Star Wars Zero Company has 53 achievements, and only a handful unlock automatically as you finish story missions. The rest ask for deliberate work: maxing relationships between named operators, hitting kill counters that stretch across the whole campaign, clearing the game on the hardest difficulty, and setting up a few one-off combat feats. Because Zone progress and roster size do not carry into New Game Plus, several of these have to be handled inside a single playthrough.
Quick answer: To reach 100 percent, run the long counters (50 optional missions, 1,138 kills, 20 operators, all Zone Rewards, Hutt Roulette three times) from early in the campaign, complete all six operator stories and all ten Very High Bonds before the endgame, then finish separate runs on Expert and on Expert with Beskar Mode. The final “Zero Company Legend” unlocks the moment every other achievement is earned.

Story missions that unlock automatically
Eleven achievements are tied directly to completing named campaign missions. You cannot miss these as long as you finish the game, and each unlocks the instant the mission ends.
| Achievement | Mission |
|---|---|
| In a galaxy far, far away…. | First mission |
| Scum And Villainy | Eavesdropping |
| Fathom Revealed | Dark Waters |
| One Less Clanker | Smugglers’ Den |
| Sky High | Casualties of War |
| A Way to Pass the Time | Enemy Intelligence |
| Luunata Reclaimed | Behind Enemy Lines |
| A New Order | Stillwatch |
| Jungle Warfare | Deep Cover |
| With Friends Like These | Unfinished Business |
| An End of the Infinite | The Infinite Coil |

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Six achievements come from beating the game at each difficulty. The lower rewards read “or higher,” so a single high-difficulty clear can satisfy several tiers at once. The two exceptions are Captain and Legend, which each require a dedicated run.
| Achievement | Requirement |
|---|---|
| Hired Gun | Beat the game on Story or higher |
| Veteran | Beat the game on Normal or higher |
| Operator | Beat the game on Hard or higher |
| Captain | Beat the game on Expert |
| Legend | Beat the game on Expert and Beskar Mode |
Plan for at least four full campaigns. A first run on Normal covers Hired Gun and Veteran. Hard adds Operator. Expert unlocks Captain on its own. Legend then needs a separate Expert run with Beskar Mode enabled, which limits you to a single save that constantly overwrites itself and disables Medbay instant healing. That final combination is the toughest ask in the entire list.
Note: The Platinum-equivalent (“Zero Company Legend”) exists on PlayStation 5. On Xbox Series X|S and PC, you top out at 52 achievements.

Operator story achievements
Each authored companion has a personal story arc, and completing it unlocks one achievement. There is no equivalent for Hawks, since Hawks is the player character. Talk to companions often, since some arcs are easy to miss.
| Achievement | Operator | Notes |
|---|---|---|
| The Mandalorian | Cly | Agree to help Cly each time she finds a target; complete both her missions. |
| The Baroness | Jae | Both side missions, one of which opens later after Jae temporarily leaves. |
| The Umbaran | Luco | Unlocks later; shares a planet and timing with Trick’s arc. |
| The Trooper | Trick | Three missions; one early, the other two shared with Luco. |
| The Prizefighter | Kabb | Speak to Kabb whenever he is using his radio for story progress. |
| The Padawan | Tel | Three missions across the game, including the tough “Sisters” boss fight. |
Very High Bond pairings
Ten achievements require reaching a Very High Bond between specific pairs of operators. Bonds rise when you deploy the two operators together on missions. The trap is spending the whole game with the same four favorites and arriving at the endgame with several required pairs barely raised.
Six of these pair Hawks with each named companion, so rotate Hawks through every partner. The remaining four are cross-pairs that need extra lead time, especially the two custom operators and the two Astromechs, since those are not authored characters you meet through the story.
| Achievement | Pair |
|---|---|
| Old Friends | Hawks and Trick |
| Sharp Shooters | Hawks and Luco |
| Mate and Marrow | Hawks and Kabb |
| Class and Distinction | Hawks and Jae |
| Word Of Honor | Hawks and Cly |
| Lost Causes | Hawks and Tel |
| Heroes on Both Sides | Trick and Luco |
| The Baroness and the Boxer | Kabb and Jae |
| Thick as Thieves | Two custom operators |
| Beep Boop | Two Astromechs |
Tip: Create your two custom operators early and keep deploying them together. For the two Astromechs, using them together on Operations also builds their bond, which saves you from running them constantly in live missions.

Long-term counters to start early
A few achievements track totals across the whole campaign. Left until the end, they turn into painful grinds, so let them build in the background from the first cycles. Do not stop critical story progress just to inflate these numbers, but favor optional missions that push several at once.
| Achievement | Goal | How to keep pace |
|---|---|---|
| If You Know You Know | Kill 1,138 enemies in tactical missions | Fight droids, which come in large numbers. Overwatch and rocket kills count. |
| Active Duty | Complete 50 optional missions | Run at least one optional mission per cycle; may take more than one playthrough. |
| Full Roster | Recruit 20 operators in one campaign | Recruit early. You may need to lose some operators to make room unless you expand crew size. |
| Across the Stars | Unlock all Zone Rewards | Must be done in a single playthrough; Zone progress does not carry into New Game Plus. |
| There Will Be No Bargain | Unlock the Hutt Roulette Prize 3 times | Reward for tier 3 Influence in Zone Jeneth; see the save trick below. |
Across the Stars depends on maximizing your Contacts and using Intel to beat Operations that reward Influence. Hutt Roulette is not a mini-game. It is the tier 3 reward in Zone Jeneth, but you do not need three campaigns for it. Right before you max Zone Jeneth, make a manual save, claim the prize, then reload and repeat twice more to reach three unlocks.
One-off combat feats
These unlock from single actions in battle. Two of them happen naturally through normal play. The rest need a small setup, so plan a turn around them when a map gives you the right conditions rather than forcing them during a tense fight.
| Achievement | Requirement | Setup |
|---|---|---|
| Do or Do Not | Miss a 90% or greater hit chance | Usually happens on its own. |
| Never Tell Me the Odds | Land a 10% or lower hit chance | Stay at range with blaster pistols to fire up to three shots a turn. |
| The High Ground | Defeat 10 enemies from higher elevation | Use a catwalk or rooftop with a longarm and grenades; grenades always hit weak droids. |
| Watch That First Step | Knock an enemy out of the combat space | Tel-Rea’s Push, a Concussion Grenade, or Kabb’s uppercut. The full health bar depletes when it counts. |
| See Your Own Demise | Defeat a Seer in a single blow | Force Push a Seer off the map edge with Tel-Rea. |
| Forceful | Push or Pull an enemy into another enemy | Aim Tel-Rea’s Push or Pull using the arrow indicator so the enemy lands on a second foe. |

Roster, gear, and system achievements
The remaining achievements come from menus, the base, and squad management. Most take only a minute once the right feature is unlocked.
Dress Code: In the Den, open the customization area to the right of the holotable, pick any Zero Company member, change their outfit or appearance, and save.
Your Focus Determines Your Reality: After a couple of missions you earn Focus Points. Spend one at the Personal table by selecting a greyed-out skill box to upgrade it.
Signature Flair: Once weapon mods are unlocked, go to the armory in the holotable room, pick a blaster in use, and equip a mod.
Fully Geared: Equip four weapon mods to one weapon. You need multiple mod slots, which come from hitting the Zone Fern tier 3 reward, building the Additional Weapon Mod Slot upgrade, and choosing the Modification Attachment option during the Underworld Intel Choice Operation.
Sign Here: After earning around 1,000 credits, use the Recruitment console by the holotable to buy any available operator.
Where Credit Is Due: Buy any item at The Black Market. Rarity does not matter.
To the Victor Go the Spoils: Reach tier 1 in any Zone by earning Influence.
*Angry Beeps*: Recruit four Astromechs, equip them all with grenades, and complete a mission with the full droid squad. A Dangerous-tagged sabotage mission is easiest, since you do not have to kill everything.
A Natural Part of Life: Lose a member of Zero Company after the prologue. The operator lost at the very start does not count. It must be someone you recruited after reaching the Den.

The final achievement
Zero Company Legend unlocks when every other achievement is earned. There is nothing extra to do for it. Once the last remaining trophy on your list pops, this one follows immediately, confirming a full 100 percent run.
The most efficient order is to treat the campaign as one long setup: keep the counters ticking, rotate your Bond pairs so no required pair falls behind, finish every operator story, and clear the Zone Rewards and Hutt Roulette in the same save. Save the Expert and Expert-plus-Beskar runs for last, when you know which missions spawn reinforcements and which operators you cannot afford to lose. A completionist run typically lands somewhere in the range of 60 to 100 hours, with Expert and Beskar Mode eating most of that time.





