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Hawks is the player character and the leader of Zero Company. Once an officer in the Galactic Republic, Hawks left that life under a cloud and now commands a for-hire outfit operating on the fringes of the Clone Wars. The character is the fixed center of the story: squadmates can come and go, but Hawks remains.
Customization
Hawks is fully customizable. At the start of the game you choose gender, appearance, and voice, and you can pick from eight playable species. You also set the starting class, outfit, and name. This makes Hawks the most flexible member of the roster, a blank slate you shape to fit how you want to play and who you want to lead.
Devaronian
Human
Neimoidian
Ovissian
Togruta
Twi'lek
Weequay
Zabrak
Role in Combat
As the commander, Hawks anchors the squad's special economy. Hawks can spend a small amount of the shared advantage resource to refresh a single Action Point for another squad member, once per turn, which keeps the team moving when a plan falls apart. Hawks can be built into any of the base specializations, so the protagonist's battlefield job depends entirely on the class you assign.
The Story's Constant
Because the campaign carries permadeath for the rest of the team, Hawks functions as the player's safe point. If Hawks falls in battle the mission ends, while losing a companion changes the story but does not end the run. Decisions Hawks makes at the Den and in the field shape relationships across the crew and steer the narrative's outcomes.