Zero Company at Star Wars Celebration 2025 – Part 2

Meet the core characters of Zero Company, build your own operators, and shape the outcome of the Clone Wars through bonds and decisions.

In Part I, we covered how Star Wars: Zero Company came to life, what inspired its creation, the core development team, and why the Clone Wars era provides the ideal setting for a turn-based tactical game. Now it’s time to dig into what makes the game yours.

This post is all about Zero Company itself – the characters you’ll lead, the choices you’ll make, and how those choices impact both the story and the gameplay. From customization to relationships, this is where the tactical strategy meets emotional storytelling.


The Commander: Who Is Hawks?

You play as Hawks, a disgraced former Republic officer now leading a squad of specialists-for-hire. Hawks isn’t locked into a single identity. As Greg Foertsch confirmed on stage: “You can personalize Hawks’ appearance, class, voice – this is your commander.”

You’ll lead Zero Company through increasingly dangerous missions across the galaxy. Every decision Hawks makes, from who to recruit to which mission to take next, will shape the outcome of the war beneath the war.

Aaron Contreras described them as “a professional. Not a Jedi, not a chosen one. Just someone trying to do what’s right in a galaxy that’s spinning out of control.”


Meet the Team: Your Core Squadmates

Zero Company is built from both authored characters and custom recruits. During the panel, the team introduced five of the main squadmates you’ll meet and lead:

Trick – The Loyal Clone

A hardened veteran of the Republic military, Trick is a clone soldier whose dry humour masks deeper trauma. He was injured in the same disaster that ended Hawks’ career. Their bond is deep, but not unshakeable.

Aaron noted, “It’s not a Clone Wars story without a clone perspective. Trick gives us that, but also challenges what loyalty means when the war you fought is over and the Republic isn’t what you thought.”

Luca Bronc – The Umbaran Sharpshooter

An ex-Separatist with a sharp tongue and a long memory, Luca hasn’t forgiven the Republic for invading his homeworld. He joins Zero Company only because the shadow threat is worse than the enemy he once fought.

Kelsey Sharp teased the dynamic: “Putting a Republic clone trooper and an Umbaran sniper on the same team? Yeah, sparks fly. If you don’t manage that relationship, it could blow up in your face.”

Cly Callervo – The Mandalorian Gunslinger

One of the last members of Clan Verminghoth, Cly is driven by a personal vendetta. She sees Zero Company as a tool to settle old scores. Whether she stays loyal to the squad or drags them into her feud will depend on your choices.

Kelsey laughed: “I want to join Clan Verminghoth just based on her concept art alone.”

Tel Ria – The Tognath Padawan

Tel is on a mission to complete what her fallen Jedi master started. She’s young, idealistic, and carries the burden of Jedi expectations without the support of the Order. Also: she wields two lightsabers.

Tel was one of the first characters designed. “She hasn’t changed much since the first concept,” Aaron said. “She’s a Tognath, which is the same species as Two Tubes from Rogue One. It’s a fresh perspective on the Force.”

M3VO (Mevo) – Your Pilot Droid

Not a squadmate in combat, but absolutely part of your crew. Mevo is the pilot of your custom ship, the Caisson. Designed for versatility and personality, Mevo keeps things moving between missions and adds another layer to your squad dynamic.


Make It Yours: Custom Characters and Squad Building

While the above characters form the authored core of Zero Company, you can also create your own operators. The customization system is extensive:

  • Choose species (Human, Rodian, Astromech, more)
  • Pick class archetypes and assign specialisations
  • Customize appearance, outfits, and names
  • Mix custom recruits with the main cast

Greg explained: “You can go full Astromech squad if you want. D-Squad fans, go wild.”

This isn’t cosmetic. The operators you bring into the field gain experience, unlock new combat abilities, and form bonds with one another. You can build your own balance of stealth, ranged, melee, Force-based, and support skills.

Kelsey noted: “As fans, we always want to feel like this is my team. And with Zero Company, you get that.”


Bonds, Conflicts, and Consequences

The bond system is central to Zero Company’s narrative depth. Characters grow closer through shared missions and those relationships can shift everything.

If Trick and Luca Bronc learn to respect each other, they’ll unlock new synergy abilities. If they clash, you might have to choose between them. Some bonds lead to trust. Others to betrayal.

“Not everyone gets along,” Aaron said. “But the more they fight together, the stronger they become. Or not.”

This system applies to both authored and custom characters. Every combination of squad mates has the potential to create unique interactions and influence the game’s ending.


The Den: Your Base of Operations

Between missions, you return to The Den, your base located on the Ring of Kafrene. It’s more than a menu screen, it’s a living space where you can:

  • Talk with squadmates
  • Manage and upgrade your base
  • Recruit new operators
  • Customize your squad’s appearance and loadout
  • Plan missions on the galaxy map

“The Den evolves over time,” Greg confirmed. “You can upgrade it based on your playstyle.”

Characters will reflect on recent missions, reveal backstory, and sometimes confront each other. It’s where narrative momentum builds and where you decide how to steer your team.


The Personal Stakes of Star Wars

Zero Company isn’t about being the galaxy’s chosen saviour. It’s about doing the work others won’t. Greg said it best: “These aren’t the heroes they write songs about. These are professionals, trying to get the job done.”

That tone, low on glamour, high on grit, runs through every aspect of the squad’s development. These characters have backstories, flaws, secrets, and agency. And when you lead them into battle, you’ll feel the weight of that.

“You’ll care about these characters,” Aaron promised. “And not everyone’s going to make it.”


Up Next

In Part III, we’ll explore the galaxy map, the tactical mission design, the ship that takes you there, and what to expect from the game’s combat and strategy systems. Plus: teases, speculation, and every lore-rich location confirmed so far.

Zero Company at Star Wars Celebration 2025 – Part 3