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

SpecializationBest fit from the official role description
AssaultMobile, aggressive fighting at close to medium range
GunslingerRepeated attacks and finishing weakened targets
HeavyHolding ground, absorbing pressure, and sustained fire
MedicRestoring and supporting allies
ScoundrelDisruption, opportunism, and tactical tricks
ScoutReconnaissance, mobility, and creating openings
SharpshooterLong-range precision and deliberate positioning
SoldierDirect, 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 ClassRange and Action Point profileChoose it when…
Blaster RifleMedium range; first shot can be a 1 AP Fast action, later shots cost 2 APYou want balanced, reliable turns
RepeaterMedium range; damage grows as more AP is committedYou can dedicate a turn to sustained offense
Blaster PistolShort range; each shot costs 1 APYou value mobility and AP flexibility
Longarm BlasterLong range; each shot costs 2 APYou 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]