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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.

Confirmed
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 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