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Zero Company Builds

The campaign

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.

Preview-reported
Confidence
Strongly supported
Verified
15 August 2026
Version
pre-release (no retail build)

The short answer

The campaign clock. Completing a tactical mission advances the cycle, and missions and Operations expire after a limited number of them.

In full

What that means when you are planning

One previewer reports you can run only one full combat mission per cycle, which makes every cycle a choice about what you are giving up rather than a schedule to work through.

Things that cost cycles: healing an Injury in a standard Medbay bed takes one. Things that expire: missions and Operations both, permanently. Recruitment offers a new selection of Operators each cycle, so passing on someone is not always a decision you can revisit.

The clock runs against you in a second way. Enemy factions strengthen over the campaign regardless of what you do, and ignoring certain Operations grants them upgrades that persist all game. One previewer reached cycle 7 in roughly eight hours.

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 campaign runs.
  • Whether the one-mission-per-cycle limit is universal or specific to the preview build.

Next

Related questions

Can you miss an Operation permanently?
Yes. Operations expire, and one whose window closes is gone for good.
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.
How many Injuries kill an Operator?
Three, on standard difficulty.

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

  • I played Star Wars Zero Company early — new gameplay and details

    Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage

  • 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

  • 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