The campaign
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.
- Confidence
- Confirmed
- Verified
- 15 August 2026
- Version
- pre-release (no retail build)
The short answer
The non-combat half of the campaign — intelligence work and political manoeuvring, run from the HoloTable at the Den between missions.
In full
What that means when you are planning
Operations are launched with Intel, which combat missions earn and the Espionage Talent adds to. They pay out Credits, Weapon Modifications, Utilities, Zone Influence, sometimes more Intel, and story consequences that can resurface cycles later.
They are not free. Sending squadmates into risky Operations can inflict persistent injuries that affect later missions, and rewards depend on the Bonds between the Operators sent — so who you send is a real decision, not a resource allocation.
The most important thing about them is the cost of ignoring them. Each cycle the Infinite Coil gains two permanent enhancements; a Crisis Mission blocks one of those two. Skip it and both take effect, 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 Operations are available at once.
- The Intel cost of an Operation, and how much a mission earns.
Next
Related questions
- Can you miss an Operation permanently?
- Yes. Operations expire, and one whose window closes is gone for good.
- What is Intel used for in Zero Company?
- Launching Operations.
- 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