Tactical Archive
Guides
Learn the basic systems first. Then build a squad that can handle danger, injuries, and hard choices. Each guide helps you make a clear choice during the campaign.
STAR WARS Zero Company Guides
You have many ways to shape Hawks and the squad. You can change classes early. You can also hire custom Operators and mix two roles later. Good plans help you deal with hard missions and permanent losses.
Pick a published guide for your next choice. A topic is held back when its supplied sources cannot support a reliable answer. The archive separates each search intent so pages stay focused and avoid repeating the same material.
Best Class & Starting Specialization
Compare eight classes and see why supplied guides recommend different roles for Hawks.
Compare Classes → PublishedCampaign Walkthrough
Follow the supported main mission order and choose a full-game or high-difficulty video reference.
Open Walkthrough → PublishedTrophy Guide
Plan all 53 achievements, difficulty clears, Operator stories, bonds, and combat challenges.
Open Trophy Roadmap → PublishedEssential Tips
Manage cycles, Intel, Den upgrades, Advantage, squad bonds, and safer combat turns.
Read Beginner Tips → PublishedHow Long to Beat
Compare the 30–40 hour studio estimate with supplied reviewer times and completion limits.
Check Campaign Length →Related Archives
Explore Other Topics
Use these clusters when your question is about buying, platforms, reviews, or the people in Zero Company.
Operators & Companions
Story characters, custom recruits, and squad relationships.
Browse Characters →PlatformsPlatform Support
Steam, PS5, Xbox Game Pass, and Nintendo Switch 2 questions.
Browse Platforms →EditionsBuying Guides
Deluxe, Collector's, and pre-order content explained.
Browse Editions →Recommended First
Choose Hawks' Starting Class
See what each specialization adds and why your first choice is flexible.