STAR WARS Zero Company classes

STAR WARS Zero Company Classes

STAR WARS Zero Company classes: eight Standard plus four Exotic locks (Jedi Padawan, Mandalorian, Astromech). Late Secondary dual-spec. Unofficial wiki.

Standard and Exotic specializations broken down for squad planning.

~8 min read

At A Glance

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.

FactDetail
Standard specs8
Exotic specs4
RespecStandard specs swap at The Den (Personnel). Exotic locks do not.
Kit shapeUltimate (Advantage) + standard ability + passives
WeaponsPistol / Rifle / Repeater / Longarm — not hard-locked to spec (Jedi and Astromech excepted)
Secondary specLate campaign dual-spec; do not take the same spec twice
VerifiedAugust 28, 2026

How many STAR WARS Zero Company classes exist?

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.

BucketCountWho can take it
Standard8Hawks, most authored Operators, custom mercenaries
Exotic4Locked to a named Operator or a built Astromech
Secondary (late)+1 spec on an OperatorAny eligible Operator; cannot duplicate the primary

Specialization is the class; talent is not

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.

Weapons are mix-and-match

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.

What do the eight Standard specializations actually do?

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.

STAR WARS Zero Company Assault Sweeping Salvo cone ultimate
Standard classRoleUltimateOpen with this
AssaultAssaultClose / mid mobilitySweeping SalvoFlank, Bull Rush, cone disorient
GunslingerGunslingerMulti-target pistol pressureOpen FireStack Onslaught by shooting a lot
HeavyHeavySurvivability and controlBulwarkTaunt a pack, sit in cover
MedicMedicHeal, revive, buffsMorale BoostKeep Bonds rolling via heals/stims
ScoundrelScoundrelDisruption and crit setupEasy MarkMark, let an ally swing, assist
ScoutScoutRecon, mark, generate AdvantageAmbushFill the shared meter for everyone else
SharpshooterSharpshooterLong-range precisionPrecision ShotNever-miss shot when the % is a lie
SoldierSoldierGeneralist — melee, grenades, rocketsRocket StrikeAoE the cluster you herded

Assault and Soldier are the safe first picks

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, Heavy, Medic, Scoundrel

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 and Sharpshooter close the eight

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.

What are STAR WARS Zero Company exotic classes?

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.

STAR WARS Zero Company Jedi Padawan Exotic kit with lightsabers
Exotic classLockEquipment ruleStatus
Jedi PadawanTel-Rea VokossLightsabers + Force meditations (no standard utilities)Confirmed
Mandalorian WarriorCly KullervoStandard weapons + jetpack / Mandalorian armorConfirmed
AstromechPlayer-built droidNo blasters; extra utility / grenade slotsConfirmed
Fourth ExoticUnconfirmedUnknownUnconfirmed

Jedi Padawan — Tel-Rea Vokoss only

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.

Mandalorian Warrior — Cly Kullervo only

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.

Astromech — you build it

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.

Fourth Exotic — Unconfirmed

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.

Next: Pair operators

Matched by build plan, shared topics, and guide progression — not random related links.

When do I unlock a Secondary specialization?

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.

RuleDetail
WhenMid-to-late campaign · community timing conflict (Cycle 18 vs Luco recruit) — unverified
What you getA second spec’s abilities/passives to mix with the primary
Same spec twiceNo
Exotic locksTel-Rea / Cly / Astromech stay on their Exotic; Secondary is extra tools, not a rewrite (confirm Tel-Rea dual rules in client)
Respec homeThe Den Personnel facility for Standard specs (Tel-Rea excepted)
Why waitFocus and Bonds matter more in hour one than a dual-spec you do not have

Build for the dual later, play the primary now

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.

Cross Training is not Secondary

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.

How do I pick a first spec for Hawks?

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 HawksPair in the other three slots
To learn cover and melee shovesAssaultMedic or Scout + two damage
A rocket and grenades without thinkingSoldierScout to feed Advantage
The squad to never dieMedic (or Heavy)Two damage + Scout
Ultimates every fightScoutSoldier or Gunslinger to spend the meter
To snipe from a roofSharpshooterAssault/Scoundrel to flush cover
To empty clipsGunslingerScoundrel mark + someone in cover

Respec is cheap compared to a brick run

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.

Read the roster next

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.

STAR WARS Zero Company classes FAQ

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.

Can Hawks be a Jedi?

Hawks is a customizable former Republic officer on Standard specs. Jedi Padawan is the Tel-Rea Vokoss Exotic lock.

What is the fourth Exotic?

Unconfirmed in public sources on this wiki. Jedi Padawan, Mandalorian Warrior, and Astromech are the three named locks.

Can I change class at The Den?

Yes for Standard specs (Personnel / change specialization). Tel-Rea, Cly, and Astromechs stay on their Exotic kits.

When is Secondary specialization unlocked?

Mid-to-late campaign. Community reports conflict (around Cycle 18 vs after recruiting Luco) — confirm in client. You cannot take the same spec twice.

Does Sharpshooter have to use Longarm?

No. Any eligible Operator can equip Pistol, Rifle, Repeater, or Longarm. Jedi and Astromech are the equipment exceptions.

Last verified?

August 28, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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