Star Wars Zero Company features a 14-chapter campaign built around Critical Missions, optional objectives, and a Cycle system that prevents players from seeing every mission in a single run. The full campaign contains 62 missions, but only part of that pool appears during one playthrough, making mission priority an important part of how the story unfolds.
The main narrative advances through Critical Missions, while Crisis, Crewmate, and Regular Missions add extra rewards, character development, and side content between major story beats.
How Many Chapters and Missions Are in Star Wars Zero Company?
Star Wars Zero Company has 14 chapters, beginning with the Prologue and ending with the Epilogue.
Across the full campaign, there are 62 missions in total, including both mandatory and optional objectives. However, players should not expect to complete all 62 in one playthrough.
That is because every completed tactical mission advances the campaign by one Cycle. Some missions expire after a limited number of Cycles, while others are replaced as the story moves forward.
As a result, a typical campaign only exposes players to a portion of the total mission pool.
The main story itself is driven by Critical Missions, which are mandatory objectives that progress the campaign. If ignored for too long, some can eventually become forced.
The estimated campaign length is around 30 to 40 hours, depending on difficulty, tactical experience, and how much optional content you pursue.
Mission Types in Star Wars Zero Company
There are four main mission categories, and each one has a different level of urgency.
Critical Missions
Critical Missions are the core story objectives.
These missions advance the campaign and should generally take priority when they appear. If delayed for too many Cycles, the game can force progression.
If your only goal is to finish the story, Critical Missions are the objectives to follow.
Crisis Missions
Crisis Missions are tied to immediate threats and the influence of the Infinite Coil.
They are especially time-sensitive because they can expire after one Cycle. Completing another mission first may cause a Crisis Mission to disappear entirely.
These missions are therefore best handled quickly if you want their rewards or want to limit enemy influence.
Crewmate Missions
Crewmate Missions focus on individual members of Zero Company.
They expand character backstories, strengthen relationships, and may contribute to trophies or achievements tied to specific operators.
If there is a particular crewmate whose story you want to follow, it is usually best to complete their mission as soon as it becomes available.
Regular Missions
Regular Missions are the least urgent optional objectives.
They usually remain available for around four Cycles and provide additional resources, influence, and rewards.
A practical mission priority is:
Critical → Crisis/Crewmate → Regular
That order keeps the main story moving while reducing the risk of losing time-sensitive content.
All Star Wars Zero Company Chapters in Order
Below is the full campaign chapter order without major story spoilers.
| Chapter | Overview |
|---|---|
| Prologue | Hawks and the future Zero Company take on an assignment that begins the main investigation |
| Business As Usual | The group continues mercenary work while becoming involved in a larger threat |
| In Debt to the Hutts | Financial obligations and dealings with the Hutts shape the next stage of the campaign |
| Republic Intelligence | Zero Company begins working with information connected to the Republic |
| Smugglers and Slugrats | The team becomes more involved with smugglers and criminal groups |
| Enter Fathom | New evidence connects the investigation to Fathom and a broader conspiracy |
| Jedi Undercover | Jedi become more directly involved, forcing the team into covert operations |
| The Umbaran Connection | The investigation expands toward Umbara and events linked to the Clone Wars |
| The Fathom Menace | Zero Company learns more about its enemy and its wider plans |
| Liberate Luunata | The team begins a larger operation centered on Luunata |
| Tighten the Noose | Zero Company increases pressure on its enemies as the investigation approaches its final phase |
| Back to Business | The company resumes operations that lead directly toward the campaign’s endgame |
| Fathom’s Grand Designs | The final conflict comes into focus and Zero Company prepares for its decisive operation |
| Epilogue | The campaign concludes and shows the aftermath of the story |
Which Missions Are the Main Story Missions?
The main story is carried by Critical Missions.
You do not need to complete every mission shown on the Holotable to finish the campaign. If you want the most direct path through the story, focus on the objectives marked Critical.
The campaign begins with The Serolonis Job, followed by important missions such as Not Your Turf, Eavesdropping, Dark Waters, Smugglers’ Den, Casualties of War, and Enemy Intelligence.
Some chapters contain more than one Critical Mission, while others can change depending on previous decisions.
For example, In Debt to the Hutts may include different mission options such as Stolen Goods and Buyer Beware.
Because of this, the complete list of missions can vary from one playthrough to another. The 62 missions should be treated as a pool of possible content rather than a fixed sequence every player will experience in the same order.
Cly Kullervo Can Change the Critical Mission List
Cly Kullervo is an unusual case.
If Cly joins Zero Company, two of her personal Crewmate Missions become Critical Missions.
That means content that would normally function as optional character material becomes mandatory campaign progression after the relevant condition is met.
This is important because it shows that your company composition can directly affect which missions are required during a playthrough.
Other operators also have personal story missions, but Cly’s are unique because they can change status from optional to Critical.
How Many Cycles Does a Campaign Take?
Most Star Wars Zero Company campaigns take around 30 to 40 Cycles.
Every completed tactical mission advances the game by one Cycle. Between missions, players return to the Holotable, where the available objectives may change.
That means the number of Cycles does not directly match the total number of missions.
During each Cycle, you choose one tactical objective. After completing it, the campaign moves forward and some missions may disappear or be replaced.
Players who stick closely to Critical Missions will generally finish closer to the lower end of the 30-to-40-Cycle range.
Those who complete more Crewmate, Crisis, and Regular Missions will likely take longer.
How Long Is Star Wars Zero Company?
The main campaign is estimated to take around 30 to 40 hours.
Your total playtime depends heavily on how much optional content you pursue.
A player focused almost entirely on Critical Missions will finish faster, while someone who follows operator storylines and completes extra objectives will spend considerably more time with the campaign.
Because the game is designed around mutually exclusive missions and expiring content, a second playthrough is the only way to see everything.
Best Mission Priority for a First Playthrough
If you want a balanced first run that includes the main story and important optional content, use this priority:
- Critical Missions – Keep the main campaign moving.
- Crewmate Missions – Complete these when you care about an operator’s storyline.
- Crisis Missions – Finish them quickly because they expire after one Cycle.
- Regular Missions – Use spare Cycles for resources and additional rewards.
Keep a close eye on the timers shown on the Holotable. Spending too many Cycles on low-priority objectives can cause more important missions to disappear.
Star Wars Zero Company is intentionally structured so that one playthrough cannot contain every possible mission. The 14 chapters provide the framework for the main story, but the 62-mission pool changes with the Cycle system, mission expiration, and player decisions, giving subsequent campaigns room to play out differently.