
How To Complete Not Your Turf in Star Wars Zero Company - Mission 2 Walkthrough
Not Your Turf is the first true critical mission in Star Wars Zero Company, coming after the Serolonis Job tutorial and the game's introduction to Operations. Gorga, the Hutt warlord running Lothal, wants a pirate gang removed from his territory, and you take Hawks, Kabb, and Trick to do it. It's a short mission built around one arena and two waves of low-tier enemies, and the only real failure condition is losing an Operator you were told to keep alive.
How to Set Up Overwatch and Survive Reinforcements in Star Wars Zero Company
Your objective here is worded more strictly than it looks: eliminate every hostile, and make sure Hawks, Trick, and Kabb all walk out. With permadeath switched on that turns an otherwise easy mission into one where a careless final turn costs you a named Operator for the rest of the campaign. The roster is still small this early, so there's no squad-building decision to make — you take the three you have and work with their strengths. Trick and Kabb pair well and should stay close enough to support each other, while Hawks is tougher than both and can afford to push wide and flank. Not Your Turf sits in the Business As Usual chapter, the second of fourteen, and you can see where it lands in the campaign in Star Wars Zero Company Walkthrough: All Main Story Missions and Chapters.
Star Wars Zero Company Mission 2 Walkthrough

The mission is one arena with two enemy groups: four pirates to start, then two reinforcements arriving from a fixed direction. The gap between the waves is the whole mission, so use it.
Step # | Short Action | Description | Issue/ Tips |
|---|---|---|---|
1 | Engage the first four | Four pirate gang members hold the opening area | Keep Trick and Kabb paired; let Hawks flank |
2 | Clear the opening group | Work cover to cover and take flanking shots | Low-tier enemies — save consumables for later missions |
3 | Rotate to face right | Reinforcements spawn from the right-hand path | You get a free turn or two here; don't waste it advancing |
4 | Set overlapping Overwatch | Aim all three cones at the right-hand approach | Overwatch costs 1 AP, so all three can hold and still reposition |
5 | Finish the last two | Only two enemies arrive in the second wave | Mission ends the moment the field is clear |
Clear the Opening Pirate Group
Four gang members hold the starting area, and they're about as soft as enemies get in this game. There's no scripted route through the fight, but the pairing that works is Trick and Kabb together with Hawks on his own. Hawks survives hits that would drop either of the others, which makes him the one to send around the side while the two hold a firing line. Watch the Backup prompt each turn: if the Operator holding Backup shoots first, the free partner shot lands on a target that's already dying. Move everyone else into position before you pull a trigger. Weak enemies are also the cheapest source of Advantage in the game, so don't end the fight with one overkill shot when two smaller ones bank more.
Prepare for the Reinforcement Wave

Once the initial four are down, a second group arrives from the right-hand path of the zone. The game gives you a genuine window before they show up, and that window is the only tactical decision in the mission. Turn all three Operators to face the right-hand approach and set Overwatch cones that overlap across it, so anything stepping into the lane eats up to three reaction shots before it acts. At one AP per cone, every Operator can reposition and still hold Overwatch, so nobody has an excuse to sit off the line. Don't advance to meet them: walking into an unscouted spawn is how you lose the Operator the mission told you to protect.
Finish the Second Wave
Only two enemies actually arrive, which is usually a disappointment after setting up three overlapping cones, but it means the fight ends fast. Clear them off the map and the mission closes immediately. If either survives your Overwatch volley, they'll be flanked and out of position, so finish them with direct fire rather than spending another turn manoeuvring.
Not Your Turf Rewards
Completing Not Your Turf gives you:
- Crew Quarters
- +1,000 Credits
Crew Quarters is a facility for the Den rather than a consumable, which makes this one of the more valuable early payouts. The Credits are best held until you've run your available Operations, since some of those can hand you gear or Credits that change what you want to buy at the Black Market.
The Operation attached to this stretch of the campaign, Gorga's Revenge, asks whether you hand a target over to the Hutt or let him vanish. The Lothal Tactical Mission unlocks either way, so the decision comes down to 500 Credits against extra Influence in Zone Jenth — one of many campaign branches broken down in Best Choices To Make in Star Wars Zero Company.
Star Wars Zero Company Guide
Not Your Turf closes out the Business As Usual chapter, and the campaign starts widening immediately afterwards. The next critical mission takes you to Courtsilius to listen in on a meeting between the Coil and local gangsters, which is a considerably more involved job with an exploration section, collectibles, and a defensive firefight. How To Complete Eavesdropping in Star Wars Zero Company - Mission 3 Walkthrough covers the route, the Intel pickups, and how to hold the platform when the reinforcements arrive from two directions at once.
This is also the point where the systems around missions start mattering more than the missions themselves — Operations, cycles, Advantage, and when to spend Intel. Everything You Need To Know About Star Wars Zero Company Before Starting lays out the habits worth building now rather than twenty cycles in, including the AP rule that keeps Operators alive on harder difficulties.
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