Character Creation
Overview
Character creation happens twice in Zero Company. Hawks, the player character, is built once at the start of the campaign. Custom Operators are then created throughout it, whenever the roster has room.
Almost none of it is permanent. The choices that are permanent are made on a different screen entirely, before creation begins.
The Difficulty Settings screen comes first, and its choices are fixed for the whole campaign. Permadeath and Beskar Mode cannot be changed afterwards.
Creating Hawks
| Choice | Options |
|---|---|
| Sex / gender | Player choice |
| Species | Human, Togruta, Twi’lek, Zabrak, Mirialan, Devaronian |
| Appearance | Hair, colours, and other visual detail |
| Class | Any of the 8 standard Specializations |
| Weapon | Any of the four Weapon Classes |
| Voice | Jonathan Freeman (masculine) or Erica Luttrell (feminine) |
Hawks’ six species are a narrower list than custom Operators get. Completing the campaign once adds Weequay and Ovissian, taking it to eight: see New Game Plus.
Hawks is the only Operator exempt from permadeath, but not from failure: if Hawks is defeated in battle the mission ends immediately and has to be restarted, whatever the Permadeath setting.
Creating Custom Operators
Recruits are built from scratch with a wider pool than Hawks:
| Choice | Options |
|---|---|
| Species | Human, Togruta, Twi’lek, Zabrak, Mirialan, Devaronian, Weequay, Rodian, Ovissian, Neimoidian, and Clone (11 origins) |
| Class | Any of the 8 standard Specializations |
| Personality | 10 types, including Maverick, Wildcard, Professional, and Bruiser |
| Name and backstory | Fully editable. There is no XCOM-style earned nickname pool |
| Appearance, sex, voice | Player choice |
Clone Operators are not open from the start: they unlock after a point in the story, so the pool begins at ten origins and reaches eleven. On a campaign started after completing one, clones are available immediately.
Astromech droids are built separately, through the droid builder rather than the species list, and need the Droid Repair Bay bought at the Den’s Upgrade Facility. See Exotic Classes.
What Is Permanent and What Is Not
This is the part worth knowing before spending time on a build.
Fixed for the campaign, set on the Difficulty Settings screen before creation:
- Permadeath, on or off
- Beskar Mode, which commits the run to a single save with no manual saving
Changeable at any time, at no cost:
- Specializations, Talents, weapons, and Focus Point distribution, from the Personnel facility
- Species and appearance for Hawks and custom Operators, at the Den’s Customization Facility, not only at creation
- Difficulty level, from the menu outside combat
Fixed once chosen: Cross Trainings from the Bond System, and the Talents of authored characters.
Species and Class Do Not Change Your Stats
Bit Reactor has confirmed that no species or faction has better weapon proficiencies, so no origin is mechanically stronger than another. Outfits do not affect gameplay either. Species and appearance are presentation; Specialization and Weapon Class are the decisions that change how an Operator plays.
Any weapon can be paired with any Specialization, so a Sharpshooter is not tied to a Longarm nor a Soldier to a Repeater.
Choosing a Specialization
EA’s official Specialization and Weapon guide, published 28 August 2026, suggests pairings by playstyle. This is the publisher’s guidance, reproduced as published:
| If you | EA suggests | With |
|---|---|---|
| Are new to turn-based tactics | Soldier or Assault | Blaster Rifle |
| Want to deal as much damage as possible | Gunslinger, Soldier, or Heavy | Repeater |
| Prefer long-range combat | Sharpshooter | Longarm Blaster |
| Like staying mobile | Assault or Gunslinger | Blaster Pistol |
| Enjoy planning and tactical decisions | Scout or Scoundrel | No specific Weapon Class |
| Prefer supporting your squad | Medic | No specific Weapon Class |
Because Specializations can be changed freely afterwards, this is a starting point rather than a commitment. Every Operator also gains a second Specialization after Cycle 18.
Related
- All 12 Classes for the full ability kits
- Squad Customisation for roster limits and re-customising companions
- Species & Races for the species in the game
- Weapons for the four Weapon Classes and their stats
- Permadeath and Difficulty for the settings fixed at creation
References
| # | Source | Date |
|---|---|---|
| 1 | pcgames.de: Exclusive preview | Mar 2026 |
| 2 | EA: Answering the Internet’s Biggest Questions (community Q&A) | 21 Jul 2026 |
| 3 | EA Help: Specialization and Weapon guide | 28 Aug 2026 |
| 4 | EA Help: Turn-based tactics and combat basics | 28 Aug 2026 |
| 5 | Star Wars Zero Company in-game character creation, Personnel, and Customization Facility screens | Aug 2026 |
If information is missing, it has not yet been confirmed. Corrections are welcome.