Field report · classes
STAR WARS Zero Company Classes, Specializations, and Weapons
Zero Company uses eight standard Specializations and four Weapon Classes. Match the role and weapon to your preferred range, mobility, and Action Point economy.

Quick facts
- Standard Specializations
- 8
- Weapon Classes
- 4
- Abilities per Specialization
- Ultimate, Standard, and Passive
Zero Company calls its classes “Specializations.” Most Operators choose from eight standard roles: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier. Each role has an Ultimate, a Standard ability, and a Passive. [ea-specializations]
The eight standard Specializations
| Specialization | Best fit from the official role description |
|---|---|
| Assault | Mobile, aggressive fighting at close to medium range |
| Gunslinger | Repeated attacks and finishing weakened targets |
| Heavy | Holding ground, absorbing pressure, and sustained fire |
| Medic | Restoring and supporting allies |
| Scoundrel | Disruption, opportunism, and tactical tricks |
| Scout | Reconnaissance, mobility, and creating openings |
| Sharpshooter | Long-range precision and deliberate positioning |
| Soldier | Direct, adaptable combat and dependable damage |
The game also has unique roles tied to authored characters. For example, Tel-Rea is the only Jedi Padawan-class Operator. Those character-specific roles should not be treated as normal recruit options.
Which class is best?
There is no defensible single best class for every squad and mission. Objective type, enemy range, available cover, Bond abilities, and the other three deployed Operators all change what the squad needs.
For a first campaign, EA recommends Soldier or Assault because their straightforward movement and attacks teach the core loop. That is the safest beginner answer—not a claim that either class dominates every stage of the game. [ea-class-guide]
The four Weapon Classes
| Weapon Class | Range and Action Point profile | Choose it when… |
|---|---|---|
| Blaster Rifle | Medium range; first shot can be a 1 AP Fast action, later shots cost 2 AP | You want balanced, reliable turns |
| Repeater | Medium range; damage grows as more AP is committed | You can dedicate a turn to sustained offense |
| Blaster Pistol | Short range; each shot costs 1 AP | You value mobility and AP flexibility |
| Longarm Blaster | Long range; each shot costs 2 AP | You can position carefully for precision damage |
The official launch guide lists base weapon stats as 10 damage for Blaster Rifles, 8 for Repeaters, 6 for Blaster Pistols, and 12 for Longarm Blasters. Those numbers do not make the Longarm universally best: range, critical damage, repeat-fire behavior, and remaining AP all matter. [ea-class-guide]
Practical starting combinations
- Learning the system: Soldier or Assault + Blaster Rifle.
- Maximum sustained offense: Gunslinger, Soldier, or Heavy + Repeater.
- Long-range control: Sharpshooter + Longarm Blaster.
- Move-and-act flexibility: a mobile or support-focused role + Blaster Pistol.
Later in the campaign, Operators can gain an additional Specialization. Plan for combinations that cover a weakness or reinforce a clear role rather than chasing a context-free “best class.” [ea-class-guide]
Frequently asked questions
What is the best class for a beginner?
EA recommends Soldier or Assault with a Blaster Rifle as straightforward starting choices for players new to turn-based tactics.
What is the best weapon class?
There is no universal best. Blaster Rifles are balanced, Repeaters emphasize sustained damage, Blaster Pistols preserve Action Points, and Longarm Blasters favor range and precision.


