How many classes are in STAR WARS Zero Company?
Eight Standard plus four Exotic (12 specializations). Secondary spec is a late extra kit on an Operator, not a 13th class.
Searching star wars zero company classes or all classes? STAR WARS Zero Company uses specializations, not MMO jobs. There are eight Standard specs any eligible Operator can swap at The Den, plus four Exotic locks. Standard specs are available to Hawks and custom Operators; Exotic specs bind to Tel-Rea, Cly, a player-built Astromech, and a fourth that is still Unconfirmed. Verified August 28, 2026. Steam.
| Fact | Detail |
|---|---|
| Standard specs | 8 |
| Exotic specs | 4 |
| Respec | Standard specs swap at The Den (Personnel). Exotic locks do not. |
| Kit shape | Ultimate (Advantage) + standard ability + passives |
| Weapons | Pistol / Rifle / Repeater / Longarm — not hard-locked to spec (Jedi and Astromech excepted) |
| Secondary spec | Late campaign dual-spec; do not take the same spec twice |
| Verified | August 28, 2026 |
Twelve specializations: eight Standard plus four Exotic. The UI calls them specializations. This page uses classes because that is the search. Both mean the same kit.
| Bucket | Count | Who can take it |
|---|---|---|
| Standard | 8 | Hawks, most authored Operators, custom mercenaries |
| Exotic | 4 | Locked to a named Operator or a built Astromech |
| Secondary (late) | +1 spec on an Operator | Any eligible Operator; cannot duplicate the primary |
Each spec brings an Advantage ultimate, a battle ability, and passives you invest Focus into. Talents are a separate layer — Hawks has Fearless Leader, authored Operators keep a unique talent, customs pick from a pool. Do not treat talent as a ninth class. Talent ranks: talents.
A Sharpshooter is not required to run Longarm. Pistol Sharpshooter exists. The two hard exceptions: Astromech (no blasters, extra utility slots) and Jedi Padawan (lightsabers and Force meditations instead of grenades/stims). AP costs for the four weapon classes: weapons.
The eight Standard kits are the entire early roster. Exotic names come after the table.
These eight are the star wars zero company classes you actually pick on Hawks in hour one. Ultimates spend Advantage, not AP. Roles below match public design notes plus captured kit names.

| Standard class | Role | Ultimate | Open with this |
|---|---|---|---|
| Close / mid mobility | Sweeping Salvo | Flank, Bull Rush, cone disorient | |
| Multi-target pistol pressure | Open Fire | Stack Onslaught by shooting a lot | |
| Survivability and control | Bulwark | Taunt a pack, sit in cover | |
| Heal, revive, buffs | Morale Boost | Keep Bonds rolling via heals/stims | |
| Disruption and crit setup | Easy Mark | Mark, let an ally swing, assist | |
| Recon, mark, generate Advantage | Ambush | Fill the shared meter for everyone else | |
| Long-range precision | Precision Shot | Never-miss shot when the % is a lie | |
| Generalist — melee, grenades, rockets | Rocket Strike | AoE the cluster you herded |
Assault’s Strike the Flanks rewards exposed targets (line of sight not blocked by cover, or a Scout shot). Community captures also show Bull Rush (melee charge that can shove) and Sweeping Salvo (cone disorient — exact hit penalties unverified). Soldier is the offensive all-rounder: melee, grenades, and Rocket Strike as the flashy Advantage bomb. Either spec teaches AP and cover without waiting on Exotic.
Gunslinger’s Onslaught rewards multi-shot turns; Open Fire is the large Advantage double-tap (community captures cite ~9 Advantage — confirm in client). Heavy is the Standard taunt / control kit; Bulwark covers a wide area. Medic’s Morale Boost is squad sustain and a Bond engine (community: ~7 Advantage). Scoundrel’s Easy Mark flags a target for ally assists and crit setup (community: ~7 Advantage). Exact costs belong on the ability tooltip.
Scout exists to generate Advantage and pick off individuals with Ambush — if ultimates never come online, you are missing this spec, not “bad luck.” Sharpshooter trades mobility for hit chance and damage; Precision Shot is the high-confidence Advantage shot (community captures call it a no-miss once-per-turn — verify on the node). Overwatch loves a Sharpshooter who actually invested hit chance.
Exotic kits are not “better Standard.” They are different equipment rules.
Four Exotic specializations exist. Three are confirmed in public sources; the fourth stays Unconfirmed here until an official lock is verified. You cannot recruit a second Tel-Rea to run two Jedi Padawans.

| Exotic class | Lock | Equipment rule | Status |
|---|---|---|---|
| Jedi Padawan | Tel-Rea Vokoss | Lightsabers + Force meditations (no standard utilities) | Confirmed |
| Mandalorian Warrior | Cly Kullervo | Standard weapons + jetpack / Mandalorian armor | Confirmed |
| Astromech | Player-built droid | No blasters; extra utility / grenade slots | Confirmed |
| Fourth Exotic | Unconfirmed | Unknown | Unconfirmed |
Tel-Rea is a Tognath Padawan with a green lightsaber kit. She cannot change specialization. Harmony stacks (talent Strong with the Force) feed deflection and saber damage. Noble Stance spends leftover AP to raise deflection and can reflect while it is up. Force Push pairs with knockbacks such as Kabb’s Uppercut to feed Overwatch. If she permadeaths, that Exotic is gone for the run.
Cly (Clan Verminoth) is locked to Mandalorian Warrior. Armor starts with bonus defense; the jetpack makes vertical moves free. Community captures show Combat Jump spending Advantage (often cited ~2, 0 AP) to leap, shove, and skip Overwatch/retaliation — confirm costs in client. Electro tools (Web Dart / Surge in captures) also drink the shared Advantage pool — budget for her the same way you budget Tel-Rea.
Astromechs are not authored companions. You create them in The Den once the Astromech / droid path unlocks (community captures name a Repair Bay facility — treat that label as unverified). They cannot equip the four blaster classes; they carry extra utilities and later extra charges. Treat one as a utility mule, not a failed Sharpshooter.
Public sources and class breakdowns still flag a fourth Exotic without a verified name or lock. This wiki will not invent a “secret class” label. When an official Operators Hub or patch names it, this row updates.
Secondary spec is how Standard Operators become dual-class — it does not unlock a fifth Exotic.
Matched by build plan, shared topics, and guide progression — not random related links.
A Secondary specialization is a second Standard (or eligible) kit on the same Operator. Official materials only confirm it unlocks mid-to-late campaign. Community reports disagree on the trigger (around Cycle 18 vs after recruiting Luco) — treat both as unverified and confirm in your client. You cannot stack the same spec twice. Tel-Rea’s Jedi lock still does not become Assault.
| Rule | Detail |
|---|---|
| When | Mid-to-late campaign · community timing conflict (Cycle 18 vs Luco recruit) — unverified |
| What you get | A second spec’s abilities/passives to mix with the primary |
| Same spec twice | No |
| Exotic locks | Tel-Rea / Cly / Astromech stay on their Exotic; Secondary is extra tools, not a rewrite (confirm Tel-Rea dual rules in client) |
| Respec home | The Den Personnel facility for Standard specs (Tel-Rea excepted) |
| Why wait | Focus and Bonds matter more in hour one than a dual-spec you do not have |
If you know Scout + Sharpshooter is the plan, you can still run Scout for many Cycles and add Sharpshooter when the slot opens. Do not bench a working Medic while waiting for an unverified Cycle number. Starter pairings: builds.
Bonds unlock Cross Training and combat synergies between Operators. That is sharing tools with a partner, not gluing two specs onto one body. Keep the systems straight: bonds.
Hawks still needs a first spec before any of that math matters.
Hawks can take any Standard spec and respec at The Den. The first pick should teach the map, not win a forum argument.
| If you want… | Take this on Hawks | Pair in the other three slots |
|---|---|---|
| To learn cover and melee shoves | Assault | Medic or Scout + two damage |
| A rocket and grenades without thinking | Soldier | Scout to feed Advantage |
| The squad to never die | Medic (or Heavy) | Two damage + Scout |
| Ultimates every fight | Scout | Soldier or Gunslinger to spend the meter |
| To snipe from a roof | Sharpshooter | Assault/Scoundrel to flush cover |
| To empty clips | Gunslinger | Scoundrel mark + someone in cover |
Swap Standard specs between missions. Authored Operators who are not Exotic-locked can change too (Trick does not have to stay Soldier). Unique talents stay. If Assault feels wrong after two maps, change it — that is the point of The Den.
Specs are kits. Operators are who holds them. Hawks, Trick, Tel-Rea, Cly, Luco, Jae, and Kabb do not all follow the same respec rules.
Eight Standard plus four Exotic (12 specializations). Secondary spec is a late extra kit on an Operator, not a 13th class.
Hawks is a customizable former Republic officer on Standard specs. Jedi Padawan is the Tel-Rea Vokoss Exotic lock.
Unconfirmed in public sources on this wiki. Jedi Padawan, Mandalorian Warrior, and Astromech are the three named locks.
Yes for Standard specs (Personnel / change specialization). Tel-Rea, Cly, and Astromechs stay on their Exotic kits.
Mid-to-late campaign. Community reports conflict (around Cycle 18 vs after recruiting Luco) — confirm in client. You cannot take the same spec twice.
No. Any eligible Operator can equip Pistol, Rifle, Repeater, or Longarm. Jedi and Astromech are the equipment exceptions.
Match faces to kits on operators, then AP costs on weapons. Starter comps: builds.
August 28, 2026
Matched by build plan, shared topics, and guide progression — not random related links.