Classes
Overview
Star Wars Zero Company features a 12-class system covering a range of combat roles. In game the system is labelled Specialization, and the two words mean the same thing throughout this wiki. Classes are divided into standard (8 classes, available to most recruits) and exotic (4 classes, restricted to specific story characters).
Each operator’s combat kit is built from four components:
- Talent: a fixed or pooled ability unique to the operator, separate from class
- Weapon Class: one of four weapon types: Longarm, Repeater, Rifle, or Pistol
- Primary Specialization: the operator’s main class (chosen at creation, changeable later)
- Secondary Specialization: a second class unlocked midway through the campaign, creating a dual-class combination
The secondary specialization is the same system as the primary (any standard class), allowing a wide range of two-class permutations for each operator. The selection screen labels the slots Spec 1 and Spec 2, and a class equipped in one slot is locked in the other, so an operator cannot take the same specialization twice.
Talent, Weapon Class and Specialization are chosen at separate steps of operator creation and are fully independent of each other: any weapon can be paired with any class, and any Universal Talent with any combination of the two.
Standard Classes (8)
Every standard class fills four ability slots: one Ultimate, one Standard, and two Passives. Each has its own page with the full ability set.
| Icon | Class | Ultimate | Role |
|---|---|---|---|
| Assault | Sweeping Salvo | Frontline fighter that excels at maneuvering to score medium to close-range kills against targets hiding in cover | |
| Gunslinger | Open Fire | Specialises in multi-target blaster attacks and fast strikes across numerous targets | |
| Heavy | Bulwark | Frontline combatant, thickly armoured and tough; specialises in survivability and soaking up attacks while in the open | |
| Medic | Morale Boost | Excels at healing and prevention of Injuries; can also boost teammates physically and psychologically | |
| Scoundrel | Easy Mark | Wildcard, adept at taking advantage of situations without much preparation, making the most of every opportunity | |
| Scout | Ambush | Tactical operator trained in ambush and reconnaissance; planning and timing benefit the entire team, creating opportunities | |
| Sharpshooter | Precision Shot | Expert marksman excelling at long-range engagements; focused on singling out and defeating chosen enemies | |
| Soldier | Rocket Strike | Mainstay offensive unit engaging at close to medium range with melee, grenades, heavy blaster fire, and a rocket launcher |
Class icons are the official emblems from EA’s Specializations Hub .
Planning a squad? The Loadout Builder combines a Talent, a weapon class, and two Specializations into a single ability list, and any build can be shared as a link.
Ultimates
Every class Ultimate is paid from the shared Advantage pool rather than from Action Points, with one exception.
| Class | Ultimate | Effect |
|---|---|---|
| Assault | Sweeping Salvo | Damage and Disoriented to all enemies in a large cone |
| Gunslinger | Open Fire | Fire 2 times at any combination of enemies |
| Heavy | Bulwark | Taunts all enemies in the target area; +2 Defense for the turn |
| Medic | Morale Boost | This operator and nearby allies rise to 4 stacks of Morale |
| Scoundrel | Easy Mark | Marks an enemy so the Scoundrel Assists the next ally to attack it |
| Scout | Ambush | Surprise attack; damage scales with the Advantage spent |
| Sharpshooter | Precision Shot | A calculated blaster shot that always hits |
| Soldier | Rocket Strike | A rocket that explodes on impact, damaging all targets in the blast |
Ambush is the exception: it costs 1 AP and takes a variable amount of Advantage, where the others have a fixed Advantage price. Sweeping Salvo III and Open Fire II are both 7 Advantage at the ranks shown in combat.
Exotic Classes (4)
Exotic classes are restricted to specific story characters based on their nature. They cannot be assigned to generic recruits, and only one of each (the Astromech excepted) can be fielded at a time.
Jedi Padawan
Locked to Tel-Rea Vokoss. Built around Force abilities and dual-lightsaber combat; confirmed abilities include Force Push, which moves an enemy out of cover and can push it into a friendly Overwatch zone. A custom Jedi recruit is not possible; the Jedi slot belongs to Tel-Rea, and Bit Reactor has confirmed that if Tel-Rea dies under permadeath, the Jedi Padawan class is gone for that campaign.
Mandalorian Warrior
Locked to Cly Kullervo. Centred on her jetpack and Mandalorian gear. The jetpack is her Combat Jump unique talent and persists even if Cly respecs into a standard class.
Astromech
Unlike the other exotics, the Astromech class is not locked to a single named character; it is tied to any droid created through the in-game droid builder, where each unit type has different abilities and its own personality. PC Gamer described the astromech they fielded as support/crowd-control-focused, and Bit Reactor confirms Astromechs unlock early in the game, with a full Astromech team possible as soon as they can be recruited (Hawks is required on story missions, but every other slot can always be an Astromech). Developer-cited loadouts include Astromechs packed with firebombs, thermal detonators, and droid poppers.
Astromechs are also the only operators that can take the Built-In Comlink Universal Talent.

The Secret Fourth Exotic Class
A fourth exotic class is confirmed to exist, but it remains a secret: Bit Reactor has not revealed it. Per PC Gamer, the studio will either announce it at a later date or leave it as a surprise for players to discover in the game itself. Its identity, and which story character it is locked to, is unknown. This page will be updated the moment an official source names it.
Talents
Every operator has a Talent: a distinct layer from their class, carrying an ability that is always active regardless of which class the operator is assigned to. Each operator starts with 1 Talent and 1 Specialization.
- For authored story characters, talent is fixed and tied to their identity
- For custom operators, players select from the pool of Universal Talents below
- Hawks has a unique talent, Fearless Leader, that persists through any specialization change
- Separately from that talent, Hawks can spend Advantage to refresh 1 AP for any squadmate, once per turn
Universal Talents
Universal Talents are the pool custom operators pick from, and they are a separate set to the fixed talents carried by authored operators. Eleven are named, one of which is restricted to Astromechs; the remaining ten match the pool size visible in the loadout screen’s talent picker.
Every talent is upgradeable, and the upgrade path varies: some improve the talent’s raw numbers, others loosen its usage limits or extend the benefit to allies.
| Icon | Talent | Effect | Upgrading |
|---|---|---|---|
| The Bigger They Are… | Powerful damage bonuses against the galaxy’s most dangerous targets. | Improves the bonus | |
| Anticipation | The operator anticipates and evades enemy attacks. | Loosens the usage limits, and ultimately lets the operator grant the bonus to allies as well | |
| Cold Blooded | The operator gains Vicious, letting them score Critical Hits easily. | Increases Critical Damage, and ultimately allows multiple critical hits | |
| Taunt | Forces enemies to attack this operator instead of allies. | Reduces the damage received while taunting | |
| A Life of Labor | Grants additional Health and Defense. | Improves both, and adds Melee Damage and Critical Damage | |
| Thievery | Steals additional Credits during missions. | Increases the amount gained per Tactical Mission | |
| Sabotage | Detonates a variety of objects commonly found on the battlefield. | Increases the number of uses per combat | |
| Espionage | Picks up additional Intel during missions. | Increases the amount gained per Tactical Mission | |
| Grit | The operator temporarily gains Invulnerable, ignoring damage from an incoming attack. | Increases health and Invulnerable stacks | |
| Fortitude | Grants additional Defense while injured. | Improves the bonus, and eventually lets the operator ignore injury penalties entirely | |
| Built-In Comlink (Astromech only) | An integrated comlink that provides additional AP to allies. | Increases the number of uses per turn |
Two of these are strategy-layer talents rather than combat ones: Thievery and Espionage pay out in Credits and Intel for taking part in a Tactical Mission, which makes squad selection a resource decision as well as a tactical one. Sabotage is the talent seen in combat footage at Sabotage III, matching the upgrade path described here: a Special Action costing 2 Advantage and limited to 3 uses per combat.
Two statuses come from this list rather than from any class ability: Vicious (Cold Blooded) and Invulnerable (Grit). See Combat System.
Authored Operator Talents
Each of the seven authored operators carries a unique talent. These are the fixed, identity-tied talents described above, and they are drawn from a separate set to the selectable pool: an authored talent belongs to one character and cannot be picked for a custom operator, while custom operators choose from the Universal Talents above.
Fixed does not mean static. Every entry below is described as upgradeable, with the upgrade improving the talent’s own numbers rather than swapping it for another.
| Operator | Unique Talent | Effect |
|---|---|---|
| Hawks | Fearless Leader | While Hawks is present, increases assist damage, defence, and chance-to-hit for all operators. Upgrading improves the bonuses. |
| Trick | For My Brothers | Trick can withstand being Downed and automatically revives during the next turn. Upgrading improves the health recovered and injury resistance. |
| Tel-Rea Vokoss | Strong with the Force | Gains stacks of Harmony each turn, raising Lightsaber Deflection and attack damage. Upgrading increases the stacks gained. |
| Cly Kullervo | Combat Jump | Uses her jetpack to jump to a target location, pushing enemies out of position and inflicting Burn. Upgrading increases the range and Burning stacks. |
| Luco Bronc | Combat Gas | Gains stacks of Sharpened Senses, increasing percentage chance to hit. Upgrading increases the number of stacks. |
| Jae Mordant | Final Shot | Immediately assists and eliminates any low-health targets. Upgrading raises the damage threshold and the number of Final Shots per turn. PC Gamer compared the behaviour to Fallout’s Mysterious Stranger. |
| Kabb Uppercut | Uppercut | Knockback melee attack against enemies that refunds the AP if it defeats the target. Upgrading improves the damage and knockback range. |
Two mechanics named here appear nowhere else in official material so far: Harmony, the stacking buff behind Tel-Rea’s Lightsaber Deflection, and Sharpened Senses, the stacking accuracy buff Luco builds. Both Hawks and Jae key off the assist mechanic.
Class Synergies
Cross-class combinations named in official material:
- Medic + Gunslinger: Combat Stim grants Stimulant, increasing Ranged Damage across the Gunslinger’s shot output
- Scoundrel + Sharpshooter: Identify Weakness applies Vulnerable, allowing the Sharpshooter’s next attack to critically hit
Bit Reactor’s community Q&A additionally cites a Gunslinger build that gains action points on a kill, and Bull Rush into a void as an instant-kill tactic for the Assault.
Advantage and Ultimates
Every class has an Ultimate ability that requires a large spend from the squad’s shared Advantage pool. Smaller abilities also draw from the Advantage pool without consuming Action Points. The squad gains +1 Advantage each time it successfully damages an enemy. See Combat System for full Advantage mechanics.
Respec
Any character (Hawks, story characters, and custom recruits) can respec into any standard class at any time. Exotic classes cannot be reassigned: they are locked permanently to their respective story characters, and their abilities cannot be granted to custom recruits.
Each authored operator’s unique talent persists through a respec, so the talents listed under Authored Operator Talents stay active whatever standard class the character is moved to.
Respeccing is done from the Focus Tree tab in the Den’s Personnel facility, which handles Specializations and Talents alike. Talents are respecced on the same terms as classes: freely, apart from a few specific heroes.
Second Specialization
Operators start with one Specialization, but a second Specialization can be added deeper into the campaign, chosen from the same Focus Tree tab. This is a campaign-progression unlock rather than something available from the outset.
A second Specialization means an operator’s ability ring can carry abilities from two classes at once, which is worth bearing in mind when reading combat footage: a single operator showing abilities from two different kits is not necessarily evidence of a misattribution.
References
If information is missing, it has not been confirmed by an official or press source.