is less a march along a fixed military front and more a chase across tactical missions, investigations, and operations that can open or close as campaign cycles advance.
How the Republic Intelligence operation works
Republic Intelligence gives Hawks a strategic objective, but the player still decides which available leads, contracts, and battlefield risks Zero Company will pursue.
At The Den’s holotable, a cycle can offer both Operations and Tactical Missions. Operations resolve on the galaxy map and may provide resources, unlock another lead, or ask for a choice with narrative consequences. Tactical Missions put a selected squad on the ground for objectives such as rescue, sabotage, retrieval, or combat. Story-critical missions eventually become obligatory, so freedom exists inside a campaign that continues to apply pressure.
This structure also explains why relationships belong to the story rather than sitting outside it as a menu bonus. Who deploys together, who survives, and how Hawks resolves dilemmas can influence Bonds and side missions. Permadeath is enabled by default but can be switched off, allowing players to choose whether a fatal tactical mistake becomes part of their personal version of the company’s history.
The main characters in Zero Company
Hawks is the required protagonist and customizable commander; the authored Operators around them provide the campaign’s fixed personalities, conflicts, and specialist roles.
The core named roster includes clone soldier Trick, Jedi Padawan Tel-Rea Vokoss, Umbaran sniper Luco Bronc, ore baroness Jae Mordant, Tognath scoundrel Kabb Uppercut, and Mandalorian Cly Kullervo. These are not interchangeable blank recruits. Each arrives with a defined identity and talent, while custom Operators let the player add their own species, appearance, loadout, and combat concept around that cast.
Kundri Fathom stands on the other side of the conflict as the face of the Infinite Coil threat. The wider cast includes intelligence contacts, mission-specific figures, and characters tied to individual Operators. For a roster-focused introduction without campaign spoilers, the Zero Company characters guide explains who joins the team, while the classes and Specializations guide concentrates on how they fight.
How the story relates to Star Wars canon
Zero Company is an original Clone Wars-era story made with Lucasfilm Games. It shares the established war, locations, and characters, but follows a covert team whose central conflict is new to this game.
Anakin Skywalker really does appear; his inclusion is not based on a fan rumor. Official pre-release footage showed the Jedi General, and StarWars.com described his crucial mission as briefly crossing paths with Zero Company. Matt Lanter, the voice of Anakin in The Clone Wars, is credited in the announced cast. Anakin is therefore a story guest who connects Hawks’s operation to the wider conflict, not the permanent protagonist or the commander of Zero Company.
That limited role is important. The game can acknowledge a central figure without turning Hawks’s campaign into another version of Anakin’s story. Player choices shape missions, Bonds, and squad outcomes, but they should not be read as permission to rewrite every known event in the films or animated series. The safest spoiler-light description is that Zero Company fills in a shadow war within the late Clone Wars rather than replacing the history audiences already know.
Related Zero Company guides
Continue with the cast if you want names and backgrounds, or move to gameplay to see how the campaign cycle turns intelligence choices into tactical battles.
Official story sources
This spoiler-light summary uses EA and StarWars.com material for the premise, campaign systems, setting, and Anakin’s confirmed appearance.
- StarWars.com game pageOfficial premise, cast, setting, and campaign features.
- EA Zero Company FAQOfficial explanation of Operations, Tactical Missions, and permadeath.
