Star Wars Zero Company Wiki
Wiki index
Archive entry

Star Wars Zero Company Guides

Browse tactical help for Star Wars Zero Company, including beginner combat tips, class comparisons, Hawks builds, difficulty choices, and campaign priorities.

Updated 2026-08-29
On this page+

The fastest way to learn Star Wars Zero Company is to understand its three connected layers: tactical missions, squad development, and decisions at The Den. Start with the beginner guide, then choose a Specialization for Hawks that fills a gap in your regular squad. Pick a difficulty that makes mistakes meaningful without turning your first campaign into a restart loop.

Start with the beginner guide

The beginner guide explains Action Points, movement, cover, assists, Advantage, Overwatch, objectives, and the campaign Cycle. It also covers the decisions the tutorial does not emphasize, including free talent refunds, broad weapon access, visible enemy positions, and time-limited Operations. Read it before spending large amounts of Intel or committing the whole roster to overlapping roles.

Compare every class before building a squad

Most Operators use one of eight standard Specializations: Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier. Four additional paths are tied to particular character types, bringing the total commonly discussed class count to twelve. The classes guide explains what each role contributes, how weapons and Specializations interact, and why squad coverage matters more than a universal tier list.

Choose a practical role for Hawks

Hawks appears frequently and improves the rest of the squad through the Fearless Leader talent, so a support-oriented build has unusually high value. Scout is the best general recommendation because it helps the whole team generate and spend Advantage, while Medic is the safest first-campaign option on harder settings. The best class for Hawks guide also covers Sharpshooter, Gunslinger, recommended weapons, and second-Specialization plans.

Set difficulty without ruining the campaign

Story, Normal, Hard, and Expert change more than enemy health and damage, especially at the upper end. Permadeath and Beskar Mode are separate modifiers, so you can add lasting consequences without locking the campaign to a single save. The difficulty levels guide recommends Normal with Permadeath for tactics newcomers, Hard with Permadeath for experienced players, and no Beskar Mode on a first run.

How this guide library is verified

Game-system facts are checked against the official EA site, the Steam listing, and current in-game documentation reflected in the supplied source material. Build advice is identified as a recommendation rather than an immutable rule, because free refunds and later dual Specializations make experimentation part of the game. Pages show an update date so balance changes and post-launch discoveries can be reviewed instead of silently presented as permanent facts.

4 entries

In this section