- Star Wars Zero Company classes define each Operator's combat role, abilities, and progression path
- Authored Operators like Hawks, Tel-Rea, and Cly come with fixed thematic specializations
- Custom Operators offer flexible class development tailored to your squad's gaps
- Cross-training unlocks secondary specializations for hybrid tactical builds
- Squad limit is 4 Operators per mission, making class synergy critical for success
Star Wars Zero Company Classes Overview
Star Wars Zero Company classes form the tactical backbone of your squad. Set during the twilight of the Clone Wars, the game blends authored characters with recruit progression, giving commanders multiple ways to shape their company. Each class determines an Operator's available weapons, utility items, abilities, and battlefield role.
The game features a roster of up to 20 Operators at your base, The Den, but only 4 can deploy per Tactical Mission. This limitation makes understanding class synergies essential for overcoming the campaign's 30 to 40 hour storyline.
Video Highlights:
- Official gameplay reveal of squad-based turn-based combat
- Hawks leading a mixed squad of Clone Troopers and Jedi
- Cover, positioning, and Action Point mechanics in action
- Operator abilities chaining together for tactical advantage
Classes in Zero Company are not rigid locks. While authored Operators come with thematic specialties, the specialization and cross-training systems allow significant flexibility in how each character performs on the battlefield.
Class System Architecture
| System Layer | Description | Impact on Gameplay |
|---|---|---|
| Base Class | Foundational role determining core weapons and abilities | Defines primary combat function |
| Specialization | Advanced path expanding specific tactical capabilities | Shapes mid-to-late game identity |
| Cross-Training | Secondary specialization unlocked through Bonds | Enables hybrid builds and versatile squads |
| Equipment | Weapons, utilities, and gear selectable per mission | Fine-tunes class performance for objectives |
Authored Operator Classes and Specialties
Zero Company features seven authored Operators alongside its commander, Hawks. Each brings a distinct class identity rooted in their Star Wars background, from Jedi Force abilities to Mandalorian combat techniques.
Hawks — Commander
- Role: Squad leader and tactical command
- Identity: Former Republic officer
- Specialty: Leadership-focused abilities
- Anchors the company throughout the campaign
Tel-Rea Vokoss — Jedi
- Role: Force-assisted combat specialist
- Identity: Jedi Knight
- Specialty: Melee and Force abilities
- Expands squad beyond conventional ranged combat
Cly Kullervo — Mandalorian
- Role: Specialized battlefield fighter
- Identity: Mandalorian warrior
- Specialty: Unique Mandalorian combat style
- Adds aggressive tactical profile to the company
Trick — Clone Trooper
- Role: Soldier-focused combat Operator
- Identity: Clone Trooper veteran
- Specialty: Military battlefield experience
- Forms the combat core of any squad
Luco Bronc
- Role: Specialist with unique combat kit
- Identity: Zero Company Operator
- Specialty: Operator-specific tactical abilities
- Select based on mission requirements
Jae Mordant
- Role: Named specialist for squad construction
- Identity: Zero Company Operator
- Specialty: Operator-specific tactical abilities
- Coordinate with other Operators for best results
Authored Operators cannot be fully reclassed. Their identities are tied to the narrative, so their base class and thematic abilities remain fixed. Use Custom Operators if you need a class combination that the authored roster does not provide.
Authored Operator Class Comparison
| Operator | Base Class Theme | Primary Combat Style | Best Squad Pairing |
|---|---|---|---|
| Hawks | Commander | Tactical leadership and support | Any balanced squad composition |
| Trick | Clone Soldier | Ranged military combat | Specialists needing a reliable frontline |
| Tel-Rea Vokoss | Jedi | Force and melee combat | Ranged Operators who exploit openings |
| Cly Kullervo | Mandalorian | Aggressive specialized warfare | Support and control Operators |
| Luco Bronc | Specialist | Unique tactical kit | Depends on mission type |
| Jae Mordant | Specialist | Unique tactical kit | Coordinated squad setups |
| Kabb Uppercut | Specialist | Unique tactical kit | Balanced mixed-role squads |
Custom Operator Classes and Specializations
Custom Operators are recruitable characters that players develop from the ground up. Unlike authored characters, Custom Operators give you direct control over class development, specialization choices, and cross-training paths.
Building a Custom Operator
Recruit at The Den
Use The Den's recruitment facilities to add new Custom Operators to your roster. Operator capacity progression determines how many recruits Zero Company can support simultaneously.
Select Base Specialization
Choose a primary specialization that defines the Operator's core combat role. This decision shapes their available weapons, abilities, and tactical function within the squad.
Develop Through Missions
Deploy the Custom Operator in Tactical Missions to gain progression. Combat experience expands their available abilities and unlocks further specialization options.
Apply Cross-Training
Use the Bond system to unlock cross-training opportunities. This grants access to a secondary specialization, enabling hybrid builds that cover multiple tactical roles.
Equip and Optimize
Purchase and assign equipment at The Den's Armory. Match weapons and utilities to the Operator's class path and the mission's expected threats.
Custom Operators fill tactical gaps that authored characters cannot. If your squad needs an additional long-range specialist, an Ion-focused anti-droid Operator, or a second Overwatch controller, Custom Operators provide that flexibility.
Specialization Paths Overview
| Specialization Type | Tactical Focus | Key Capabilities | Ideal Mission Type |
|---|---|---|---|
| Sniper | Long-range damage | Precision shots, high-ground bonuses | Combat, retrieval, sabotage |
| Overwatch Control | Area denial | Reaction fire, lane coverage | Defense, extraction, rescue |
| Ion Specialist | Anti-droid warfare | Ion weapons, mechanical disruption | Droid-heavy combat missions |
| Support | Squad assistance | Healing, buffs, action economy | High-difficulty operations |
| Assault | Close-range pressure | Aggressive positioning, burst damage | Combat, sabotage |
| Droid Operator | Mechanical teamwork | Droid synergies, utility actions | Varied tactical missions |
Class Synergies and Squad Composition
Building an effective squad requires understanding how different Star Wars Zero Company classes interact. With only 4 deployment slots, every Operator must contribute meaningfully to the mission objective.
Confirmed Squad Build Archetypes
Sniper-Focused Squad
- Core: Sniper weapons and high-ground positioning
- Support: Overwatch and lane protection
- Strategy: Keep marksman at range while others reveal and pressure targets
- Prevent enemies from safely closing distance
Overwatch Control Squad
- Core: Multiple overlapping Overwatch zones
- Support: Action Point management and abilities
- Strategy: Punish enemy movement through controlled lanes
- Strong for defensive objectives and open ground
Ion Anti-Droid Squad
- Core: Ion-based attacks and anti-droid equipment
- Support: Focused fire and support abilities
- Strategy: Concentrate specialized tools against mechanical enemies
- Direct answer to droid-heavy opposition
Cross-Training Hybrid Squad
- Core: Cross-trained Operators with mixed roles
- Support: Bonds and complementary abilities
- Strategy: Combine damage, control, utility, and support
- Flexible response to changing mission requirements
Avoid filling your squad with Operators that solve the same problem. Bring a mix of offensive, defensive, support, and utility options. A balanced company adapts to more mission types than a specialized one-trick squad.
Squad Composition Strategy Table
| Squad Slot | Primary Role | Recommended Class Type | Key Contribution |
|---|---|---|---|
| Slot 1 | Squad Anchor | Commander or Veteran Soldier | Leadership, reliable core combat |
| Slot 2 | Primary Damage | Sniper or Assault | Eliminate priority threats efficiently |
| Slot 3 | Battlefield Control | Overwatch or Force Specialist | Shape enemy movement and protect lanes |
| Slot 4 | Flex / Support | Support, Ion, or Cross-Trained | Adapt to mission-specific requirements |
Cross-Training and Bond System
The Bond system connects character relationships directly to class development. When Operators build Bonds through shared deployment and campaign decisions, they unlock cross-training opportunities that expand their tactical options beyond a single specialization path.
How Bonds Enhance Classes
| Bond Feature | Description | Class Impact |
|---|---|---|
| Bond Levels | Develop through shared missions and decisions | Unlocks progressively stronger cross-training options |
| Dilemmas | Narrative choices that test relationships | Can alter Bond progression and available abilities |
| Cross-Training | Grants access to secondary specialization | Enables hybrid builds with complementary capabilities |
| Passive Abilities | Bonuses derived from established relationships | Provide ongoing tactical benefits during deployment |
Cross-training is not available from the start. Bonds must be developed over multiple missions before unlocking secondary specialization access. Plan your squad relationships early to access hybrid builds before difficult late-game operations.
Cross-Training Build Examples
| Primary Class | Cross-Training Path | Resulting Hybrid Role | Tactical Value |
|---|---|---|---|
| Sniper | Support | Recon Medic | Long-range damage with squad healing |
| Assault | Overwatch | Zone Controller | Aggressive positioning with area denial |
| Ion Specialist | Droid Operator | Tech Warfare | Anti-droid focus with mechanical synergy |
| Soldier | Assault | Shock Trooper | Military reliability with burst pressure |
| Jedi | Support | Force Guardian | Force combat with protective capabilities |
Class Development Milestones:
- Recruit at least 3 Custom Operators to fill tactical gaps
- Develop Bonds between your core 4 deployment squad
- Unlock cross-training on at least 2 primary Operators
- Build one Ion-specialized Operator for droid missions
- Establish a balanced squad covering damage, control, and support
Class Selection FAQ
Q: What are the main Star Wars Zero Company classes available to players?
The game does not use a traditional fixed class list. Instead, each Operator has a base specialization that defines their core role, such as sniper, soldier, Jedi, or Mandalorian combat. Custom Operators can be developed along different specialization paths, and cross-training through the Bond system unlocks secondary capabilities for hybrid builds.
Q: Can I change an Operator's class after recruiting them?
Authored Operators retain their thematic class identity throughout the campaign. Custom Operators commit to a primary specialization at recruitment, but cross-training through Bonds allows them to gain a secondary specialization, effectively expanding their class capabilities without fully reclassing.
Q: How many Operators can I have in my squad?
Zero Company can support up to 20 Operators at The Den, but only 4 can be deployed per Tactical Mission. This makes squad composition and class synergy critical, as you must cover all necessary tactical roles within a tight deployment limit.
Q: Which class is best for dealing with droid enemies?
Ion-specialized Operators are the most effective against droid-heavy opposition. Equipping Ion-capable weapons and anti-droid abilities in the same squad provides a direct tactical answer to mechanical threats, which is especially relevant during the Clone Wars setting.
Q: How does cross-training work with the Bond system?
When two Operators build a Bond through shared deployments and campaign decisions, cross-training opportunities unlock. This grants access to a secondary specialization, allowing the Operator to perform a hybrid role. The resulting passive abilities and expanded toolkit make Bond development a key part of long-term class strategy.
Star Wars Zero Company launches on August 27, 2026 for PC, PlayStation 5, and Xbox Series X|S. Class details may expand at launch. Follow the official EA Star Wars page and Steam Community for the latest updates.