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Specializations
August 28, 2026 at 03:36 PM
Post-launch pass: date-anchored the two open questions about undisclosed abilities and the fourth exotic class, and confirmed the eight standard Specializations and the three-ability structure shipped as described
Specializations are the class system in STAR WARS Zero Company. A Specialization sets an Operator's role, weapons, and signature abilities. Most Operators carry one of eight standard Specializations, while a handful of story companions use exotic classes locked to specific characters.
Every Specialization includes three abilities: an Ultimate, a Standard, and a Passive. These abilities are unique to each Specialization, so two Operators of the same class share a toolkit while a mixed squad covers a wider range of tactical options. Ultimates are the biggest plays and draw on the shared advantage resource described under Turn-Based Combat.
Each Operator's Specialization also decides which of the four weapon families they can carry, and how much of their turn an attack costs. Ultimates draw on the shared advantage pool rather than a per-character cooldown, so a squad can only fire so many of them in a single encounter.
Custom Operators built in Squad Customization can take any of the eight standard Specializations:
Specialization | Role |
|---|---|
Assault | Frontline fighter that excels at maneuvering into medium and close range to dig targets out of cover |
Gunslinger | Multi-target attacker that spreads fast blaster fire across several enemies |
Heavy | Thickly armored frontliner built for survivability, soaking up attacks while holding open ground |
Medic | Support role focused on healing and Injury prevention, and on boosting teammates |
Scoundrel | Wildcard adept at taking advantage of situations without much preparation |
Scout | Reconnaissance specialist whose planning and timing benefit the whole team |
Sharpshooter | Long-range marksman that singles out and drops chosen targets |
Soldier | Mainstay offensive unit using melee, grenades, heavy blaster fire, and a rocket launcher |
A few signature abilities are public. The Assault ultimate is a multishot barrage, and the Heavy and Soldier both bring rocket attacks. The Medic carries Combat Stim, which gives a teammate a temporary buff to damage and health, and Morale Boost, which regenerates the whole team. The Scoundrel can use Identify Weakness to flag a target for a guaranteed critical hit on the next attack, a natural setup for a Sharpshooter follow-up. Bit Reactor has never published a complete per-class ability list; the game shipped without one, and the Specializations hub still gives role descriptions rather than full kits.
Four exotic classes sit outside the standard pool. Each is tied to a particular kind of character rather than offered to every recruit:
Exotic Class | Who Can Use It |
|---|---|
Astromech | Droid units, including the customizable astromech droid (see Squad Customization) |
Jedi Padawan | Locked to Tel-Rea Vokoss |
Mandalorian Warrior | Locked to Cly Kullervo |
Undisclosed class | Never named on any official page, including after launch |
The eight standard Specializations and the three-ability structure both shipped exactly as announced, with none renamed, added, or cut. The fourth exotic class is the one loose thread: the Specializations hub documents the eight standard classes only, and no official page has ever named a fourth exotic class alongside Astromech, Jedi Padawan and Mandalorian Warrior. Because the exotic classes come attached to fixed companions, building a balanced squad means pairing those companions with custom Operators whose standard Specializations fill the gaps. See Companions and Squadmates for the story characters and their locked classes.
A Specialization is only one part of an Operator's loadout. Each Operator's combat kit is built from four pieces that combine into a single build. A Talent Specialization supplies one or two abilities tied to the character; for authored companions it is often fixed, while custom Operators draw from a pool. A Weapon Specialization sets the weapon family. A Primary Specialization is the main class, chosen from the standard or exotic sets. Partway through the campaign each Operator unlocks a Secondary Specialization, a second class layered on top of the first.
The four Weapon Specializations are the pistol, the rifle, the long arm, and the repeater. Each shapes an Operator's range and the action-point cost of attacking.
The Secondary Specialization is where builds open up. Because it stacks a second class onto the first, a single Operator can blend two toolkits, for example pairing a support class with a damage class, which multiplies the ways a four-Operator squad can be put together. The leader follows the same rules: you set Hawks' starting Specialization and weapon at the beginning of the game, then grow the kit from there.
The Secondary Specialization is not a gradual unlock. It arrives at a fixed point in the story and applies to everyone on the roster at once.
Most of a build can be undone later. Specializations, talents, weapons and Focus Point distribution can all be changed freely at the Armory and personnel pages back at the Den, with two exceptions: the talents of authored Operators are fixed, and so are the unique classes, meaning Astromech and Jedi Padawan cannot be swapped in or out.
More signature abilities have surfaced. Hawks carries Pico-5, and the astromech kit includes Built-in Comlink and Coordinated Support; all three hand an extra action to a teammate. Kabb Uppercut's namesake punch refunds every Action Point spent on it when it finishes an enemy off. The Sharpshooter has a shot that lands at full accuracy, and talents seen in play include drawing enemy attacks and sabotaging or detonating objects.
Class | Availability |
|---|---|
Unlocked early; once astromechs can be recruited you can field a full astromech squad | |
Jedi Padawan | Tel-Rea Vokoss only; no second Padawan can be recruited or created |
Mandalorian Warrior | Cly Kullervo only |
The eight standard Specializations | Open to custom Operators and to respecced authored Operators |
Alongside a Specialization, every Operator carries one of four weapon classes, and each weapon class offers between four and six cosmetic models.