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star wars zero company loadouts explained

Build star wars zero company loadouts with Talents, Weapon Classes, primary and secondary Specializations, utilities, and map focused roles.

9/2/2026 Last updated: 9/2/2026 6 min read

What is a loadout

A STAR WARS Zero Company loadout is the complete combat setup for one Operator. It includes a Talent, a Weapon Class, a Primary Specialization, and a later Secondary Specialization, with utility choices and weapon modifiers forming the practical equipment layer. The system treats the first four choices as separate rather than as one fixed class package.

The loadout should answer a specific battlefield problem. A Sharpshooter loadout needs a protected firing lane, a Gunslinger loadout needs reachable pistol targets, and a Medic loadout needs a safe route to allies. The exact equipment menu, Utility limits, and final weapon modifier table are To be confirmed.

The four core choices

Talent is the identity or Universal layer. Authored Operators keep fixed Talents such as Fearless Leader, Final Shot, Combat Gas, Combat Jump, Uppercut, Strong with the Force, and For My Brothers. Custom Operators choose from Universal Talents, including the economy options Espionage and Thievery.

Weapon Class is independent from Specialization in the class system. The named types are Longarm, Repeater, Rifle, and Pistol, and the final matrix does not establish a one-to-one lock between a weapon and a class. Choose the weapon around the range and Action Point plan of the loadout.

Primary Specialization supplies the main ability kit. Assault creates movement and pushes, Gunslinger chains pistol attacks, Heavy holds attention, Medic provides recovery, Scoundrel prepares targets, Scout reveals threats, Sharpshooter uses precision fire, and Soldier adds broad direct damage.

Secondary Specialization becomes deeper in the campaign. It adds abilities from another standard class and cannot duplicate the class in the first slot. The exact unlock Cycle and any eligibility exceptions are To be confirmed.

Loadout by role

A frontline loadout uses Assault or Heavy when the Operator must occupy dangerous space. Assault needs a route into melee and a way to leave the position, while Heavy wants Defense, Taunt, and Retaliation to make enemy attention manageable. Soldier can be added as a secondary when the frontline also needs grenades, melee control, or Rocket Strike.

A precision loadout uses Sharpshooter when the map offers a stable line. Zero In builds Lethal stacks that improve accuracy and Critical Chance, while Precision Shot provides a reliable attack through shared Advantage. Scoundrel is a useful secondary direction because Identify Weakness can apply Vulnerable before the next attack.

A rapid attack loadout uses Gunslinger with a Pistol direction. Onslaught rewards repeated primary fire during a turn, and Quick Draw can restore the Action Point it costs when it defeats an enemy. Scout can supply information and Advantage, while Medic can improve survivability and ranged damage through Combat Stim.

A support loadout uses Medic or Scout as its main class. Medic contributes Med Packs, Rally, Combat Stim, and Morale recovery, while Scout contributes scanning, Spotted targets, and Advantage generation. Scoundrel can become a secondary support choice when the squad needs a target setup instead of another scan.

Loadout by Operator

The authored build table gives Tel-Rea Vokoss Strong with the Force, Padawan, Wayseeker, and Dual Lightsabers. Jae Mordant uses Final Shot, Scout, Gunslinger, and Blaster Pistol. Hawks uses Fearless Leader, Sharpshooter, Scoundrel, and Longarm.

Kabb Uppercut uses Uppercut, Assault, Soldier, and Blaster Rifle in the same recommendation. Luco Bronc uses Combat Gas, Sharpshooter, Scoundrel, and Longarm, while Cly Kullervo uses Combat Jump, Mandalorian Warrior, Gunslinger, and Blaster Pistol. Trick uses For My Brothers, Soldier, Heavy, and Blaster Rifle.

These combinations show a coherent starting loadout for each authored character. They do not remove the need to account for the map, enemy formation, or the other three Operators. Exact Talents, weapon values, and later rank effects remain To be confirmed where final information is incomplete.

Action Points and Advantage

A loadout can fail because the turn economy does not line up. Movement, attacks, Combat Stim, Rally, grenades, and Overwatch all compete for Action Points, while class Ultimates use the squad’s shared Advantage pool. Count the first move and the intended follow-up before selecting the weapon and secondary class.

Gunslinger wants enough Action Points for repeated pistol fire. Sharpshooter wants to keep the movement budget for the firing lane, Medic wants an Action Point for a buff or rescue, and Assault wants a route into the target. A loadout with a strong card but no safe exit is incomplete.

Advantage also changes the equipment decision. Precision Shot, Open Fire, Ambush, Rocket Strike, and Morale Boost all ask for the same shared resource. A weapon and Talent that solve a target without spending an Ultimate can leave the squad more options for the rest of the turn.

Talents and utility choices

Custom Operators can choose Espionage or Thievery for campaign resources. Espionage gives 12 additional Intel after a mission, and Thievery gives up to 300 additional Credits. Each path uses 11 Focus Points in one setup, the two Talents do not stack, and both replace another Talent choice. The exact returns and Focus costs are To be confirmed.

Utility items should cover the loadout’s weakness. A close range Operator needs a safe way to approach or control a target, a precision Operator needs help reaching or protecting a firing lane, and a support Operator may prefer to preserve Action Points for allies. No complete final Utility table is available.

Weapon Mods belong to the same practical layer. They can reinforce a Specialization’s main loop or cover a weakness, yet exact mod effects and limits remain To be confirmed. Use the current Armory data when a mod changes damage, Defense, range, or status behavior.

Build and test sequence

Start with the mission problem and choose the primary Specialization. Add a weapon that supports its normal range, then choose a Talent that strengthens the combat plan or the campaign economy. Add a secondary class only after the campaign unlocks it and only when it adds a missing action.

Test the loadout in a real turn. Check whether the Operator can reach the target, take the key action, stay in cover, and leave enough resource for the squad’s response. If the loadout depends on an exact unconfirmed number, mark that dependency To be confirmed.

Most characters can respec into standard classes through The Den’s Focus Tree. Authored Talents stay attached to their Operators, and Exotic Classes stay locked to their owners. That makes loadouts adjustable without treating the first selection as permanent.

What remains To be confirmed

The independent Talent, Weapon Class, and Specialization layers are available, as are the eight standard roles and the authored Operator recommendations. Complete Utility menus, Weapon Mods, final weapon restrictions, rank values, and the second Specialization timing remain To be confirmed.

The practical loadout answer is to build around one job. Set the range, protect the Action Point plan, use the secondary class to cover a real weakness, and let utility fill the gap that class abilities leave open. Recheck the whole setup when the map asks for a different kind of turn.

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