Campaign timer interpretation

How Mission & Operation Timers Work in STAR WARS Zero Company

A Cycle number on the Holotable does not tell you what the timer means on its own. The same "1 Cycle" chip can mean an opportunity is about to be removed, an Operation is about to pay out, or a Critical Mission is about to stop being optional. This page reads the timer before you act on it.

Not Every “1 Cycle” Timer Means the Same Thing

EXPIRES IN 1 CYCLE

An opportunity is closing

The activity is available now, and it can be removed once the campaign advances.

Advance the campaign and the opportunity disappears.

COMPLETES IN 1 CYCLE

An activity is finishing

The activity is already underway. The countdown is time to completion, not time to removal.

Advance the campaign and the result resolves.

BECOMES MANDATORY

A Critical Mission is closing in

Story-critical activity is running out of patience rather than out of existence.

You lose the freedom to choose another Tactical Mission.

Only the first of the three can be lost. A completion timer is a payout arriving, and a Critical Mission deadline is a restriction on your next choice rather than a deletion.

What do you need to answer?

Timer types

Cycle Timer vs Combat Turn Timer

Three different counters all get called a mission timer. Only two of them are campaign timers.

TimerWhereWhat it countsFailure result
Cycle timerCampaign layerCycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.The Mission or Operation changes availability.
Completion timerCampaign layerHow long an activity that is already running needs before it finishes.None — it resolves instead of being lost.
Combat turn limitTactical battleA round of combat inside a Mission. The game labels this field "Turns" on the Mission Details panel.The objective fails for that Mission, not the campaign availability.

When a Cycle advances

Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.

What is on the Holotable

The Holotable shows all available Operations and Tactical Missions for the current Cycle.

A "mission timer" can mean either of the first two. A "turn limit" is the third and never removes anything from the Holotable. The two are stored separately, so a Combat turn limit is never read as a Cycle deadline.

First reading

What Does “Expires in X Cycles” Mean?

This is the only reading that costs you an opportunity.

  1. 1AvailableThe activity is on the Holotable now.
  2. 2Expires in 2 CyclesThe chip counts down as the campaign advances.
  3. 3Expires in 1 CycleThe last window is open.
  4. 4RemovedThe activity is no longer offered.
EXPIRES IN 1 CYCLE

If you launch another Tactical Mission, this activity will no longer be available.

20 activities in the current data carry an expiration state: 11 Missions and 9 Operations.

No generic numeric mission-expiration duration field was recovered from the selected assets. Do not infer per-mission cycle deadlines except where an asset explicitly encodes a one-cycle objective.

The chip format is shipped text: the game prints {N} Cycle or {N} Cycles under an EXPIRES IN header. The 2-then-1 walk in the diagram shows the counting direction only — the current data does not carry a generic per-activity duration to fill it with.

Second reading

“Completes in 1 Cycle” Does Nothing to Your Availability

A completion countdown belongs to something already running. It is a payout arriving, not a warning.

  1. 1Activity runningThe Operation is already underway.
  2. 2Completes in 1 CycleThe countdown is time to resolution.
  3. 3Campaign advancesOne Cycle passes.
  4. 4Result resolvesThe outcome, reward or follow-up state is applied.
COMPLETES IN 1 CYCLE

The activity is underway. One Cycle later the result, reward or follow-up state is applied.

16 shipped objective strings carry a countdown and 15 of them read "1 Cycle remaining to complete". None of them is an expiration warning.

Expiration is amber and completion is neutral on this site on purpose. They are not two shades of the same countdown.

Every exact countdown in the current data

These are the shipped objective strings that carry a number. Each one sits on an Operation that is already in progress.

  • Back Channels

    Scouting Storm Basin: 1 Cycle remaining to complete

    1 CYCLE
  • Background Check

    Awaiting mystery client's transmission: 1 Cycle remaining to complete

    1 CYCLE
  • Cast a Dark Shadow

    Investigating Rhy Cesca: 1 Cycle remaining to complete

    1 CYCLE
  • Enemy of My Enemy

    Investigating Vull Quist: 1 Cycle remaining to complete

    1 CYCLE
  • Gather Leads

    Analyzing intelligence on the Coil: 1 Cycle remaining to complete

    1 CYCLE
  • Hot Property

    Seeking thermal shields on Shu-Torun: 1 Cycle remaining to complete

    1 CYCLE
  • Jedi On The Case

    Awaiting Tel-Rea's intel on the Coil: 1 Cycle remaining to complete

    1 CYCLE
  • Job Ain't Done

    Searching Zone Esk for Fathom: 1 Cycle remaining to complete

    1 CYCLE
  • Listening In

    Scouting Cindermoor Station: 1 Cycle remaining to complete

    1 CYCLE
  • Murmurs

    Investigating shipyards to locate Fathom's base: 1 Cycle remaining to complete

    1 CYCLE
  • Rhy Cesca

    Researching secret Umbaran-Republic meeting: 1 Cycle remaining to complete

    1 CYCLE
  • Smugglers' Manifest

    Analyzing Courtsilius smugglers' manifest: 1 Cycle remaining to complete

    1 CYCLE
  • Smugglers' Manifest II

    Searching for leads on Courtsilius: 1 Cycle remaining to complete

    1 CYCLE
  • Studying igneous tunnels

    Studying igneous tunnels: 1 Cycle remaining to complete

    1 CYCLE
  • Studying igneous tunnels

    Studying igneous tunnels: 2 Cycles remaining

    2 CYCLES
  • Underworld Intel

    Tracking Fathom to Aleen: 1 Cycle remaining to complete

    1 CYCLE

Intel and Operations

Third reading

What Happens When a Critical Mission Timer Reaches Zero?

Story-critical activity does not disappear. It stops being optional.

  1. 1Critical Mission availableIt sits on the Holotable like any other Mission.
  2. 2Timer progressesThe countdown keeps running while you resolve other activity.
  3. 31 Cycle remainingThis is the point the game states you must launch it.
  4. 4ObligatoryOther Tactical Mission choices stop being available until it is handled.
CRITICAL MISSION

Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission.

A Critical Mission is not an opportunity that quietly disappears. It becomes a restriction: the campaign stops offering you a free choice of Tactical Mission until it is launched.

The Main Story route contains 13 Missions, and the game labels them as Critical Missions.

On the Holotable these are listed as Main Missions and carry the narrative icon. The in-game keyword for the same class is Critical Mission. The tooltip the game ships reads: "Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission."

Optional Expiry vs Mandatory Story Progression

Optional activity

WILL DISAPPEAR

  • An Optional Mission or an Operation loses its slot on the Holotable.
  • Nothing else changes: the campaign keeps running.
  • This is the only kind of timer that costs you content outright.

Critical Mission

WILL BECOME MANDATORY

  • A story-critical Mission stays in the campaign instead of leaving it.
  • At 1 Cycle remaining it has to be launched.
  • The cost is the Tactical Mission choice you wanted to make instead.

Both of these are printed as a Cycle countdown, and they are not the same event. Writing "Expires" over a Critical Mission hides the difference the player needs.

The catch

Remaining Cycles ≠ Guaranteed Free Deployments

A 4-Cycle timer is four Cycles of campaign time. It is not four guaranteed free choices of Tactical Mission.

  • A Critical Mission can become obligatory and take a Cycle you had planned to spend elsewhere.
  • A Crisis or scripted campaign state can consume a Cycle without being on your list.
  • An Operation can gate the next Main Story Mission, so the Cycle you spend elsewhere can move the story window too.

Read the timer as remaining campaign time. Whether that time is actually free depends on what the campaign forces on you in between.

Why a 4-Cycle Companion Mission Can Still Be Urgent

  1. 4 CYCLES LEFTNominal windowThe chip says 4 Cycles.
  2. 3 CYCLES LEFTMandatory story eventA Critical Mission becomes obligatory and takes the Cycle.
  3. 2 CYCLES LEFTCrisis or forced decisionA campaign state consumes a Cycle that was never offered as a choice.
  4. 1 CYCLES LEFTOne practical free deployment leftThe timer still reads 1 Cycle, and there is nothing left to spend it on.

This is not an argument to rush every Companion Mission the moment it appears. It is an argument to treat the displayed timer as the maximum, not the plan.

Chains

Does This Activity Unlock More Timed Content?

Some timers are attached to a chain rather than to a single activity, so the way you spend an earlier Cycle can change a later window.

  • TIMED FOLLOW-UP

    Best Served ColdWithout Honor or Humanity

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Buy Cheap, Never SleepKith and Kin

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Comm Relay SearchKith and Kin

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Contact SawtoothNo Clone Left Behind

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Distress CallYou Can't Go Home Again

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Kinro DecryptionDistress Call

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Lord of BetrayalNo Kings, No Masters

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Opportunity KnockingBuy Cheap, Never Sleep

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Shu-Torun SympathizersYou Can't Go Home Again

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Sullust SearchLord of Betrayal

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Umbaran ExpertiseNo Kings, No Masters

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

  • TIMED FOLLOW-UP

    Weak SpotNo Kings, No Masters

    The follow-up is recorded as able to expire, so the window it gets depends on when the prerequisite resolves.

Chains in the current data

18

12 of them lead to an activity that is itself recorded as able to expire.

The chain is dependency evidence: the follow-up records the earlier activity as a completed prerequisite. It is not a claim about how many Cycles the follow-up will get.

Consequences

What Do You Lose When a Mission Expires?

The honest answer is a graph, not a sentence. This is the shape of it, and the checker below fills it in for one activity.

Direct loss

The activity itself — the scene, the deployment and the opportunity to resolve it.

Possible connected loss

A linked decision, achievement, Operator progression, Bond or follow-up activity.

Not a unique loss

Credits, Capacitors and other generic resources still arrive from other sources.

Expiring does not mean the reward is gone forever. It means this opportunity for it is gone. A generic resource is replaceable; a scene, a choice and a follow-up are not.

Database

Browse Timed Activities

Everything the timing layer has something to say about, with the strength of the evidence printed next to it.

63 of 63 activities

20 expire · 14 complete · 13 critical

  • Hero Mission icon

    Best Served Cold

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Unlocks Without Honor or Humanity

    Mission guide →
  • Hero Mission icon

    Buy Cheap, Never Sleep

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Opportunity Knocking

    Unlocks Kith and Kin

    Mission guide →
  • Hero Mission icon

    Distress Call

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Kinro Decryption

    Unlocks You Can't Go Home Again

    Mission guide →
  • Hero Mission icon

    Kith and Kin

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Buy Cheap, Never Sleep, Comm Relay Search

    Mission guide →
  • Hero Mission icon

    Lord of Betrayal

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Sullust Search

    Unlocks No Kings, No Masters

    Mission guide →
  • Hero Mission icon

    No Clone Left Behind

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Contact Sawtooth

    Mission guide →
  • Hero Mission icon

    No Kings, No Masters

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Lord of Betrayal, Umbaran Expertise, Weak Spot

    Mission guide →
  • Hero Mission icon

    Origin of Infection

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Mission guide →
  • Hero Mission icon

    Sisters

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Mission guide →
  • Hero Mission icon

    Without Honor or Humanity

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Best Served Cold

    Mission guide →
  • Hero Mission icon

    You Can't Go Home Again

    Hero Mission

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Depends on Distress Call, Shu-Torun Sympathizers

    Mission guide →
  • Optional Operation icon

    Contact Sawtooth

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Unlocks No Clone Left Behind

  • Optional Operation icon

    Jedi Holocron

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

  • Optional Operation icon

    Kinro Decryption

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Unlocks Distress Call

  • Optional Operation icon

    Opportunity Knocking

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Unlocks Buy Cheap, Never Sleep

  • Optional Operation icon

    Rawn's Fate

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

  • Optional Operation icon

    Rawn's Path

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

  • Optional Operation icon

    Sullust Search

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Unlocks Lord of Betrayal

  • Optional Operation icon

    Weak Spot

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

    Unlocks No Kings, No Masters

  • Optional Operation icon

    Where's Geryon?

    Optional Operation

    ExpiresKnown to expire

    No exact Cycle count is recorded for this activity.

  • Main Story icon

    Behind Enemy Lines

    Main Story · CRITICAL MISSION

    Becomes mandatoryRelationship only

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Behind Enemy Lines

    Depends on Quid Pro Quo

    Mission guide →
  • Main Story icon

    Casualties of War

    Main Story · CRITICAL MISSION

    Becomes mandatoryRelationship only

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Casualties of War

    Depends on Strange Bedfellows

    Mission guide →
  • Main Story icon

    Dark Waters

    Main Story · CRITICAL MISSION

    Becomes mandatoryRelationship only

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Dark Waters

    Depends on Loose Lips

    Mission guide →
  • Main Story icon

    Deep Cover

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Deep Cover

    Mission guide →
  • Main Story icon

    Eavesdropping

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Eavesdropping

    Mission guide →
  • Main Story icon

    Enemy Intelligence

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Enemy Intelligence

    Mission guide →
  • Main Story icon

    Not Your Turf

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Not Your Turf

    Mission guide →
  • Main Story icon

    Smugglers' Den

    Main Story · CRITICAL MISSION

    Becomes mandatoryRelationship only

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Smugglers' Den

    Depends on Our Jedi Friend

    Mission guide →
  • Main Story icon

    Stillwatch

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Stillwatch

    Mission guide →
  • Main Story icon

    Strike Action

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Strike Action

    Mission guide →
  • Main Story icon

    The Infinite Coil

    Main Story · CRITICAL MISSION

    Becomes mandatoryRelationship only

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: The Infinite Coil

    Depends on Knock Knock

    Mission guide →
  • Main Story icon

    The Serolonis Job

    Main Story · CRITICAL MISSION

    Becomes mandatoryNo verified timer

    No exact Cycle count is recorded for this activity.

    Mission guide →
  • Main Story icon

    Unfinished Business

    Main Story · CRITICAL MISSION

    Becomes mandatoryRelationship only

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Mission: Unfinished Business

    Depends on Chut Chut, Pateesa

    Mission guide →
  • Main Operation icon

    Back Channels

    Main Operation

    Completes in 1 CycleVerified countdown

    Scouting Storm Basin: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Back Channels

  • Main Operation icon

    Background Check

    Main Operation

    Completes in 1 CycleVerified countdown

    Awaiting mystery client's transmission: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Background Check

  • Main Operation icon

    Cast a Dark Shadow

    Main Operation

    Completes in 1 CycleVerified countdown

    Investigating Rhy Cesca: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Cast a Dark Shadow

  • Main Operation icon

    Enemy of My Enemy

    Main Operation

    Completes in 1 CycleVerified countdown

    Investigating Vull Quist: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Enemy of My Enemy

  • Main Operation icon

    Gather Leads

    Main Operation

    Completes in 1 CycleVerified countdown

    Analyzing intelligence on the Coil: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Gather Leads

  • Main Operation icon

    Hot Property

    Main Operation

    Completes in 1 CycleVerified countdown

    Seeking thermal shields on Shu-Torun: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Hot Property

  • Main Operation icon

    Jedi On The Case

    Main Operation

    Completes in 1 CycleVerified countdown

    Awaiting Tel-Rea's intel on the Coil: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Jedi on the Case

  • Main Operation icon

    Job Ain't Done

    Main Operation

    Completes in 1 CycleVerified countdown

    Searching Zone Esk for Fathom: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Job Ain't Done

  • Main Operation icon

    Listening In

    Main Operation

    Completes in 1 CycleVerified countdown

    Scouting Cindermoor Station: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Listening In

  • Main Operation icon

    Murmurs

    Main Operation

    Completes in 1 CycleVerified countdown

    Investigating shipyards to locate Fathom's base: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Murmurs

  • Main Operation icon

    Rhy Cesca

    Main Operation

    Completes in 1 CycleVerified countdown

    Researching secret Umbaran-Republic meeting: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Rhy Cesca

  • Main Operation icon

    Smugglers' Manifest

    Main Operation

    Completes in 1 CycleVerified countdown

    Analyzing Courtsilius smugglers' manifest: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Smugglers' Manifest

  • Main Operation icon

    Smugglers' Manifest II

    Main Operation

    Completes in 1 CycleVerified countdown

    Searching for leads on Courtsilius: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Smugglers' Manifest II

  • Main Operation icon

    Underworld Intel

    Main Operation

    Completes in 1 CycleVerified countdown

    Tracking Fathom to Aleen: 1 Cycle remaining to complete

    Campaign objective: Launch Operation: Underworld Intel

  • Main Operation icon

    Chut Chut, Pateesa

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Chut Chut, Pateesa

    Unlocks Unfinished Business

  • Optional Operation icon

    Comm Relay Search

    Optional Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Unlocks Kith and Kin

  • Main Operation icon

    Gorga's Revenge

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Gorga's Revenge

  • Main Operation icon

    Gorga's Suspicions

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Gorga's Suspicions

  • Main Operation icon

    Ingress Oblige

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Ingress Oblige

  • Main Operation icon

    Knock Knock

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Knock Knock

    Unlocks The Infinite Coil

  • Main Operation icon

    Loose Lips

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Loose Lips

    Unlocks Dark Waters

  • Main Operation icon

    Operation Trick

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Operation Trick

  • Main Operation icon

    Our Jedi Friend

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Our Jedi Friend

    Unlocks Smugglers' Den

  • Main Operation icon

    Payback

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Payback

  • Main Operation icon

    Pick Your Poison

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Pick Your Poison

  • Main Operation icon

    Quid Pro Quo

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Quid Pro Quo

    Unlocks Behind Enemy Lines

  • Optional Operation icon

    Shu-Torun Sympathizers

    Optional Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Unlocks You Can't Go Home Again

  • Main Operation icon

    Strange Bedfellows

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: Strange Bedfellows

    Unlocks Casualties of War

  • Main Operation icon

    The Ossic Hand

    Main Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Campaign objective: Launch Operation: The Ossic Hand

  • Optional Operation icon

    Umbaran Expertise

    Optional Operation

    No timerNo verified timer

    No exact Cycle count is recorded for this activity.

    Unlocks No Kings, No Masters

Cycle preview

What Changes If I End This Cycle?

Tick what you are leaving unresolved, then read the known consequences before you advance the campaign.

Tracked activities

End Turn

20 missions are expiring

47 tracked activities reviewed

LOST

0

RESOLVED

14

CLOSER TO MANDATORY

13

WINDOW OPEN

20

  • Back Channels

    Resolves

    The objective reads "Scouting Storm Basin: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Background Check

    Resolves

    The objective reads "Awaiting mystery client's transmission: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Cast a Dark Shadow

    Resolves

    The objective reads "Investigating Rhy Cesca: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Enemy of My Enemy

    Resolves

    The objective reads "Investigating Vull Quist: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Gather Leads

    Resolves

    The objective reads "Analyzing intelligence on the Coil: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Hot Property

    Resolves

    The objective reads "Seeking thermal shields on Shu-Torun: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Jedi On The Case

    Resolves

    The objective reads "Awaiting Tel-Rea's intel on the Coil: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Job Ain't Done

    Resolves

    The objective reads "Searching Zone Esk for Fathom: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Listening In

    Resolves

    The objective reads "Scouting Cindermoor Station: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Murmurs

    Resolves

    The objective reads "Investigating shipyards to locate Fathom's base: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Rhy Cesca

    Resolves

    The objective reads "Researching secret Umbaran-Republic meeting: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Smugglers' Manifest

    Resolves

    The objective reads "Analyzing Courtsilius smugglers' manifest: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Smugglers' Manifest II

    Resolves

    The objective reads "Searching for leads on Courtsilius: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Underworld Intel

    Resolves

    The objective reads "Tracking Fathom to Aleen: 1 Cycle remaining to complete", so advancing the campaign resolves it instead of removing it.

  • Behind Enemy Lines

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Casualties of War

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Dark Waters

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Deep Cover

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Eavesdropping

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Enemy Intelligence

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Not Your Turf

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Smugglers' Den

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Stillwatch

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Strike Action

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • The Infinite Coil

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • The Serolonis Job

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Unfinished Business

    Closer to mandatory

    A Critical Mission has to be launched at 1 Cycle remaining. Advancing the campaign moves it towards that point.

  • Best Served Cold

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Buy Cheap, Never Sleep

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Contact Sawtooth

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Distress Call

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Jedi Holocron

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Kinro Decryption

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Kith and Kin

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Lord of Betrayal

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • No Clone Left Behind

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • No Kings, No Masters

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Opportunity Knocking

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Origin of Infection

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Rawn's Fate

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Rawn's Path

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Sisters

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Sullust Search

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Weak Spot

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Where's Geryon?

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • Without Honor or Humanity

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

  • You Can't Go Home Again

    Can expire

    The activity is recorded as able to expire. The number of Cycles left is not stated in the current data, so this is the window to use.

Preview only includes currently known activities and verified transitions. Scripted campaign events that are not in the data are not predicted.

LOST stays at zero because no activity in the current data has an exact expiration window. Every recorded expiration keeps its number of Cycles unstated, so it is shown as an open window rather than a countdown to removal.

Single activity

Check One Activity Before You Advance

Pick an activity from the timed database and read what the current data actually says about it.

Hero Mission

Best Served Cold

NOT SAFELY — THIS CAN EXPIREKnown to expire
  • This activity is recorded as able to expire, so the campaign advancing is what takes it away.
  • The number of Cycles remaining is not stated in the current data, so there is no safe count to wait on.

This answer only covers the known timer. A mandatory event or hidden follow-up is not predicted unless the data records it.

What Do You Lose If It Expires?

Unique to this activity

  • The Best Served Cold mission itself
  • Operator progression for Cly Kullervo
  • Follow-up activity: Without Honor or Humanity

Replaceable

  • None recorded.

Still unknown

  • The exact number of Cycles before this activity is removed
  • Whether a hidden prerequisite changes the window

Follow-up timer

TIMED FOLLOW-UP

Resolving this late can shrink the window the follow-up gets, because the follow-up is recorded as able to expire.

  • Without Honor or Humanity — recorded as able to expire

Why Did This Activity Disappear?

  • Its timer reached zero

    The activity was available and the campaign advanced past its window. This is the only case that is a plain expiration.

  • A Critical Mission became obligatory

    Story-critical activity took the Tactical Mission slot, so the choice you were planning was not offered.

  • Its prerequisite was never resolved

    The activity had not become available yet, or its prerequisite activity expired first.

  • Another mutually exclusive activity was resolved

    Where the campaign offers competing outcomes, resolving one can close the other. This is a branch resolution rather than an expiration.

  • The Operator behind it left the roster

    Hero activity is tied to an Operator. Losing or dismissing that Operator closes the chain.

What the data says about Best Served Cold

  • This activity is recorded as able to expire.
  • It is tied to Cly Kullervo.

Only the first reason is an expiration. Treating all five as "I forgot to do it" is what makes the timers feel inconsistent.

Tradeoff

What If Two Activities Expire at the Same Time?

This page will not rank the two activities for you. It prints what is unique to each, then compares them against the run you are playing.

Best Served Cold

Unique

  • The Best Served Cold mission itself
  • Operator progression for Cly Kullervo
  • Follow-up activity: Without Honor or Humanity

Replaceable

  • None recorded.

Buy Cheap, Never Sleep

Unique

  • The Buy Cheap, Never Sleep mission itself
  • Operator progression for Kabb Uppercut
  • Follow-up activity: Kith and Kin
  • 1 linked decision

Replaceable

  • Capacitors — obtainable from other sources

On the current data both activities preserve a comparable amount of unique content. The tradeoff is a preference call rather than a data call.

If you advance the campaign with both unresolved, Buy Cheap, Never Sleep is the one recorded as at risk.

This page does not label a winner. It prints what is unique to each activity so the tradeoff is visible, then ranks by the goal you select.

Choice Solver

Reference

Mission Timer Cheat Sheet

The five words on this page that share the same Cycle chip, and what each one actually means.

EXPIRES IN
The activity can be removed once the campaign advances far enough.
COMPLETES IN
The activity is already running and is resolving, not being removed.
CRITICAL MISSION
Story-critical activity, labelled by the game as a Critical Mission.
OBLIGATORY
The campaign requires it, so other Tactical Mission choices stop being offered.
CYCLE
Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.
TURN
A round of combat inside a Mission. It never removes anything from the Holotable.

If a chip says "Completes", nothing is about to be lost. If it says "Expires", the opportunity is the thing at stake. If it is a Critical Mission, the thing at stake is your next choice.

The game prints expiration and completion with the same chip: N missions are expiring. N tasks are expiring.

Questions

Mission Timer FAQ

  • How do mission timers work in Zero Company?

    A Cycle is the campaign unit of time: each Cycle begins after you return to the Den after completing a Mission. A timer on the Holotable is a number of Cycles, and it can mean one of three things — the activity can expire, an activity that is already running is about to complete, or a Critical Mission is about to become mandatory.

  • What does "Expires in 1 Cycle" mean?

    The activity is available now and can be removed once the campaign advances. Spending the next Cycle elsewhere risks the opportunity rather than delaying it.

  • What does "Completes in 1 Cycle" mean?

    It means the activity is already underway and finishes when the campaign advances. The game ships 16 objective strings with an exact countdown, and 15 of them read "1 Cycle remaining to complete" — none of those is an expiration warning.

  • Do Operations advance the Cycle?

    No. Operations are handled at the Holotable inside the current Cycle. The Cycle is what happens around a Mission, which is why a full round of Operations does not spend the timer you are watching.

  • Do Tactical Missions advance the Cycle?

    Yes. A Cycle begins after returning to the Den after completing a Mission, so every Tactical Mission you launch moves the campaign clock forward.

  • Can Missions expire?

    Yes. 11 of the 20 activities the current data records as able to expire are Missions, and the rest are Operations. An explicit expiration state is stored in the campaign data; an exact number of Cycles is not always stored with it.

  • Can Operations expire?

    Yes. Both Missions and Operations can expire, and several Operations appear in the campaign logic with an expired state. Completion is a different state: an Operation can also resolve rather than be removed.

  • Can Critical Missions expire?

    Not in the same way. Story-critical activity becomes obligatory rather than disappearing. The game states that Critical Missions are required to advance the campaign and that you must launch one when it reaches 1 Cycle remaining.

  • What happens when a Critical Mission timer reaches zero?

    It becomes obligatory. The campaign requires it to be launched, which is what stops you choosing another Tactical Mission instead. That is a restriction on your next Cycle rather than a loss of content.

  • Do story missions disappear?

    The Main Story route does not quietly disappear; it becomes mandatory. Optional and Crisis activity is what is recorded as able to expire.

  • Can Hero Missions expire?

    Yes. The 11 Missions with an explicit expiration state are all Hero Missions, which is why an Operator-authored mission is usually the one worth reading the timer on.

  • Can Companion Missions be missed?

    A Companion or Hero Mission can expire, and it can also sit in front of a follow-up that expires in turn. Treat the displayed timer as the maximum window rather than as a guarantee.

  • Why did my mission disappear?

    Only one of the reasons is an expiration: the timer reached zero. The others are a Critical Mission becoming obligatory, an unresolved prerequisite, a mutually exclusive branch being resolved, or the Operator the activity was tied to leaving the roster.

  • Why can't I find the 1-Cycle Mission?

    Check whether the chip says "Completes" rather than "Expires". A completion countdown belongs to an Operation that is already running, so there is no new Mission to select — you are watching something finish.

  • Is a 1-Cycle Operation about to expire?

    Look at the verb. Every exact countdown in the current data is a completion timer, including the 15 that read "1 Cycle remaining to complete". A separate expiration state is what marks an activity as able to be removed.

  • What is the difference between a Cycle and a turn?

    A Cycle is campaign time and changes which activity is available. A turn is a round of combat inside a Mission and cannot remove anything from the Holotable. The two are stored as separate fields.

  • Can two Missions expire at the same time?

    They can share the same closing window. The page does not rank one above the other; it prints what is unique to each and compares them against the goal you are playing for.

  • Can I do every timed Mission?

    No. Not every Mission and Operation in a campaign can be completed in a single run, so some content closing is intended design rather than a scheduling failure.

  • When does a follow-up Mission timer start?

    The current data records follow-ups as dependency edges — the follow-up lists the earlier activity as a completed prerequisite — but it does not state the Cycle the timer starts on. This page shows the relationship and leaves the start point unstated.

  • Does a Mission timer start before it appears?

    The campaign logic connects an earlier Operation to the later Mission, so delaying the prerequisite can leave less window for what it unlocks. Whether the later timer begins before the activity is visible is not stated in the current data, so it is not printed as a fact.

  • Should I wait until the final Cycle?

    There is no safe final-Cycle habit. A timer that is not an expiration still becomes urgent when a Critical Mission or a forced campaign state takes the Cycle you were saving. Read the timer first, then decide what advancing the campaign actually changes.

Next

What Should You Do Next?