The campaign
Can you miss an Operation permanently?
Yes. Operations expire, and one whose window closes is gone for good.
- Confidence
- Confirmed
- Verified
- 15 August 2026
- Version
- pre-release (no retail build)
The short answer
Yes. Operations expire, and one whose window closes is gone for good.
In full
What that means when you are planning
Missions expire the same way. This is the mechanic that makes the campaign clock bite: you are not working through a list, you are choosing which opportunities to let go.
The expensive version of missing one is the Crisis Mission. Each cycle the Infinite Coil gains two permanent enhancements, and a Crisis Mission blocks one of them. Letting that window close does not just cost you a reward — it hands the enemy an upgrade that persists for the rest of the campaign.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- How many cycles a typical Operation stays open.
- Whether the interface warns you before a window closes.
Next
Related questions
- What are Operations in Zero Company?
- The non-combat half of the campaign — intelligence work and political manoeuvring, run from the HoloTable at the Den between missions.
- What are cycles in Zero Company?
- The campaign clock. Completing a tactical mission advances the cycle, and missions and Operations expire after a limited number of them.
Where this is covered properly
Sources
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options
- Star Wars Zero Company preview — after 15 hours
Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only