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Mechanic

Zero Company operations explained

Operations are the non-combat half of the campaign — intelligence work, political manoeuvring and shadow activity, run from the HoloTable in the Den between Tactical Missions. They 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. They also expire: an Operation whose window closes is gone permanently.

Confirmed
Confidence
Confirmed
Verified
14 August 2026
Version
pre-release (no retail build)

Intel is the constraint, not Credits

An Operation costs Intel to launch, and Intel comes from completing Tactical Missions. That makes it the campaign's second currency and, early on, the binding one — Credits buy equipment from an Armory that is always there, whereas Intel buys opportunities that expire.

This is the whole case for the Espionage Talent over Thievery in the opening cycles. Espionage adds Intel, Thievery adds Credits, and both cost an Operator slot. The one that buys the expiring resource is worth more while the expiring resource is scarce.

What they pay, and why it reaches combat

Operations return Credits, Weapon Modifications, Utilities such as grenades and medkits, Zone Influence, occasionally Intel, and story consequences that can surface cycles later when a contact returns with information or a new problem.

Two of those are direct combat inputs. Weapon Modifications are the only confirmed way to change a weapon's numbers, and Utilities are the equippable items an Operator carries into a fight. So a player who treats Operations as an optional side activity is choosing to fight with worse equipment, not merely to see less story.

They are not free of risk. Sending a squadmate into a risky situation can produce persistent injuries that carry into subsequent missions, so an Operation can cost you an Operator's availability the same way a bad fight can.

Crisis Missions and the two enemy upgrades

Crisis Missions are high-stakes Operations tied directly to enemy strength. Each cycle the Infinite Coil gains two permanent enhancements, and a Crisis Mission blocks one of them. Ignore the crisis and both take effect.

That is the sharpest confirmed number in the campaign layer, and it reframes the clock. Cycles do not merely pass — they make the enemy permanently stronger at a fixed rate, and a Crisis Mission halves that rate for one cycle. Permanent means it does not come back off.

It also sets the priority order plainly. An Operation that pays Credits competes with an Operation that stops a permanent enemy upgrade, and those are not the same kind of choice.

Confirmed

The rules as officially stated

  • Operations are non-combat assignments run from the HoloTable in the Den, between Tactical Missions.
  • They are launched with Intel, which is earned by completing Tactical Missions.
  • Rewards include Credits, Weapon Modifications, Utilities, Zone Influence, sometimes Intel, and story consequences.
  • Operations expire. If the window closes before you act, the opportunity is gone permanently.
  • Sending squadmates into risky Operations can inflict persistent injuries that affect later missions.
  • Each cycle the Infinite Coil gains two permanent enhancements.
  • A Crisis Mission blocks one of those two upgrades; ignoring it lets both take effect.
  • Consequences can resurface cycles later.

Planning

What this means for squad building

  • Treat Intel as the scarce currency early, and prefer the Espionage Talent over Thievery while it is.
  • Prioritise Crisis Missions over reward Operations. A permanent enemy upgrade costs more than a batch of Credits.
  • Do not treat Operations as optional. Weapon Mods and Utilities arrive through them, so skipping them means fighting with less.
  • Keep an Operator in reserve. Operations can injure the squadmates you commit to them.
  • Check expiry windows before committing Intel elsewhere — an expired Operation cannot be recovered.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The Intel cost of any individual Operation.
  • How many Operations are available per cycle, and how long a typical window stays open.
  • How many Operators an Operation commits, and whether a committed Operator is unavailable for combat that cycle.
  • How Crisis Missions are signposted, and whether more than one can appear in a cycle.
  • What the two per-cycle Infinite Coil enhancements actually are.
  • How injury risk scales with the Operation chosen.

Questions

Common questions

The way these come up in search, answered directly.

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.
Can you miss an Operation permanently?
Yes. Operations expire, and one whose window closes is gone for good.
Who is Kundri Fathom?
The leader of the Infinite Coil, a Separatist-aligned cult intent on spreading a deadly shadow plague.

Every question, answered with its sources

Related mechanics

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