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:
- Talent Specialization: a fixed or pooled set of 1–2 abilities unique to the character (separate from class)
- Weapon Specialization: one of four weapon types: Longarm, Repeater, Rifle, or Pistol
- Primary Specialization: the operator’s main class (chosen at creation, changeable later)
- 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.
| Icon | Class | Role |
|---|---|---|
| Assault | Frontline fighter that excels at maneuvering to score medium to close-range kills against targets hiding in cover | |
| Gunslinger | Specialises in multi-target blaster attacks and fast strikes across numerous targets | |
| Heavy | Frontline combatant, thickly armoured and tough; specialises in survivability and soaking up attacks while in the open | |
| Medic | Excels at healing and prevention of Injuries; can also boost teammates physically and psychologically | |
| Scoundrel | Wildcard, adept at taking advantage of situations without much preparation, making the most of every opportunity | |
| Scout | Tactical operator trained in reconnaissance; planning and timing benefit the entire team, creating opportunities | |
| Sharpshooter | Expert marksman excelling at long-range engagements; focused on singling out and defeating chosen enemies | |
| Soldier | Mainstay 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:
| Ability | Type | Effect |
|---|---|---|
| Sweeping Salvo | Ultimate | Unleash 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 Rush | Standard | Charge into an enemy, dealing Melee Damage and pushing it backwards |
| Fleet of Foot | Passive | Increases 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:
| Ability | Type | Effect |
|---|---|---|
| Open Fire | Ultimate | Fire 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 Draw | Standard | Fire a lightning fast sidearm pistol shot |
| Keen Eye | Passive | Increases 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:
| Ability | Type | Effect |
|---|---|---|
| Bulwark | Ultimate | Taunts all enemies in the target area, forcing them to attack this Operator; also increases Defense by +2 for the rest of the turn |
| Unstoppable | Standard | Gain 2 stacks of Retaliation; each stack permits a counter against the next incoming attack |
| Conditioning | Passive | Increases 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:
| Ability | Type | Effect |
|---|---|---|
| Morale Boost | Ultimate | This Operator and all nearby allies increase to 4 stacks of Morale |
| Combat Stim | Standard | Grants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage |
| Lifesaving Measures | Passive | Medpacs 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:
| Ability | Type | Cost | Effect |
|---|---|---|---|
| Identify Weakness II | Fast Action | 1 AP | Single Enemy. Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit. Applies Vulnerable 1; effective range 16.0m |
| Easy Mark III | Special Action | 5 Advantage | Single 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:
| Ability | Type | Cost | Effect |
|---|---|---|---|
| Ambush | Special Action | 1 AP | Ranged. 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 IV | Fast Action | 1 AP | Target 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.
| Ability | Type | Cost | Effect |
|---|---|---|---|
| Brutal Strike IV | Melee Action | 1 AP | Melee. 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.

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.

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.
| Operator | Unique Talent | Effect |
|---|---|---|
| Hawks | Fearless Leader | While Hawks is present, increases assist damage, defence, and chance-to-hit for all operators. Upgrading improves the bonuses. |
| Trick | For My Brothers | Trick can withstand being Downed and automatically revives during the next turn. Upgrading improves the health recovered and injury resistance. |
| Tel-Rea Vokoss | Strong with the Force | Gains stacks of Harmony each turn, raising Lightsaber Deflection and attack damage. Upgrading increases the stacks gained. |
| Cly Kullervo | Combat Jump | Uses her jetpack to jump to a target location, pushing enemies out of position and inflicting Burn. Upgrading increases the range and Burning stacks. |
| Luco Bronc | Combat Gas | Gains stacks of Sharpened Senses, increasing percentage chance to hit. Upgrading increases the number of stacks. |
| Jae Mordant | Final Shot | Immediately 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 Uppercut | Uppercut | Knockback 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:
| Class | Ability | Effect |
|---|---|---|
| Medic | Combat Stim | Temporary buff to a teammate: increased damage and health |
| Scoundrel | Identify Weakness | Makes a target Vulnerable, so the next attack can critically hit |
| Scoundrel | Easy Mark | Marks a target so the Scoundrel Assists the next ally to attack it |
| Scout | Combat Recon | Grants Advantage for each enemy in the assessment area, and reveals hidden enemies |
| Scout | Ambush | Ranged 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
If information is missing, it has not been confirmed by an official or press source.