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star wars zero company classes and specializations

Compare the star wars zero company classes and Specializations, including eight standard roles, exotic classes, Talents, respec rules, and ability limits.

8/28/2026 Last updated: 8/28/2026 6 min read

The class system in brief

STAR WARS Zero Company calls its classes Specializations. There are eight standard Specializations covering frontline fighting, ranged damage, healing, reconnaissance, support, and precision fire. Four exotic classes are restricted to particular character types, giving the system a broader shape than a simple eight-role list.

Every standard Specialization uses the same broad ability structure. The class has an Ultimate, a Standard ability, and Passive effects, with Heavy also having an extra passive. The exact costs, rank upgrades, and final ceilings vary by ability, and any value found only in early footage should be treated as To be confirmed.

An Operator’s class is one part of a larger build. Weapon class, Talent, primary Specialization, and a later secondary Specialization all contribute to the final combat kit. Those choices are separate, so a weapon is not permanently tied to one class and an authored character’s identity talent can survive a standard-class respec.

The eight standard Specializations

Assault is the mobile frontline role. Its abilities focus on flanking, medium and close range pressure, melee movement, and pushing enemies into environmental hazards. Bull Rush is a charge that moves the Operator and can push a target, while Sweeping Salvo is a cone attack that damages and Disorients groups. Choose Assault when the map rewards movement and objective pressure.

Gunslinger is built around pistol attacks and fast finishing turns. Quick Draw fires quickly and can restore its Action Point when it defeats an enemy, while Open Fire can attack more than one target through the shared Advantage resource. This role suits a player who enjoys chaining kills and turning a weak enemy into the start of a larger turn.

Heavy is the durable frontline option. The role connects armor, taunts, retaliation, and heavy weapon pressure. Heavy Armor Training improves defense, Unstoppable adds retaliation stacks, and the Ultimate is an area taunt with a temporary defensive benefit. Exact names and rank values for some of these effects remain To be confirmed.

Medic is the recovery and support role. Its kit includes Medpacs, Rally, Combat Stim, and a squad recovery Ultimate. Combat Stim can improve an ally’s survivability and damage for a limited period, while the passive kit helps a team recover from injuries and keep bonds developing. Medic is a sensible choice when the squad needs more room for mistakes.

Scoundrel prepares enemies for allied attacks. The role uses defense penetration, Vulnerable marks, critical setups, and Assist damage. Identify Weakness can mark a target for a following hit, while Easy Mark creates an opening for a Scoundrel Assist. It works well beside a Sharpshooter or Hawks build that can capitalize on a prepared target.

Scout is the information and resource role. Its kit includes area scanning, enemy detection, reconnaissance, and Advantage generation. Combat Recon can reveal hidden enemies and may produce Advantage from targets in the scanned area, though exact range and gain values are To be confirmed. Scout helps the team plan a turn before the map reveals its threat.

Sharpshooter is the long-range precision role. Its kit emphasizes accuracy, Overwatch, and single-target pressure. Zero In can build Lethal stacks that improve accuracy and Critical Chance, with movement or displacement breaking the setup. The class is strongest when the squad can protect a stable firing position.

Soldier is the flexible offensive role. The class links blaster damage, grenades, melee control, and rocket pressure. Brutal Strike can Daze a target and potentially Stun it at a higher rank, while Rocket Strike deals area damage. Soldier is a useful generalist when the mission asks for direct damage and several forms of control.

Exotic classes

Four exotic classes are identified, with one deliberately unrevealed. Jedi Padawan is tied to Tel-Rea Vokoss and uses Force abilities alongside dual-lightsaber combat. Force Push can move an enemy out of cover and may place that enemy inside a friendly Overwatch zone, while Force Pull is also named in the achievements.

Mandalorian Warrior is tied to Cly Kullervo and centers on her jetpack and Mandalorian equipment. The jetpack is described as a signature ability that remains available even when Cly moves into a standard class. Custom recruits cannot simply take this exotic class from her, so the character identity and class identity overlap in a deliberate way.

Astromech is connected to the in-game droid builder. Astromechs are support-focused Operators with grenade and utility strengths, and a full Astromech team can be possible once those droids are available. A fourth exotic class exists, yet its name, owner, and rules are secret and therefore To be confirmed.

Talents, weapons, and second Specializations

Every Operator has a Talent separate from the class. Authored characters use identity-linked Talents, while custom Operators choose from a universal pool. Hawks has Fearless Leader, and Hawks can also spend Advantage to refresh an ally’s Action Point once per turn.

Weapons form another independent choice. Weapon classes include Longarm, Repeater, Rifle, and Pistol, while Hawks can use a Blaster Pistol or Blaster Rifle. The exact interaction between every weapon, class, and Talent should be checked against the current in-game menu when a value affects a build decision.

A second Specialization unlocks later in the campaign. It comes from the same Focus Tree system and lets an Operator carry abilities from two standard classes. Any character can respec into a standard class, while exotic classes stay attached to their designated story characters.

Choosing a starting class

Choose Assault or Heavy if you want a frontline that can create space. Choose Gunslinger, Sharpshooter, or Soldier if direct damage is your priority. Medic and Scout give a new player more information and recovery tools, while Scoundrel rewards careful target setup. The best class depends on what the other three mission slots already provide.

Do not read early rank tables as permanent rules. The class names and broad roles are clear, yet several numerical effects, costs, ceilings, and late unlock details remain under review. Build around the role you understand first, then use respec and the second Specialization to refine the squad after the campaign opens more options.

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