Industrial Theatres
Factories, Refineries & Hard Cover
Industrial worlds in STAR WARS Zero Company are mazes of hard cover, catwalks and hazards — Separatist foundries and refineries where verticality and chokepoints define the fight.
Their war machine has a heart. We cut it out.
The Separatist war effort runs on factories, and a shadow war against the Infinite Coil will inevitably lead Zero Company into them. Industrial theatres — foundries, refineries and droid plants among the galaxy’s 150+ planets — are dense, vertical and full of hard cover.
Fighting in the factory
Industrial maps are defined by structure: catwalks, machinery and bulkheads create layered firing lanes and tight chokepoints. Hard cover favours a Heavy controlling a corridor and an Assault breaching between levels, while environmental hazards — exposed power, volatile tanks — reward a tactician who can turn the map itself into a weapon. Verticality means threats can come from above or below, so reading the whole space matters.
Building for industrial missions
Bring hard-hitting, durable operatives who can win the close, structured exchanges these maps force, plus the control tools to dominate chokepoints. A Scoundrel who can trigger hazards or disrupt entrenched defenders is especially valuable in the tight confines of a foundry.
This is a representative theatre profile. The specific industrial worlds in Zero Company’s campaign haven’t been confirmed; we’ll add named planets as they’re revealed.