star wars zero company early game squad guide
Build a star wars zero company early game squad with Hawks, frontline protection, Medic support, early damage, Bonds, and resources for new players.
What is the best early game squad
A strong STAR WARS Zero Company early game squad covers protection, recovery, target damage, and movement. The build plan uses Hawks, Trick, a custom Medic, and a custom damage Operator. Hawks is required on story missions, while the exact recruitment timing for each custom role remains To be confirmed.
The early campaign rewards a team that can survive imperfect turns. A frontline Operator controls attention, Medic adds a health and damage buffer, and the final damage role removes the enemy that can change the fight. The fourth role can support objectives or add another attack, depending on the map.
Start with Hawks
Hawks is a fixed part of story missions in the game. One early direction gives him Assault for movement and melee pressure, then Soldier when the second Specialization becomes available. Bull Rush can move him toward an objective, push an enemy, and create an environmental kill when a ledge is available.
Fearless Leader is Hawks’ identity Talent. It improves ally Assist Damage and gives Hawks a separate way to refresh one squadmate’s Action Point through Advantage once per turn. Exact rank additions and every later Talent effect remain To be confirmed.
Hawks does not need to be the only damage dealer. His movement can create space and his melee tools can control a dangerous target, leaving the dedicated damage Operator to focus on high priority enemies. Keep a route back to cover after Bull Rush because early missions still punish an isolated close range Operator.
Add a frontline safety net
The early squad plan uses Trick as the protection role. His For My Brothers Talent can automatically revive him after he is downed, with the health and injury outcome changing by upgrade. The exact final rank behavior is To be confirmed, yet the Talent gives the early squad a clear recovery buffer.
Trick can use Heavy tools to taunt enemies and survive their response. Heavy with a Scout secondary lets him apply Spotted to enemies he damages while drawing their attention. A Pistol direction uses one Action Point per shot in one plan and lets Trick touch several targets. The exact weapon cost is To be confirmed.
The goal is control rather than maximum kills. Trick can expose or spot targets for the rest of the squad, while Hawks handles movement and direct melee pressure. The early team becomes easier to pilot when enemy attention has a visible destination.
Add a custom Medic
The custom Medic starts the plan with Combat Stim. Using it before the other Operators act gives the team a survivability and damage buffer for the combat encounter, while the exact duration and final bonus remain To be confirmed. The action also appears in the gameplay recommendation as a way to build Bond.
First Responder gives the Medic a Med Pack and Rally support without consuming a normal Utility slot in the ability description. That lets the Medic keep another Utility option available, although the final item rules are To be confirmed. Hold the rescue action for a downed ally instead of treating the Medic as a normal damage slot.
The custom Talent is a campaign choice. Espionage gives 12 additional Intel after a mission, while Thievery gives up to 300 additional Credits. They do not stack, each uses 11 Focus Points in one setup, and they replace another Talent, so choose an economy role only when the early campaign can absorb the combat tradeoff. The exact returns and Focus costs are To be confirmed.
Build the early damage role
The plan uses a dedicated damage Operator with a Longarm direction. Start with Scout and take Sharpshooter later, or reverse that order, depending on the progression. Combat Recon can generate Advantage, Ambush can remove a high priority target, and Zero In rewards a stable firing position.
One setup uses Longarm as a two Action Point attack with high Critical Damage. The final weapon table remains To be confirmed, so build around the range and position rather than treating those values as permanent. Get the damage Operator onto high ground or another protected lane when the map allows it.
The damage Operator has a clear job. Remove the enemies that can kill or disable the squad, while Hawks and Trick handle movement and less dangerous targets. If the priority target cannot be seen, spend the turn improving position or information instead of forcing a low value shot.
Open the first combat turn
Start with Medic when Combat Stim can improve the other three turns. Check the objective before sending Hawks forward, then use Bull Rush if the movement and attack route are safe. Identify the most dangerous enemy and decide whether the damage Operator should attack it or whether a grenade can clear several weaker targets.
Send Trick into a position where enemy attention can be controlled. Use the listed Pistol pattern to damage several enemies when that helps apply Taunt and Spotted, then use Unstoppable or the Heavy Ultimate when the response can be survived. The exact class rank values remain To be confirmed.
Use Scout information and Advantage to choose the next action. Ambush can spend the full pool, while other class Ultimates such as Rocket Strike or Sweeping Salvo may solve the same turn differently. Shared Advantage should be treated as a squad decision, not the private resource of the damage Operator.
Early Bonds and resources
The build direction connects Combat Stim and Morale Boost with additional Bond growth. Bond levels function as progression and can unlock passive choices such as health, Critical Damage, or an Action Point recovery effect at higher ranks. Exact thresholds and every passive are To be confirmed.
Espionage and Thievery improve the campaign layer after missions. Intel can support Operations, while Credits can support purchases and Den decisions. The return is gradual, so the custom economy Operator needs the frontline, Medic, and damage chain to keep it alive.
The team also saves resources by reducing avoidable injuries in the recommendation. Medic recovery and Trick’s revive safety net help, yet neither removes the need for cover and target priority. A safer early turn is worth more than a resource bonus that creates a failed mission.
Early secondary Specializations
The second Specialization unlocks deeper in the campaign rather than at the start. Hawks can add Soldier after Assault, Trick can add Scout after Heavy in the squad plan, and the dedicated damage Operator can add Sharpshooter after Scout. The exact unlock Cycle is To be confirmed.
A custom Medic can choose Heavy for more frontline protection, Scout for more information, or Scoundrel for target setup in the recommendation. Do not add the second class just to show more abilities. Add it when the squad has enough Focus and the extra action fixes a repeated failure.
What remains To be confirmed
The four role sample, Hawks story requirement, economy Talent returns, and broad early build directions are available. Exact recruitment timing, Bond thresholds, class rank values, weapon costs, and second Specialization timing remain To be confirmed.
The practical early squad is Hawks for movement, Trick for attention control, a custom Medic for recovery and buffs, and a custom damage Operator for priority targets. Keep the team close enough to support one another, read the map before moving, and change the fourth role when the mission asks for different coverage.
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