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ClassesOverview

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:

  1. Talent: a fixed or pooled ability unique to the operator, separate from class
  2. Weapon Class: one of four weapon types: Longarm, Repeater, Rifle, or Pistol
  3. Primary Specialization: the operator’s main class (chosen at creation, changeable later)
  4. 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.

IconClassUltimateRole
Assault class iconAssaultSweeping SalvoFrontline fighter that excels at maneuvering to score medium to close-range kills against targets hiding in cover
Gunslinger class iconGunslingerOpen FireSpecialises in multi-target blaster attacks and fast strikes across numerous targets
Heavy class iconHeavyBulwarkFrontline combatant, thickly armoured and tough; specialises in survivability and soaking up attacks while in the open
Medic class iconMedicMorale BoostExcels at healing and prevention of Injuries; can also boost teammates physically and psychologically
Scoundrel class iconScoundrelEasy MarkWildcard, adept at taking advantage of situations without much preparation, making the most of every opportunity
Scout class iconScoutAmbushTactical operator trained in ambush and reconnaissance; planning and timing benefit the entire team, creating opportunities
Sharpshooter class iconSharpshooterPrecision ShotExpert marksman excelling at long-range engagements; focused on singling out and defeating chosen enemies
Soldier class iconSoldierRocket StrikeMainstay 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.

ClassUltimateEffect
AssaultSweeping SalvoDamage and Disoriented to all enemies in a large cone
GunslingerOpen FireFire 2 times at any combination of enemies
HeavyBulwarkTaunts all enemies in the target area; +2 Defense for the turn
MedicMorale BoostThis operator and nearby allies rise to 4 stacks of Morale
ScoundrelEasy MarkMarks an enemy so the Scoundrel Assists the next ally to attack it
ScoutAmbushSurprise attack; damage scales with the Advantage spent
SharpshooterPrecision ShotA calculated blaster shot that always hits
SoldierRocket StrikeA 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.

An R5-series astromech operator using the Impact Bomb ability, a 1 AP grenade throw dealing 8 damage

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.

IconTalentEffectUpgrading
The Bigger They Are… talent iconThe Bigger They Are…Powerful damage bonuses against the galaxy’s most dangerous targets.Improves the bonus
Anticipation talent iconAnticipationThe operator anticipates and evades enemy attacks.Loosens the usage limits, and ultimately lets the operator grant the bonus to allies as well
Cold Blooded talent iconCold BloodedThe operator gains Vicious, letting them score Critical Hits easily.Increases Critical Damage, and ultimately allows multiple critical hits
Taunt talent iconTauntForces enemies to attack this operator instead of allies.Reduces the damage received while taunting
A Life of Labor talent iconA Life of LaborGrants additional Health and Defense.Improves both, and adds Melee Damage and Critical Damage
Thievery talent iconThieverySteals additional Credits during missions.Increases the amount gained per Tactical Mission
Sabotage talent iconSabotageDetonates a variety of objects commonly found on the battlefield.Increases the number of uses per combat
Espionage talent iconEspionagePicks up additional Intel during missions.Increases the amount gained per Tactical Mission
Grit talent iconGritThe operator temporarily gains Invulnerable, ignoring damage from an incoming attack.Increases health and Invulnerable stacks
Fortitude talent iconFortitudeGrants additional Defense while injured.Improves the bonus, and eventually lets the operator ignore injury penalties entirely
Built-In Comlink talent iconBuilt-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.

OperatorUnique TalentEffect
HawksFearless LeaderWhile Hawks is present, increases assist damage, defence, and chance-to-hit for all operators. Upgrading improves the bonuses.
TrickFor My BrothersTrick can withstand being Downed and automatically revives during the next turn. Upgrading improves the health recovered and injury resistance.
Tel-Rea VokossStrong with the ForceGains stacks of Harmony each turn, raising Lightsaber Deflection and attack damage. Upgrading increases the stacks gained.
Cly KullervoCombat JumpUses her jetpack to jump to a target location, pushing enemies out of position and inflicting Burn. Upgrading increases the range and Burning stacks.
Luco BroncCombat GasGains stacks of Sharpened Senses, increasing percentage chance to hit. Upgrading increases the number of stacks.
Jae MordantFinal ShotImmediately 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 UppercutUppercutKnockback 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

#SourceDate
1PC Gamer: Hands-on preview Mar 2026
2pcgames.de: Second preview (de) May 2026
3EA: Lead Zero Company To Victory 9 Jun 2026
4Xbox Wire: Tactics Interview (Foertsch & Brawley) 9 Jun 2026
5EA: Specializations Hub Jul 2026
6EA Star Wars on X: loadout customisation video Jul 2026
7EA: Operators hub Aug 2026
8EA Star Wars on X: Sabotage combat clip Jul 2026
9EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
10EA Star Wars: gameplay clips (YouTube / X), ability cards for Identify Weakness II, Easy Mark III, Ambush, Combat Recon IV, Brutal Strike IV, Open Fire II, and Sweeping Salvo III Aug 2026

If information is missing, it has not been confirmed by an official or press source.

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