Exotic Classes
Overview
Zero Company has 12 Specializations: eight standard classes any Operator can take, and four exotic classes that cannot be chosen freely. An exotic class is tied to what an Operator is, so it arrives with the character or unit that carries it.
| Exotic class | Tied to | Unlocked by |
|---|---|---|
| Jedi Padawan | Tel-Rea Vokoss | Recruiting Tel-Rea |
| Mandalorian Warrior | Cly Kullervo | Recruiting Cly |
| Astromech | Any droid built in the droid builder | Buying the Droid Repair Bay at the Den’s Upgrade Facility |
| Clone Commando | Trick | Late-campaign story progression |
Three of the four share a trait the standard classes do not have: free vertical movement. The Jedi Padawan moves with the Force, the Mandalorian has a jetpack, and the Astromech has built-in thrusters, so none of them spend movement climbing or using ladders.
Dual Specializations
Every Operator starts with one Specialization and gains a second after Cycle 18, chosen from the Focus Tree tab. How that interacts with an exotic class varies, and it is the clearest difference between them:
| Class | Second Specialization |
|---|---|
| Jedi Padawan | Locked. Both of Tel-Rea’s slots are Jedi Padawan |
| Astromech | Locked. Spec two is Analytics, another droid-only tree |
| Mandalorian Warrior | Free choice of any of the eight standard classes |
| Clone Commando | Free choice, exactly as before the unlock |
Jedi Padawan
Locked to Tel-Rea Vokoss, and the only Force-using Specialization in the game. She carries two lightsabers and cannot equip a ranged weapon, and this cannot be changed. She also has no utility slots: in their place she equips Force Meditations, and further Meditation slots are unlocked through her own missions and Focus Tree.
A custom Jedi cannot be created. Under permadeath, losing Tel-Rea removes the class from that campaign.
Harmony
Harmony is her central resource. Strong with the Force starts each turn of battle with 2 stacks, rising to 6 when fully upgraded. Each stack adds +4 melee damage to lightsaber attacks and +4% deflection chance.
Lightsaber Strike costs 1 AP for 12 damage, plus 4 per Harmony stack, and spends 3 Harmony on use.
Abilities
| Ability | Type | Detail |
|---|---|---|
| Padawan Training | Passive | Allows blaster deflection at a base 30% chance. Upgrades add +1m to each movement stage, so 3m in total |
| Noble Stance | Standard | Paints an area like Overwatch and deflects blaster attacks from that direction. +10% deflection per AP used; consumes all remaining AP and locks further action |
| Push | Standard | Pushes one enemy along a narrow arc for 8 Force damage, rising to 14. The final rank also applies Disoriented (-20% Chance-to-Hit) |
| Pull | Standard | 14 damage, rising to 26 |
| Shockwave | Ultimate | 6 Advantage, 14 damage, pushing back all nearby enemies. The final rank grants Harmony for each enemy hit |
| Lightsaber Throw | Ultimate | 10 Advantage, 12 damage, striking multiple enemies in a line. Consumes all Harmony for +4 damage per stack, rising to +8 |
| Elegant Weapon | Passive | Lightsaber +2 critical damage and +6 critical chance, rising to +8 and +15 |
Tel-Rea is the only Operator with two Ultimates. Fully upgraded, Harmony can carry her deflection chance to roughly 80 to 90%.
Mandalorian Warrior
Locked to Cly Kullervo of Clan Verminoth. Unlike the Jedi Padawan she can equip any weapon and use all utilities, and after Cycle 18 she can take any standard Specialization as her second, which makes her the most freely built of the exotics.
Mandalorian Armor Training gives her a base Defense of 3. Mandalorian armour is restricted to her; no other Operator can wear it.
| Ability | Type | Detail |
|---|---|---|
| Combat Jump | Talent | 2 Advantage and no AP to jump up to 14m, rising to 23m, pushing nearby enemies out of position. The final rank applies 4 stacks of Burn. The push can kill outright by knocking targets off ledges or into their allies |
| Ruthless | Passive | +2 critical damage, rising to +6 |
| Electroweb Dart | Standard | Applies Shocked, reducing the target’s movement range. Upgrades extend the dart’s range |
| Electroweb Surge | Standard | Arcs electricity between targets. The more darted targets, the more bounces |
Because Combat Jump costs Advantage rather than AP, it gives her repositioning without spending a turn. The trade is that every one of her abilities draws on Advantage, so she needs a squadmate generating it, such as a Scout.
Astromech
The Astromech is not locked to a named character. It belongs to any droid built in the droid builder, unlocked by purchasing the Droid Repair Bay at the Den’s Upgrade Facility, so more than one can be fielded.
Astromechs cannot equip a weapon or any weapon mods. They carry three utility slots from the start, which is what they fight with. Available chassis include the R2 and R3 series and BR-1, a model created for Zero Company.
| Ability | Type | Detail |
|---|---|---|
| Built-In Comlink | Talent | Grants one ally +1 AP at a cost of 1 AP, transferring the point. Upgrades allow more uses per turn, and the final rank makes it unlimited |
| Extended Storage | Passive | Limited-use utility items gain +1 use, and a later rank adds another, reaching 3 uses each |
| Enhanced Scanners | Standard | Scans every enemy in range: -4 Defense and +20% Chance-to-Hit against them. The final rank can also apply Vulnerable |
| Deep Target Scan | Standard | Single target, to 24m. Scans and Spots it, removing range and smoke penalties, and strips all Evasion |
| Coordinate Support | Ultimate | 10 Advantage for +1 AP to every ally, the droid included. Upgrades reduce the cost, and the final rank grants +2 AP for 6 Advantage |
| Defensive Protocol | Ultimate | 8 Advantage for +2 Defense to all allies for the turn, rising to +6 |
| Self-Preservation | Passive | Gains 1 AP when hit by an Overwatch or Retaliation attack |
Further Focus Tree ranks add +1 movement to each stage (3m total), +2 Defense, +5% Chance-to-Hit for the whole squad, and a random teammate gaining +1 Defense for the rest of combat whenever the droid is attacked.
Because Built-In Comlink and Coordinate Support both hand out AP, the Astromech’s role is enabling other Operators’ turns: a Sharpshooter whose Longarm costs 2 AP can fire twice in a turn with a droid feeding it.
Clone Commando
This Specialization is granted late in the campaign, through story progression.
The fourth exotic class belongs to Trick, and arrives with his Commando armour towards the end of the campaign.
It is exotic in a different sense to the other three. Trick keeps both Specialization slots and can still take any standard class in either, exactly as before. What changes is that he gains a unique Talent, a unique passive, and a weapon no other Operator can carry.
| Ability | Type | Detail |
|---|---|---|
| Clone Armor Training | Talent | +2 base Defense, applied simply for being in the squad |
| For My Brothers | Passive | Once per mission, if Trick is downed he revives at the start of the next turn on half health, then full health, then full health with no Injury at higher ranks. If he is downed during the player’s turn, he instead recovers an Action Point |
DC-17M Weapon System
Trick’s Commando armour comes with the DC-17M Weapon System, an Assault-class weapon described in-game as “an advanced reconfigurable blaster with multiple firing modes, including a Longarm, Grenade Launcher and Repeating Blaster.”
It carries incredible Base Damage but cannot be upgraded or modified: Weapon Modifications are stated to be incompatible with its technology, which is the trade for its stats.
| Stat | Value |
|---|---|
| Weapon Damage | 16 |
| Critical Hit Damage | +8 |
| Critical Chance | 37% |
| Range | Medium |
| Melee Damage | 22 |
For comparison, the strongest standard weapon is the Longarm Blaster at 12 damage and 5% Critical Chance.
Its three modes give Trick a role no single standard class covers:
- Fire DC-17M Anti-Armor Shot: 1 AP, 12 damage, an explosive that damages everything in its blast radius and strips 3 Defense from those hit
- Longarm mode: fires in Longarm configuration for high blaster damage, observed at 26
- Fire DC-17M Repeater: a Final Action consuming all AP for a base 18 damage plus Rapid Fire Damage scaled to the AP spent, and it always damages the target’s Cover. Observed at 45 damage on a full pool
Related
- All 12 Classes for the eight standard Specializations
- Talents for the always-active layer every Operator carries
- Cycles for the campaign clock that gates dual Specializations
- Weapons for the four standard Weapon Classes and their stats
References
| # | Source | Date |
|---|---|---|
| 1 | PC Gamer: Hands-on preview | 26 Mar 2026 |
| 2 | EA: Lead Zero Company To Victory | 9 Jun 2026 |
| 3 | EA: Answering the Internet’s Biggest Questions (community Q&A) | 21 Jul 2026 |
| 4 | EA Help: Specialization and Weapon guide | 28 Aug 2026 |
| 5 | Star Wars Zero Company in-game Focus Tree, Personnel, and Armory screens for all four exotic Specializations | Aug 2026 |
If information is missing, it has not yet been confirmed. Corrections are welcome.