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star wars zero company hawks build and role guide

Build star wars zero company hawks as a pistol-focused leader, with Gunslinger, Fearless Leader, Advantage support, Bonds, respecs, and squad synergy.

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

The direct answer

Hawks is the player character and leader of Zero Company. The character is a former Republic officer who operates outside the normal chain of command and must deploy on story missions. The recommended build is a pistol-focused Gunslinger, yet Hawks can respec into any standard class when the squad needs a different role.

The reason Hawks stays useful after a respec is the character’s identity kit. Fearless Leader improves Assist Damage for the squad, and Hawks can spend Advantage to refresh one Action Point for an ally once per turn. These effects make Hawks a team enabler even when personal damage is not the main priority.

Hawks as the fixed squad leader

Hawks is mandatory in story missions, so the other three field slots should cover what the current mission lacks. That fixed slot also makes Hawks the easiest Operator to keep in the campaign’s regular rotation. Relationships grow when Operators fight together or use certain squad actions, which means Hawks can develop Bonds with several companions over time.

Hawks is customizable across appearance and combat identity. Choices include species, first name, appearance, clothing, voice, and Specialization, with exact availability depending on the current character-creation screen. The story still gives Hawks a defined background, so customization changes how the character looks and fights without removing the former Republic officer premise.

Hawks must survive a story mission. A Hawks defeat causes a mission failure, and Hawks is the exception to the normal explanation of Operator permadeath. The exact save behavior after that failure can depend on the active campaign setting, so an ironman interaction is To be confirmed if the game menu presents different rules.

The Gunslinger build uses a Blaster Pistol for a Han Solo-style approach. The role fits Hawks because the pistol keeps the character mobile while Quick Draw and other fast attacks turn small openings into extra pressure. Open Fire gives the build a way to distribute attacks across targets through the shared Advantage pool.

Keen Eye is a useful passive for ranged Critical Chance. Quick Draw is the fast sidearm action, and it can restore the Action Point spent when it defeats an enemy. Open Fire can fire at multiple targets or combine attacks, though the exact number of shots, Advantage cost, and rank upgrades should remain To be confirmed.

The point of the Gunslinger build is the turn pattern. Hawks can finish a weakened enemy, regain an action through the class effect when that effect is available, and continue to reposition or support the squad. A player should still read the hit chance and enemy response before committing, since a quick shot that fails can leave Hawks without the action needed to reach cover.

Fearless Leader and Advantage support

Fearless Leader is Hawks’ signature Talent. At its current listed rank, it improves Assist Damage for the Operators while Hawks is present, with later ranks described as adding defense. Exact Talent ceilings and numerical upgrades are To be confirmed.

Assists matter because Call for Backup lets a nearby teammate add an attack to an Operator’s action. Hawks therefore benefits from a squad that can prepare a target and follow with an ally attack. A Scoundrel can identify a weakness, a Sharpshooter can capitalize on a favorable shot, and Hawks can keep the team moving toward the next action.

Advantage is shared across the squad and comes from damaging enemies. Class Ultimates also use that pool, so Hawks’ Action Point refresh competes with other valuable effects. Hold enough Advantage for the turn that needs an extra action, then spend the rest when the Ultimate changes the fight more than a normal attack would.

Secondary class and weapons

Scoundrel is recommended as Hawks’ secondary Specialization when it unlocks later. Easy Mark and Identify Weakness fit the Fearless Leader plan because they create Assist and Critical setups for the rest of the squad. Sharpshooter is a single-target alternative, while Assault offers more movement pressure.

The Blaster Pistol is the natural first weapon for the recommended build. It is a fast personal sidearm that can be fired for a low Action Point cost, with modest base and Critical damage. A Blaster Rifle gives stronger individual shots and can suit a Hawks who wants to anchor a firing line, though the exact weapon layout and mod slots should be checked in the current game.

Weapon mods are part of the equipment system. They use dedicated slots, rarity tiers, Credits, and Operations as possible ways to obtain modifications. The pistol slot layout needs confirmation, so do not copy a Rifle layout onto Hawks’ sidearm without checking the live menu.

Squad partners for Hawks

Hawks’ three partners should give the leader room to use a pistol and support tools. A Heavy such as Trick can draw attention and occupy the frontline. Assault or Soldier can add medium-range pressure and melee control. A Medic can provide Combat Stim and recovery, while a Sharpshooter can protect a long lane if the map gives the team time to hold position.

The right companion also depends on Bond goals. Keep Hawks with a regular partner when you want their relationship and cross-training to grow, then rotate the other open slots when a mission asks for another specialty. Bonds can decay when a pairing stops deploying together, though the exact rate is To be confirmed.

How to play Hawks turn by turn

Use the pistol to finish a target, pressure an exposed enemy, or create an Assist opportunity. Stay close enough for Call for Backup and keep a route to cover open before spending every Action Point. Save Hawks’ Advantage refresh for an ally whose extra action changes the objective, stops a reinforcement, or completes a kill chain.

Hawks is at his best when the squad’s turn reads like one sequence. A Scoundrel creates the opening, Hawks or a companion attacks, and the next Operator uses the resulting position. The character can deal damage, yet the leadership benefits are just as important. Build Hawks around the problem your other three Operators cannot solve, then change the class when the campaign gives you a new need.

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