Independent tactical archive · Star Wars Zero Company

Star Wars Zero Company Specializations & Weapon Classes

Choose the combat job first, then choose the weapon whose range and Action Point cost let that Operator perform the job without breaking the rest of the turn.

A Zero Company Operator firing from cover during a tactical mission
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The short build answer

Start with the mission role: frontline, damage, range, mobility, control or support. Then select a Weapon Class with the range and AP cost that leaves enough actions to perform that role.

This launch archive separates confirmed official facts from editorial tactical advice. Unverified ability values, mission rewards, exact enemy statistics and definitive tier lists are not invented.

Specializations define the job

Every Operator has a Specialization with an Ultimate, a Standard ability and Passive abilities. Hawks and recruited Custom Operators can change Specializations. Authored Operators can have assigned Talents or fixed Specializations, so do not assume every character can be rebuilt into the same template.

Abilities can attack, support allies, expose targets, control space or create a tactical advantage. Some powerful actions use the squad’s shared Advantage resource instead of normal AP.

Weapon Classes define range and turn cost

Compare Weapon Damage, Critical Hit Damage, Critical Chance, useful Range and attack AP cost. Attacking outside a weapon’s optimal range applies a Strike Penalty, while expensive attacks can consume most or all available AP.

DamageBase pressureWhat one attack contributes.
CriticalChance + bonusDo not evaluate one without the other.
RangeOptimal bandOutside it, the shot takes a penalty.
AP costTurn flexibilityLower cost can preserve movement or an ability.

Official starting pairings by playstyle

These are EA’s practical starting combinations, not a universal tier list. Mission type, enemy layout and the rest of the squad can still change the right answer.

New to tacticsSoldier / AssaultPair with a Blaster Rifle.
High damageGunslinger / Soldier / HeavyPair with a Repeater.
Long rangeSharpshooterPair with a Longarm Blaster.
MobileAssault / GunslingerPair with a lower-AP Blaster Pistol.
PlanningScout / ScoundrelChoose the weapon that supports timing and position.
SupportMedicChoose a safe range that keeps allies reachable.

Use a three-mission field test

  1. 01
    State the job

    Write one reason this Operator is entering the mission.

  2. 02
    Track the AP remainder

    After the primary attack, record whether movement, cover or an ability remains possible.

  3. 03
    Check the range failures

    Count turns lost to poor distance or blocked lines instead of looking only at damage.

  4. 04
    Keep or change one layer

    Change either the Specialization or Weapon Class, then repeat the same kind of mission.

Specialization and weapon FAQ

What is the safest beginner combination?

EA recommends Soldier or Assault with a Blaster Rifle for players learning positioning, movement and attacks.

Can every Operator change class?

No. Hawks and Custom Operators can change Specializations, while Authored Operators may have fixed Talents or Specializations.

Does the most damaging weapon automatically win?

No. Range and AP cost determine whether the Operator can still move, use an ability or return to safety during the same turn.

Official sources