Cly Kullervo is one of six main operators in Star Wars Zero Company who come with their own story arc and a linked achievement. Unlike most of the squad, she isn’t with you from the start and barely appears in the main campaign. Instead, she walks into your office and hands you a decision.
Quick answer: Say yes. Recruiting Cly costs nothing and has no negative consequences. Her missions are optional side content you can decline later, so accepting only adds a powerful gunslinger to your roster.

When Cly Shows Up and Makes Her Offer
Around Cycle 14, Cly arrives at The Den and finds you in Hawks’ office. Her proposal is simple. She joins Zero Company for free if you agree to help with her personal mission. She stays vague about the details and wants a commitment on the spot.
Accepting is the correct call. There is no hidden penalty for bringing her aboard. You gain a full operator, and her related tasks behave like any other companion’s side quests. If you decide her missions aren’t worth it, you can simply turn them down when she raises them.
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Her story plays out across two operations that trigger at set points in the campaign. Both are combat-heavy and reward an aggressive approach.
Best Served Cold (First Target)
On Cycle 20, Cly returns to cash in the deal. She names her first mark, Idra Farrar, and lets you accept or decline. Agreeing starts Best Served Cold, a straightforward wipe-out mission where you clear every enemy on the map. A fast, hard push works well. A strong team here is Hawks, Cly, Trick, and a droid to keep pumping the group with AP.
Once the fight ends, Cly interrogates Idra to learn the location of a figure named Kervis, which sets up her second and final target.
Without Honor or Mercy (Second Target)
Note: This mission contains a major story spoiler. Cly’s second hunt only unlocks after Order 66 and after Hawks has been infected by the Coil. When she comes to you again, agree to help and Without Honor or Mercy begins.
Kervis and his allies turn out to be former members of Cly’s dead clan, the ones who betrayed and sold them out. Like Hawks, they are infected by the Coil, having turned to Fathom to bury their crimes. During the fight it also becomes clear that Kervis is Cly’s husband.
For the combat, keep Hawks close to enemies you take down. The Coil infection lets Hawks absorb abilities that would otherwise go to other operators, and it can heal Hawks on its own, so you rarely need to spend actions on healing. Go in aggressively, but expect more resistance because the enemies also wield Coil abilities. After the win, Cly confronts Kervis, kills him, and closes out her revenge. Her arc ends, but she remains with Zero Company through the rest of your campaign.

How to Use Cly in Combat
Cly starts with a pistol, and it is worth keeping it rather than swapping in a heavier weapon. She performs best when you build up Advantage, so quick pistol shots let her fire and still have a turn left for her signature abilities.
| Ability | Effect |
|---|---|
| Jetpack | Flies across the map without spending AP. Knocks enemies and allies back where she lands. With enough Focus points, applies Burning to anyone nearby. |
| Electroweb Darts | Shocks any enemy she hits with a dart. |
| Electroweb Surge | Damages every darted enemy plus anyone near Cly. The damage stacks, so hitting a target with a dart over two rounds compounds it. |
The jetpack has practical uses beyond damage. If an ally can’t quite reach an evac zone, flying Cly next to them and angling the knockback can push them in. Because her surge can deal multiple rounds of damage in a single turn, she also excels at critical hits. Level up her Bonds with other operators, then stack buffs to her critical hit chance and damage to get the most out of her.
The one thing to watch is Advantage economy. Make sure you have enough banked to fire both Electroweb abilities in the same turn, and fall back on her pistol when you’re short.






