Character guideBeginnercharacter creationHawksCustom OperatorsspeciesSpecializations

Star Wars Zero Company Character Creation Guide

Create Hawks and Custom Operators with every confirmed species, appearance, class, weapon, Clone, Astromech, and respec option explained.

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Star Wars Zero Company Character Creation Guide

Character creation in Star Wars Zero Company begins with Hawks, but it does not end there. EA confirms that Zero Company has two Operator types: Authored Operators, who join naturally through the story, and Custom Operators, who players recruit and customize. The Den then lets you revisit much of an Operator's look and combat setup as the campaign grows.

This is a pre-release guide. EA says its published gameplay information remains subject to change before the August 27 launch, so it separates confirmed options from details that have not yet been fully specified.

Character creation overview

Hawks is Zero Company's customizable leader. Pick a species, appearance, clothing, first name, voice presentation, Specialization, and more, then carry that version of Hawks through the campaign's real-time-rendered scenes and story missions.

Later, the Recruitment Facility offers Custom Operators. EA says recruits have their own name, Talent, Primary Specialization, weapon type, and backstory, and that these details can be further adjusted at The Den. You can also create a Custom Operator pool there instead of waiting for the current recruitment selection.

| Creation choice | Hawks | Custom Operators | | --- | --- | --- | | Species | 6 confirmed options | 10 confirmed options | | Appearance and clothing | Yes | Yes | | Name and voice | Yes | Yes; EA also confirms customizable name and voice | | Standard Specialization | One of 8 | One of 8 | | Talent and weapon setup | Managed through Operator systems | Recruits arrive with both; EA says they can be further adjusted |

Hawks vs Custom Operators

Hawks is the player's character and must deploy on every story mission. If Hawks dies, the mission fails and must be restarted. In Skirmish missions, EA says players can bring any combination of Operators they want.

Custom Operators give you roster flexibility: create a missing Medic, try a different frontline setup, or keep a substitute ready for an injured teammate. They can be mixed with story characters, so character creation is not a choice between a fully custom team and the authored cast.

All Hawks species

The Customization Facility lets Hawks switch among these six confirmed species:

| Hawks species | Available to Hawks? | Available to Custom Operators? | | --- | --- | --- | | Human | Yes | Yes | | Devaronian | Yes | Yes | | Mirialan | Yes | Yes | | Togruta | Yes | Yes | | Twi’lek | Yes | Yes | | Zabrak | Yes | Yes |

EA has confirmed that species do not grant different weapon proficiencies. Choose the species whose silhouette, markings, colors, and role-playing identity suit your Hawks rather than trying to optimize combat stats.

All Custom Operator species

Custom Operators have the six Hawks options plus four additional confirmed choices:

| Additional Custom Operator species | Available to Hawks? | | --- | --- | | Neimoidian | No | | Ovissian | No | | Rodian | No | | Weequay | No |

That makes ten currently confirmed species for a Custom Operator. The list is useful for visual variety, but it is not a gameplay tier list: EA explicitly says species and factions do not have better weapon proficiencies.

Appearance, name, voice, and clothing

EA confirms that Hawks can customize species, first name, appearance, clothing, and more. The official Q&A describes two Hawks voice performances with different character flavors, while both represent the same protagonist in the story. Recruited Operators can also have their names and backstories fully customized.

Clothing is cosmetic. It does not change gameplay. The same rule makes this an easy place to make a personal choice: choose a readable color scheme for tactical scenes, a Clone-inspired look, or an outfit that fits your company story without worrying about a hidden stat penalty.

How to choose a starting Specialization

Most Operators use one of eight standard Specializations. Each includes an Ultimate, a Standard Ability, and a Passive. They define a combat role, but the first pick is not a permanent build: the Personnel Facility can change most Operators to another Specialization at any time.

| Specialization | Confirmed playstyle | | --- | --- | | Assault | Frontline, medium-to-close-range pressure against targets in cover | | Gunslinger | Fast, multi-target blaster offense | | Heavy | Armored frontline survivor that draws enemy attacks | | Medic | Healing, Injury prevention, and team boosts | | Scoundrel | Opportunistic wildcard play | | Scout | Reconnaissance, planning, and team openings | | Sharpshooter | Long-range priority-target eliminations | | Soldier | Close-to-medium offensive generalist with grenades and rocket fire |

Best starting class for Hawks

For a first campaign, pick the job you want Hawks to do every story mission:

  • Soldier is the broadly useful, offensive starting point if you want a flexible frontline contributor.
  • Heavy is a good anchor when you prefer to protect the squad and absorb pressure.
  • Medic is the safest learning choice for players concerned about Injuries and permadeath.
  • Scout suits a cautious squad that wants to plan sightlines and openings.
  • Assault, Gunslinger, and Sharpshooter fit players who want Hawks to secure decisive damage, while Scoundrel rewards setup and opportunism.

These are role recommendations, not final class rankings. A strong four-person team covers damage, control or information, a stable frontline, and recovery. Revisit Hawks' Specialization once you know what the rest of your roster lacks.

Talents, Focus, and weapon types

EA confirms that the Personnel Facility's Focus Tree upgrades an Operator's Talents, Abilities, and Passives with Focus Points, primarily earned by increasing Bonds. This means a class label is only part of a character's identity. Avoid treating preview-only Talent names, ranks, or numbers as final until the release build can be checked.

The Armory offers four confirmed weapon types: Longarm, Repeater, Rifle, and Pistol. Every Operator begins with a default weapon, but EA says it can be changed in the Armory. Weapon modifications, cosmetics, and utilities add another layer of choice after character creation.

Creating Clone Operators

Clone armor cosmetics and armor customization are available from the start. EA also confirms that Clone Troopers unlock after a point in the story, allowing a full Clone Trooper team. The official sources do not yet describe every creation-screen step for Clone Troopers, so treat the timing and exact roster route as progress-gated rather than assuming every clone option is available at a new save.

Creating Astromech Operators

The Den's Upgrade Facility can add a Droid Bay, which lets you recruit Astromech Custom Operators. EA says Astromechs unlock fairly early and a full Astromech team is possible once they can be recruited. Story missions still require Hawks, so an all-Astromech group applies outside that compulsory Hawks slot.

How to change your appearance, species, or class

Use the Customization Facility to update appearance and outfits at any time. EA specifically confirms that Hawks and Custom Operators can change species there. Use Personnel to change most Operators' Specializations, examine Bonds, and invest Focus Points; use the Armory to change weapons and their cosmetic presentation.

| What you want to change | Confirmed Den location | | --- | --- | | Appearance, outfit, and species | Customization Facility | | Most standard Specializations, Talents, Abilities, and Passives | Personnel Facility / Focus Tree | | Weapon type, weapon mods, and weapon cosmetics | Armory | | Add Astromech Custom Operators | Upgrade Facility, then Droid Bay |

Choices you cannot freely ignore

The official sources identify a few genuine constraints. Hawks is mandatory for story missions. Jedi Padawan is exclusive to Tel-Rea Vokoss. Clone Troopers and Astromechs unlock through campaign or Den progress rather than being guaranteed at the opening screen. EA has not published a complete list of permanently locked cosmetic or profile decisions, so do not rely on unverified previews for a respec or second-Specialization promise.

Best character creation settings for beginners

  1. Pick a Hawks species and look you enjoy; the choice has no weapon-proficiency advantage.
  2. Start Hawks in a role your opening squad needs, not the role that merely sounds strongest.
  3. Keep at least one recovery option in the wider roster when permadeath is enabled.
  4. Use Custom Operators to fill a missing role instead of duplicating a favorite class by default.
  5. Check the Customization Facility, Personnel Facility, and Armory before spending scarce Credits or Focus Points; many early choices can be revisited.

Character creation FAQ

Can I change Hawks' species after starting?

Yes. EA says Hawks and Custom Operators can change species at the Customization Facility.

Does species affect combat or weapon proficiency?

No. EA states that no species or faction has better weapon proficiencies, so there is no combat-optimization species pick.

Can I change Hawks' class?

EA says most Operators' Specializations can be changed at the Personnel Facility. That supports changing Hawks' standard role, but unique character classes remain exceptions; Tel-Rea is the only Jedi Padawan-class Operator.

Can I make a Clone or Astromech team right away?

Not necessarily. Clone Troopers unlock after story progress, while Astromechs require their recruitment unlock. EA confirms full teams are possible after those requirements, with Hawks still mandatory in story missions.

Are clothes and armor gameplay upgrades?

No. EA confirms outfits do not impact gameplay. Armor and weapon cosmetics are visual choices; combat changes come from Specializations, Talents, weapons, mods, utilities, and team planning.

Sources and release status

Species lists, facilities, Operator types, Specializations, recruitment, weapons, and Droid Bay information come from EA's Lead Zero Company to Victory. Hawks customization, clone and astromech team availability, clothing, species balance, and class exceptions are cross-checked against EA's Answering the Internet’s Biggest Questions. Recheck precise UI options, values, and unlock conditions in the launch build.