- Hawks is the squad commander and protagonist of Star Wars Zero Company, a turn-based tactics game set during the Clone Wars
- Clone X origin: an experimental clone built for independent thought who deserted the Grand Army of the Republic
- Command style: cover-driven, turn-based combat built on positioning, focus fire, and squad ability combos
- Story hook: a Trade Federation defector carries intel that both the Republic and your crew want
- Platforms: PC, PS5, and Xbox Series X|S, developed by BitReactor with EA and Respawn
Who Is Hawks in Star Wars Zero Company?
Hawks is the central character of Star Wars Zero Company, the turn-based tactics game developed by BitReactor and published by EA in partnership with Respawn Entertainment and Lucasfilm Games. Where most Star Wars stories follow Jedi generals or ace pilots, this one follows a mercenary commander working the edges of the Clone Wars. Hawks recruits, directs, and fights alongside a crew of specialists, taking the contracts that keep his people alive while the galaxy tears itself apart.
Video Highlights:
- Official tactical gameplay overview trailer straight from the publisher
- Shows Hawks issuing orders in cover-based, turn-based squad combat
- Introduces the Trade Federation defector, an intel asset both factions want
- Demonstrates the squad's stealth doctrine: "avoid open engagement with the Republic army"
The trailer teases a high-value figure at the center of the operation, with Hawks' crew racing to secure a defector whose information is "very valuable to the Republic or to us." That single line captures his position in the war: valuable to everyone, loyal to his own. Use this profile as your baseline reference for the commander.
| Attribute | Detail |
|---|---|
| Role | Player protagonist and squad commander |
| Designation | Clone X, an experimental clone line |
| Former allegiance | Grand Army of the Republic, deserted |
| Current affiliation | Zero Company, independent mercenary crew |
| Era | The Clone Wars |
| Gameplay function | Issues orders, triggers squad combos, anchors the story |
Treat Hawks as your lens on the war. Every contract, squad upgrade, and story decision in the campaign flows through him, so understanding his background directly informs how you approach each mission.
Hawks' Backstory: The Clone Who Walked Away
Hawks is not a standard clone trooper. He belongs to the Clone X line, an experimental program engineered for independent judgment rather than blind obedience. That independence became his defining trait: when the Grand Army of the Republic demanded compliance, Hawks chose desertion. He walked away from the war machine that built him and built something else instead, a crew of outcasts, defectors, and specialists known as Zero Company.
The game's reveal in April 2025 positioned this premise front and center, and you can follow ongoing updates through EA's official Zero Company page. As commander, Hawks now sells that crew's skills to the highest bidder, which is exactly where the player comes in.
| Story Beat | What It Means for Hawks |
|---|---|
| Clone X engineering | Thinks independently, questions orders |
| Desertion | Lives outside Republic law, trusted by few |
| Founding Zero Company | Assembles outcasts and specialists into a fighting unit |
| Trade Federation defector | Intel prize that drags the squad into faction politics |
| Contract choices | Player decisions shape missions and reputation |
The trailer makes the Trade Federation defector the squad's immediate objective. Capturing or protecting that intel source is the kind of gray-zone operation that defines Hawks' war, profit and survival first, ideology second.
Hawks' Tactical Role in Gameplay
On the battlefield, Hawks is your command hub. Star Wars Zero Company runs on turn-based squad tactics: you position your specialists behind cover, lock targets, chain abilities, and manage resources across each engagement. The gameplay overview trailer emphasizes target calling and disciplined fire, with repeated heat callouts during combat that point to a heat-style resource governing sustained fire and abilities.
The other pillar of Hawks' doctrine is restraint. The trailer's tactical direction, "avoid open engagement with the Republic army," tells you the squad is built to fight smart, not to trade blows with a superior force. Disengagement, positioning, and pick your battles are core to the commander fantasy.
| Mechanic | What It Does | Commander Tip |
|---|---|---|
| Cover | Reduces damage and blocks enemy sightlines | Rotate positions instead of standing still |
| Target lock | Marks priority enemies for squad focus | Lock the biggest threat first |
| Heat | Builds with sustained fire and abilities | Pace your shots to stay effective |
| Overwatch | Reaction fire during enemy turns | Cover choke points and flanks |
| Stealth | Avoids open engagement when outmatched | Withdraw, reposition, strike on your terms |
Do not treat Hawks like a frontline hero who can absorb a full Republic push. His value is in coordination. Overextending the commander away from his specialists is the fastest way to lose a mission.
The Squad Hawks Commands
Zero Company is more than its commander. Hawks leads a roster of specialists recruited from across the war, including the Trade Federation defector highlighted in the trailer. Each member brings a distinct battlefield job, and the strongest tactics come from pairing their roles around Hawks' orders.
Hawks - The Commander
- Squad orders and combos
- Flexible frontline presence
- Story and contract decision-maker
The Defector - Intel Asset
- Enemy data and tech access
- Opens stealth and objective routes
- High-value story centerpiece
Heavy - Suppression
- Area denial and pinning fire
- Holds ground under pressure
- Anchors defensive rotations
Scout - Flanker
- Recon and side-angle strikes
- Punishes distracted enemies
- Great for stealth approaches
| Squad Role | Battlefield Job | Pairs Well With Hawks Because |
|---|---|---|
| Commander (Hawks) | Orders, combos, flexible fighter | Amplifies every specialist |
| Defector intel asset | Enemy data, tech access | Unlocks stealth and objective plays |
| Heavy weapons | Suppression, area denial | Holds the line Hawks maneuvers around |
| Scout or infiltrator | Flanking, recon, clean-up | Finishes targets Hawks' crew weakens |
Balance your squad before each deployment. A crew of pure damage dealers struggles when a mission shifts to stealth or extraction, so keep at least one intel or utility specialist available for contract variety.
Step-by-Step: Command Like Hawks
Follow this five-step loop to run missions the way the commander would. It mirrors the discipline shown in the official gameplay overview and works across both open fights and stealth-infiltration contracts.
Read the Battlefield
Before your first move, scan cover, sightlines, and enemy patrol paths. Identify where your squad can fight from strength and where a withdrawal route exists if the engagement turns.
Assign Cover and Overwatch
Place each specialist behind solid cover and set overwatch on likely approach lanes. Reaction fire punishes enemies who try to close the distance on your terms.
Lock and Focus Priority Targets
Call targets one at a time. Concentrating the whole squad's damage on a single threat removes enemies from the board faster than spreading fire across the map.
Manage Heat and Cooldowns
Track heat build-up and ability availability every turn. Pacing sustained fire keeps your squad effective across the full engagement instead of burning out early.
Fight on Your Terms
If the enemy force is superior, disengage and reposition. Avoiding open engagement, as the trailer advises, is not cowardice. It is how a mercenary crew survives the Clone Wars.
Pre-Mission Commander Checklist:
- Scan all cover and sightlines before the first move
- Set overwatch on likely enemy paths
- Focus fire one target at a time
- Track heat levels every turn
- Review contract rewards before deploying
Run this loop on every mission, even easy ones. The habits you build in low-stakes contracts become automatic when a story operation puts the whole squad at risk.
Hawks FAQ: Common Questions
Q: Who is Hawks in Star Wars Zero Company?
Hawks is the player's protagonist and the commander of Zero Company, a mercenary squad operating during the Clone Wars. A Clone X deserter from the Grand Army of the Republic, he leads specialists on contracts for both sides of the war while pursuing his own crew's survival and interests.
Q: Is Hawks a regular clone trooper?
No. Hawks comes from the experimental Clone X line, engineered for independent judgment. That independence led him to desert the Republic army and eventually form Zero Company, which is why he operates as a mercenary rather than a soldier.
Q: What type of game is Star Wars Zero Company?
It is a single-player, turn-based tactics game. You command Hawks and his squad in cover-based combat, using target locks, overwatch, heat management, and stealth to complete contracts during the Clone Wars.
Q: Which platforms is the game launching on?
Star Wars Zero Company is planned for PC, PlayStation 5, and Xbox Series X|S. It is developed by BitReactor and published by EA in collaboration with Respawn Entertainment and Lucasfilm Games.
Details on Hawks' full ability kit and the complete squad roster continue to roll out ahead of launch. Check the official channels for the latest reveals before finalizing your tactics.