Star Wars Zero Company Classes: All 8 Explained
Eight standard classes, each with three passives and one ultimate — plus unique classes only specific characters can use.

The Class List
Star Wars Zero Company has eight standard classes: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter and Soldier. Every class provides three passive abilities and one ultimate ability. Ultimate abilities spend the squad’s shared Advantage Points, so class choice changes both what an Operator can do and how the squad spends its pooled tempo.
Each Class and Its Abilities
| Class | Passives | Ultimate | Role |
|---|---|---|---|
| Assault | Bull Rush, Fleet of Foot, Strike the Flanks | Sweeping Salvo | Aggressive melee pressure; charges enemies and pushes them back |
| Gunslinger | Quick Draw, Keen Eye, Onslaught | Open Fire | Pistol damage; one-AP sidearm shots and stacking blaster damage |
| Heavy | Unstoppable, Conditioning, Heavy Armor Training, Intimidating Posture | Bulwark | The only true tank; retaliation stacks, taunts and defense |
| Medic | Combat Stim, Lifesaving Measures, First Responder | Morale Boost | Sustain; stims, stronger Medpacs and full-heal rallies |
| Scoundrel | Identify Weakness, Never Play Fair, Scoundrel’s Instinct | Easy Mark | Burst setup; marks enemies so allies crit and assist |
| Scout | Combat Recon, Tactical Timing, The Spotter | Ambush | Advantage generation; Combat Recon grants Advantage per enemy in an area |
| Sharpshooter | Zero In, Pick Them Off, Sharpshooter Training | Precision Shot | Long-range elimination; sets up a sniping position for hit and crit bonuses |
| Soldier | Brutal Strike, Strength, Armsmaster | Rocket Strike | Versatile frontline; daze and grenade value |
What the abilities mean in practice, per ScreenRant’s launch class guide:
- Assault — Bull Rush charges into enemies for melee strikes that push them backwards; Fleet of Foot increases first movement; Strike the Flanks adds critical chance against exposed enemies; Sweeping Salvo damages all enemies in a cone.
- Gunslinger — Quick Draw fires a sidearm shot for one Action Point; Keen Eye raises ranged critical chance; Onslaught stacks bonus blaster damage per attack in a turn; Open Fire fires twice at any combination of enemies.
- Heavy — Unstoppable grants retaliation stacks that counter incoming attacks; Conditioning raises max health; Heavy Armor Training raises defense; Intimidating Posture makes primary blaster attacks taunt; Bulwark taunts all enemies in an area and raises defense.
- Medic — Combat Stim grants an ally a stimulant that raises max health, melee and ranged damage; Lifesaving Measures makes Medpacs heal more; First Responder equips a Medpac without a utility slot and fully heals allies when rallying them; Morale Boost grants Morale stacks that restore HP per turn and remove injury penalties.
- Scoundrel — Identify Weakness makes an enemy vulnerable so the next attack crits; Never Play Fair increases assist damage; Scoundrel’s Instinct lets attacks ignore defense; Easy Mark lets the Operator assist the next ally to attack the target.
- Scout — Combat Recon grants Advantage for each enemy in a target area; Tactical Timing gives a chance of Advantage after defeating an enemy; The Spotter marks shot enemies; Ambush spends all available Advantage for an increased-damage attack.
- Sharpshooter — Zero In sets up a sniping position with improved hit and crit chance; Pick Them Off and Sharpshooter Training extend the elimination package; Precision Shot is the long-range ultimate.
- Soldier — Brutal Strike, Strength and Armsmaster give melee and grenade value; Rocket Strike delivers the ultimate.
Unique Classes
Some characters use unique classes that only they can access. The Jedi Tel-Rea is the documented example: her Padawan/Wayseeker classes include Force Push and Pull (each costing 1 Action Point) and Lightsaber Throw, which costs 10 Advantage. Unique classes cannot be equipped by other Operators, which keeps authored characters mechanically distinct from your custom squad.
Reassigning Classes
Classes are not permanent. Polygon’s launch guide confirms that classes can be reassigned later without penalty, so an early pick is an experiment, not a commitment. Starting characters arrive pre-assigned — Kabb is a Scoundrel and Trick is a Sharpshooter — while Hawks, your custom leader, takes the class you choose at the start. Secondary specs unlock later, letting an Operator mix a primary and secondary class.
Sources
- ScreenRant — all 8 classes, abilities and ultimates, August 27, 2026
- Polygon — early class choice for Hawks, August 27, 2026
- GameRant — specializations tier list, August 27, 2026
All sources accessed August 29, 2026.