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Star Wars Zero Company launches 27 August 2026 — pre-orders are open →
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.

Standard Classes (8)

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

ClassRole
AssaultFrontline fighter that excels at maneuvering to score medium to close-range kills against targets hiding in cover
GunslingerSpecialises in multi-target blaster attacks and fast strikes across numerous targets
HeavyFrontline combatant, thickly armoured and tough; specialises in survivability and soaking up attacks while in the open
MedicExcels at healing and prevention of Injuries; can also boost teammates physically and psychologically
ScoundrelWildcard — adept at taking advantage of situations without much preparation, making the most of every opportunity
ScoutTactical operator trained in reconnaissance; planning and timing benefit the entire team, creating opportunities
SharpshooterExpert marksman excelling at long-range engagements; focused on singling out and defeating chosen enemies
SoldierMainstay offensive unit engaging at close to medium range with melee, grenades, heavy blaster fire, and a rocket launcher

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. PC Gamer’s hands-on described the Assault’s ultimate ability as a triple shot, paid for from the squad’s shared Advantage pool.

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.

Heavy

A frontline combatant — thickly armoured and tough — specialising in survivability and soaking up attacks while in the open. PC Gamer’s hands-on described the Heavy’s ultimate ability as a rocket launcher blast.

Medic

Excels at healing and the prevention of Injuries, and can also boost teammates physically and psychologically. Confirmed ability: Combat Stim — a temporary buff to a teammate granting increased damage and health. Because operators die permanently after accumulating three Injuries, the Medic’s injury prevention is central to long-term squad survival — see Permadeath.

Scoundrel

A wildcard, adept at taking advantage of situations without much preparation and making the most of every opportunity. Confirmed ability: Identify Weakness — flags a target to take a critical hit on the next attack, a confirmed set-up for the Sharpshooter.

Scout

A tactical operator trained in reconnaissance. The Scout’s planning and timing benefit the entire team, creating opportunities for squadmates.

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.

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.

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 moving enemies out of cover, which can be used to push them into friendly Overwatch zones. A custom Jedi recruit is not possible; the Jedi slot belongs to Tel-Rea.

Mandalorian Warrior

Locked to Cly Kullervo. Centred on her jetpack and Mandalorian gear. The jetpack is a signature ability 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 confirmed a full squad of four custom Astromechs is possible on non-story missions.

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

Fourth exotic class

A fourth exotic class is confirmed to exist but has not been revealed. Per PC Gamer, Bit Reactor will reveal it at a later date — or leave it as a surprise in the game itself.

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 that persists through any specialization change

Class Synergies

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

ClassAbilityEffect
MedicCombat StimTemporary buff to a teammate: increased damage and health
ScoundrelIdentify WeaknessFlags a target to take a critical hit on the next attack

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

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 and Signature Abilities

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.

When a story character respecs into a standard class, their signature ability persists regardless of class. These abilities are character-specific and cannot be transferred:

CharacterSignature ability
HawksAP refresh — spend Advantage to restore one action point to any squadmate once per turn
Cly KullervoJetpack — retained even when respecced to Sharpshooter or any other standard class
Jae MordantRandom finishing blow assist — compared by PC Gamer to Fallout’s Mysterious Stranger

Exotic class signatures (Tel-Rea’s Force abilities, Cly’s jetpack) cannot be granted to custom recruits. Only the specific story character tied to an exotic class can use it.

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

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

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