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MechanicsClass System

Class System

Overview

Star Wars Zero Company features a 12-class system covering a range of combat roles. 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 Specialization: a fixed or pooled set of 1–2 abilities unique to the character (separate from class)
  2. Weapon Specialization: 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. EA’s July 2026 loadout video shows 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.

Standard Classes (8)

Every standard Specialization includes three abilities: an Ultimate, a Standard, and a Passive.

IconClassRole
Assault specialization iconAssaultFrontline fighter that excels at maneuvering to score medium to close-range kills against targets hiding in cover
Gunslinger specialization iconGunslingerSpecialises in multi-target blaster attacks and fast strikes across numerous targets
Heavy specialization iconHeavyFrontline combatant, thickly armoured and tough; specialises in survivability and soaking up attacks while in the open
Medic specialization iconMedicExcels at healing and prevention of Injuries; can also boost teammates physically and psychologically
Scoundrel specialization iconScoundrelWildcard, adept at taking advantage of situations without much preparation, making the most of every opportunity
Scout specialization iconScoutTactical operator trained in reconnaissance; planning and timing benefit the entire team, creating opportunities
Sharpshooter specialization iconSharpshooterExpert marksman excelling at long-range engagements; focused on singling out and defeating chosen enemies
Soldier specialization iconSoldierMainstay offensive unit engaging at close to medium range with melee, grenades, heavy blaster fire, and a rocket launcher

Specialization icons are the official class emblems from EA’s Specializations Hub .

Standard classes are available to Hawks and all generic mercenary recruits. Hawks’ class is chosen by the player at character creation. Any character can respec to a different standard class at any time from the Personnel facility in the Den.

Assault

A frontline fighter that excels at maneuvering to score medium to close-range kills against targets hiding in cover. The Assault’s full Specialization ability set was shown, labelled on screen, in EA’s July 2026 loadout video:

AbilityTypeEffect
Sweeping SalvoUltimateUnleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone. Shown in combat as Sweeping Salvo III: a Cone Special Action costing 7 Advantage, dealing 14 damage and applying Disoriented 1
Bull RushStandardCharge into an enemy, dealing Melee Damage and pushing it backwards
Fleet of FootPassiveIncreases this Operator's First Movement by 1.0m

A combat clip shows the ultimate at its upgraded Sweeping Salvo III rank: a Cone Special Action costing 7 Advantage for 14 damage, applying Disoriented 1 to every enemy caught in the cone.

Bit Reactor’s community Q&A cites Bull Rush into a void (turbolift shafts, water, cliffs) as an instant-kill tactic. PC Gamer’s hands-on (March 2026 preview build) described the Assault’s ultimate as a triple shot paid from the squad’s shared Advantage pool; the on-screen Assault Ultimate in the July video is Sweeping Salvo, and the video separately shows a fire-3-times ultimate (Open Fire) in a kit matching the Gunslinger, so the triple shot was most likely a Gunslinger ability misattributed in the earlier preview.

Gunslinger

Specialises in multi-target blaster attacks and fast strikes across numerous targets. That high shot output makes the Gunslinger a confirmed synergy partner for the Medic’s Combat Stim buff, which adds damage to each shot in the sequence. The Gunslinger’s ability set, shown in EA’s July 2026 loadout video:

AbilityTypeEffect
Open FireUltimateFire 3 times at any combination of enemies. Shown in combat as Open Fire II: a Chained Ranged Special Action costing 7 Advantage, dealing 17 damage, with each attack gaining a +10% bonus to Chance-to-Hit
Quick DrawStandardFire a lightning fast sidearm pistol shot
Keen EyePassiveIncreases this Operator's Critical Chance for all Ranged Attacks by +6%

Class attribution is inferred from the kit; the class label is not visible in the available video frames.

Open Fire matches the “triple shot” ultimate described in PC Gamer’s March 2026 hands-on, which suggests that ability belongs to the Gunslinger rather than the Assault. Bit Reactor’s community Q&A also cites a Gunslinger build that gains action points on a kill, chaining into extended turns.

A combat clip shows the ability at its upgraded Open Fire II rank: a Chained Ranged Special Action costing 7 Advantage for 17 damage, with each of the three attacks gaining a +10% bonus to Chance-to-Hit. “Chained Ranged” is the targeting mode that lets the three shots be split across any combination of enemies.

Heavy

A frontline combatant, thickly armoured and tough, specialising in survivability and soaking up attacks while in the open. The Heavy’s ability set, shown in EA’s July 2026 loadout video:

AbilityTypeEffect
BulwarkUltimateTaunts all enemies in the target area, forcing them to attack this Operator; also increases Defense by +2 for the rest of the turn
UnstoppableStandardGain 2 stacks of Retaliation; each stack permits a counter against the next incoming attack
ConditioningPassiveIncreases this Operator's Max Health by +4

Class attribution is inferred from the kit; the class label is not visible in the available video frames.

PC Gamer’s hands-on (March 2026 preview build) described the Heavy’s ultimate as a rocket launcher blast; with Bulwark shown as the Ultimate, that description likely belongs to another class or to an Advantage ability.

Medic

Excels at healing and the prevention of Injuries, and can also boost teammates physically and psychologically. The Medic’s full Specialization ability set was shown in EA’s July 2026 loadout video:

AbilityTypeEffect
Morale BoostUltimateThis Operator and all nearby allies increase to 4 stacks of Morale
Combat StimStandardGrants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage
Lifesaving MeasuresPassiveMedpacs used by this Operator restore an additional +10% Health

Because operators die permanently after accumulating three Injuries, the Medic’s injury prevention is central to long-term squad survival; see Permadeath. The Focus Tree nodes Morale Boost III and Lifesaving Measures II, seen in EA’s “5 Things” Short, are upgraded tiers of these base abilities; see Focus Tree.

Scoundrel

A wildcard, adept at taking advantage of situations without much preparation and making the most of every opportunity. Two Scoundrel abilities have been shown on their in-combat ability cards, both at upgraded ranks:

AbilityTypeCostEffect
Identify Weakness IIFast Action1 APSingle Enemy. Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. Applies Vulnerable 1; effective range 16.0m
Easy Mark IIISpecial Action5 AdvantageSingle Enemy. Marks the chosen enemy, allowing this Operator to Assist the next ally that attacks that target. Applies Marked 1; once per turn

Only part of this Specialization has been shown so far; the abilities above are the ones seen on screen, not the full Ultimate, Standard, and Passive set.

Class attribution is inferred from the kit; the class label is not visible in the available video frames.

Identify Weakness is the ability EA’s earlier material already tied to the Scoundrel, and it is the confirmed set-up for the Sharpshooter: Vulnerable guarantees the next attack can land a critical hit. Easy Mark works the other way round, setting up the Scoundrel rather than the target: it applies Marked so the Scoundrel Assists whichever ally attacks that enemy next, which is the same Assist mechanic the Bond System builds on through Call for Backup.

Both cards are ranked (Identify Weakness II, Easy Mark III), so the AP and Advantage costs shown belong to those ranks rather than to the base abilities. Note the cost split: Identify Weakness is a Fast Action paid in AP, while Easy Mark is a Special Action paid from the shared Advantage pool and limited to once per turn.

Scout

A tactical operator trained in reconnaissance. The Scout’s planning and timing benefit the entire team, creating opportunities for squadmates. Two Scout abilities have been shown in combat clips:

AbilityTypeCostEffect
AmbushSpecial Action1 APRanged. Execute a well-timed surprise attack on an enemy; the more Advantage used in the attack, the greater the damage. Listed at 19 damage on the card shown, before any Advantage is added
Combat Recon IVFast Action1 APTarget Area. Assess threats in the target area, granting Advantage for each enemy in the assessment area. Grants +1 Advantage per enemy assessed and reveals hidden enemies; 5.5m area effect within a 20.0m assessment range; once per turn

Only part of this Specialization has been shown so far; the abilities above are the ones seen on screen, not the full Ultimate, Standard, and Passive set.

Class attribution is inferred from the kit; the class label is not visible in the available video frames.

The pair captures how the class feeds the squad economy from both ends. Combat Recon is the first confirmed ability that generates Advantage rather than spending it, scaling with the number of enemies caught in the assessment area, and it also reveals hidden enemies, the counter to the cloaked units noted on the Combat System page. Ambush then spends that Advantage back: its damage scales with however much Advantage is poured into the attack, on top of the 19 damage listed on the card.

Sharpshooter

An expert marksman excelling at long-range engagements, focused on singling out and defeating chosen enemies. Pairs with the Scoundrel’s Identify Weakness flag to land high-damage critical hits on priority targets. No Sharpshooter ability has been named in an official source yet.

Soldier

The mainstay offensive unit, engaging at close to medium range with melee, grenades, heavy blaster fire, and a rocket launcher. Trick is the confirmed Soldier among the story characters.

AbilityTypeCostEffect
Brutal Strike IVMelee Action1 APMelee. Rush and Strike a target, dealing Melee Damage and Dazing it. 16 damage at the rank shown; once per turn

Only part of this Specialization has been shown so far; the abilities above are the ones seen on screen, not the full Ultimate, Standard, and Passive set.

Class attribution is inferred from the kit; the class label is not visible in the available video frames.

Brutal Strike combines movement and attack in one ability, closing to the target before striking, and applies Dazed. Its card carries a Melee Action label, an action type distinct from the Fast and Special Actions on the other class cards; see Combat System. It is the Soldier’s confirmed melee option alongside the grenades and heavy weapons the class is described with.

Trick, in combat, was also shown firing Fire Repeating Blaster: a Final Action consuming all remaining AP for Blaster Damage plus Rapid Fire Damage scaled to the AP spent. That is a Repeater weapon attack rather than a Specialization ability, so it is documented on the Weapons page, and any operator carrying a Repeater should have access to it.

A clone operator firing a rocket launcher at an enemy position

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.

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.

Talent Specialization

Every operator has a Talent Specialization: a distinct layer from their class that carries 1–2 abilities. Talent abilities are always active regardless of which class the operator is assigned to.

  • For authored story characters, talent is fixed and tied to their identity
  • For custom operators, players select from a pool of available talents
  • Hawks has a unique talent ability, 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
  • The loadout screen’s talent picker shows a pool of at least 10 selectable Talent abilities; Sabotage is the only one named so far
  • In combat, Sabotage appears at an upgraded tier as Sabotage III: a Special Action costing 2 Advantage and limited to 3 uses per combat, which triggers an explosive object on the battlefield to detonate, immediately affecting any units nearby

Authored Operator Talents

EA’s operators hub names the unique talent carried by each of the seven authored operators. 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 Sabotage comes from the custom operator talent picker.

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

Confirmed in-game ability names and cross-class combinations:

ClassAbilityEffect
MedicCombat StimTemporary buff to a teammate: increased damage and health
ScoundrelIdentify WeaknessMakes a target Vulnerable, so the next attack can critically hit
ScoundrelEasy MarkMarks a target so the Scoundrel Assists the next ally to attack it
ScoutCombat ReconGrants Advantage for each enemy in the assessment area, and reveals hidden enemies
ScoutAmbushRanged attack whose damage scales with the Advantage spent on it

Confirmed synergies:

  • Medic + Gunslinger: Combat Stim into a Gunslinger’s single-shot output = significant damage burst
  • Scoundrel + Sharpshooter: Identify Weakness flags the target, Sharpshooter lands a high-damage critical
  • Scout + any Advantage spender: Combat Recon converts a cluster of enemies into Advantage, which the squad can immediately pay back out through an Ultimate, an Ambush, or Hawks’ AP refresh
  • Scoundrel + any attacker: Easy Mark turns the Scoundrel into a guaranteed assist on whoever strikes the marked enemy next, stacking with the assist damage Hawks’ Fearless Leader already provides

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. 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.

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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