Class overview
| Specialization | Official battlefield role | Ultimate / Standard ability |
|---|---|---|
| Assault | Mobile front-line pressure at short to medium range | Sweeping Salvo / Bull Rush |
| Gunslinger | Fast blaster attacks across multiple targets | Open Fire / Quick Draw |
| Heavy | Armored front liner built to absorb attacks | Bulwark / Unstoppable |
| Medic | Healing, recovery, and squad support | Morale Boost / Combat Stim |
| Scoundrel | Opportunistic setup and defense penetration | Easy Mark / Identify Weakness |
| Scout | Reconnaissance, Advantage generation, and spotting | Ambush / Combat Recon |
| Sharpshooter | Long-range precision and Overwatch | Precision Shot / Zero In |
| Soldier | All-round close-to-medium-range offense | Rocket 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 class | Damage | Critical | Range | AP behavior |
|---|---|---|---|---|
| Blaster Rifle | 10 | +6 / 5% | Medium | First shot 1 AP; later shots 2 AP |
| Repeater | 8 | +4 / 5% | Medium | Rapid Fire damage rises with AP invested |
| Blaster Pistol | 6 | +4 / 5% | Short | Each shot costs 1 AP |
| Longarm Blaster | 12 | +12 / 5% | Long | Each 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.
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.
Related field reports
See how abilities fit the three-AP combat system, compare the confirmed Operators, or review the Infinite Coil threat dossier.
Sources
- EA Help — Specialization and Weapon Class guide (ability names, weapon stats, AP rules, and playstyle guidance)
- EA Help — How to customize Hawks (Origins, cosmetic rules, editable choices, name, and voice)
- EA — Official Specializations Hub (class names and role summaries)
- EA — Gameplay deep dive (Focus Tree, specialization switching, Bonds, Cross Training)
- StarWars.com — Final Trailer (Custom Operator species)