How Specializations work
“Class” is the common search term, but Zero Company calls its standard combat roles Specializations. Each standard Specialization has a signature framework made from an Ultimate ability, a Standard active ability, and a Passive. Upgrades add more Passives and improve the role as the Operator develops.
Most Operators can change Specialization through the Personnel systems, and later progression can add a secondary Specialization. Authored Operators can also have a fixed Signature Talent or unique role that normal recruits cannot copy, so changing their standard class does not erase everything distinctive about them.
The eight standard Specializations
| Specialization | Official role | Best fit |
|---|---|---|
| Assault | Mobile frontline pressure at medium and close range | Flanking and forcing enemies out of cover |
| Gunslinger | Fast blaster attacks spread across multiple targets | Clearing weakened enemies and repeated shots |
| Heavy | Armored frontline survival and enemy attention | Tanking, taunting, and protecting fragile allies |
| Medic | Healing, Injury prevention, and ally boosts | Recovery and combat support |
| Scoundrel | Exploiting exposed or vulnerable situations | Critical-hit and assist setups |
| Scout | Reconnaissance, timing, and team opportunities | Advantage generation and tactical setup |
| Sharpshooter | Long-range focus on selected enemies | Overwatch lanes and priority targets |
| Soldier | Straightforward close-to-medium offense | Blaster fire, melee, grenades, and rockets |
“Best fit” is a practical interpretation of the official descriptions, not a tier ranking. Weapon, Talent, squad partner, and mission layout can change how the same Specialization performs.
Abilities, AP, and Advantage
Standard active abilities generally participate in the normal AP economy. The most powerful abilities may instead spend the shared Advantage resource, letting an Operator activate them without giving up the rest of the turn. A good build therefore needs both a personal action plan and a reason to consume or generate Advantage for the whole squad.
Do not compare classes only by their Ultimate. A strong Passive applies across far more turns, while a Standard ability can solve the positioning or support problem that occurs every mission.
Weapons are a second layer, not a class lock
The official guide treats Specialization and Weapon Class as separate build decisions. A weapon changes range, AP cost, and firing behavior, so two Operators with the same Specialization can fill different lanes. The four broad weapon groups described in EA’s gameplay material are Longarm, Repeater, Rifle, and Pistol.
For a new tactics player, EA recommends Soldier or Assault with a blaster rifle because that combination teaches movement, positioning, and attacks with fewer dependencies. Players comfortable coordinating status effects may get more from Scoundrel, Scout, or a specialist role earlier.
What is not part of the standard eight?
The authored cast includes archetypes such as a Jedi, Mandalorian, and astromech. Their unique kits are not additional choices in the normal eight-role recruitment menu. Treat those roles as character-specific options and protect them accordingly when permadeath is active.