Class overview

SpecializationOfficial battlefield roleUltimate / Standard ability
AssaultMobile front-line pressure at short to medium rangeSweeping Salvo / Bull Rush
GunslingerFast blaster attacks across multiple targetsOpen Fire / Quick Draw
HeavyArmored front liner built to absorb attacksBulwark / Unstoppable
MedicHealing, recovery, and squad supportMorale Boost / Combat Stim
ScoundrelOpportunistic setup and defense penetrationEasy Mark / Identify Weakness
ScoutReconnaissance, Advantage generation, and spottingAmbush / Combat Recon
SharpshooterLong-range precision and OverwatchPrecision Shot / Zero In
SoldierAll-round close-to-medium-range offenseRocket Strike / Brutal Strike

The ability column lists each specialization’s Ultimate and Standard ability. EA also documents multiple always-active Passive abilities for each role; the official EA Help guide remains the definitive full kit reference.

Weapon classes and launch stats

Weapon Class determines base damage, critical damage, range, and how much of an Operator’s three-AP turn a shot consumes. EA publishes the following values for comparing the four classes.

Weapon classDamageCriticalRangeAP behavior
Blaster Rifle10+6 / 5%MediumFirst shot 1 AP; later shots 2 AP
Repeater8+4 / 5%MediumRapid Fire damage rises with AP invested
Blaster Pistol6+4 / 5%ShortEach shot costs 1 AP
Longarm Blaster12+12 / 5%LongEach shot costs 2 AP

How specializations progress

EA’s official gameplay briefing says the Personnel facility contains each Operator’s Focus Tree. Focus Points—earned primarily by improving Bonds—upgrade Talents, Abilities, and Passives. Most Operators can switch to another specialization from this facility at any time. EA Help additionally says Operators can choose an additional specialization later in the game, but does not name the unlock point.

Specialization choice also interacts with relationships: Operators who improve a Bond can Cross Train for a permanent combat-stat bonus, while a maximum Bond can unlock a special passive ability.

How to build a squad

EA recommends Soldier or Assault with a Blaster Rifle for players new to turn-based tactics. Its other official playstyle examples pair Sharpshooter with Longarm Blaster for range, Assault or Gunslinger with Blaster Pistol for mobility, and Gunslinger, Soldier, or Heavy with Repeater for maximum damage.

Official guidance, not a tier list

These are EA’s starting combinations, not proof of the strongest squad. Encounter-specific rankings still require reproducible launch-build testing.

Customization rules

Hawks and hired Operators have different creation pools. EA Help lists six Origins for Hawks: Human, Devaronian, Mirialan, Togruta, Twi’lek, and Zabrak. Origin controls species and available appearance options, but does not determine Hawks’ combat style. After the opening battle tutorial unlocks the Den, the Customization Facility can change Hawks’ Origin, voice, appearance, and outfits; specialization and weapon choices remain combat decisions.

Custom Operators use a separate eight-species list confirmed by StarWars.com: Devaronian, Human, Neimoidian, Ovissian, Togruta, Twi’lek, Weequay, and Zabrak. EA Help also confirms that the player chooses Hawks’ first name and voice, while “Hawks” is the fixed surname.

The Zero Company customization interface showing an Operator, outfit slots, and selectable character portraits.
Official gameplay / EAThe Operator customization interface illustrates how appearance choices sit alongside specialization and equipment decisions. View the publishing source.

See how abilities fit the three-AP combat system, compare the confirmed Operators, or review the Infinite Coil threat dossier.

Sources