Finishing Star Wars Zero Company once opens up a set of extras for a second run. Some are cosmetic, and some change how you build your squad from the opening hours. The rewards carry into a fresh playthrough rather than into your existing save, so they matter most when you decide to start the story over.
Quick answer: Beat the campaign once, then start a new playthrough. On that run you can pick two additional origins for Hawks (Ovissian and Weequay), recruit Clone Troopers as soon as the recruitment terminal is available, and keep every cosmetic you unlocked before.

Everything a second run unlocks
The unlocks split into three areas: new origin options for Hawks, earlier access to Clone Troopers, and your saved cosmetics. Here is how each one changes compared to your first time through.
| Unlock | First playthrough | After beating the game |
|---|---|---|
| Hawks origins | Limited set, some alien species blocked | Ovissian and Weequay added |
| Clone Troopers | Recruitable only after a late story moment | Recruitable from the start |
| Cosmetics | Earned as you progress | All carried over from the start |
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Add to Google Preferences →Two new origins for Hawks: Ovissian and Weequay
When you build Hawks for the first time, the character creator hides certain alien species. That restriction lifts once you clear the campaign. On a second run, the origin list expands, and the two additions marked as new are Ovissian and Weequay.
The full set of Hawks origins available on a second playthrough is:
- Devaronian
- Human
- Mirialan
- Togruta
- Twi’lek
- Zabrak
- Ovissian (new)
- Weequay (new)
Even with the expanded list, Hawks cannot be every species. Neimoidian and Rodian stay exclusive to custom operators, so Hawks is locked out of both. Clone origins are handled separately, which fits the setting.

Recruit Clone Troopers from the start
On a first playthrough, the recruitment terminal shows no clone operators for a long stretch of the game, even though you can already create custom clone operators. Clones only appear as recruits after a specific story beat late in the campaign. From that point, both premade and custom Clone Troopers show up on the terminal.
A second run removes that wait. Once you have access to the recruitment terminal, Clone Troopers are available right away, so you can fold them into your squad from the early missions instead of holding out for the late-game unlock.
Keep all of your cosmetic unlocks
Across a playthrough you collect costumes, outfits, armour, and accessories. These are purely visual and do not touch your stats. Starting a new run brings all of them with you from the beginning.
That means you do not have to reach a later mission to reclaim a favorite jacket or armour set. Everything you earned before is ready to equip as soon as the new playthrough begins.
What does not carry over
These rewards apply to a fresh playthrough, not to your finished save. Star Wars Zero Company does not offer a traditional New Game Plus that carries your story progress forward, and it does not let you return to the completed campaign to clear missed side missions.
The story reaches its point of no return during the “Fathom’s Grand Designs” chapter, once “The Infinite Coil” critical mission unlocks. Because there is no way to mop up side content afterward, use the two cycles the game gives you before that mission to finish bonds and any progress-based achievements you still want.

Note: You will know the new options are active when the second run’s character creator lists Ovissian and Weequay and the recruitment terminal shows Clone Troopers early, with your saved cosmetics already available to equip.






