Star Wars Zero Company is starting to look less like a simple tactics game and more like a full-blown squad-building obsession simulator in the best possible way. New details suggest the game gives players a surprisingly wide range of ways to shape their team, from 12 different classes to multiple species options, unique astromech variants, and a base of operations packed with systems that sound built for long-term tinkering.
Twelve Classes Means This Squad Can Get Weird Fast
The biggest immediate takeaway is the class lineup. Zero Company reportedly includes 12 total classes, split between 8 standard options and 4 exotic ones.
The standard classes are:
- Assault
- Heavy
- Sharpshooter
- Scoundrel
- Soldier
- Gunslinger
- Scout
- Medic
That alone already gives the game a solid tactical spread. But the exotic classes are where things get much more interesting:
- Astromech
- Jedi Padawan (limited to Tel-Rea Vokoss)
- Mandalorian Warrior (limited to Cly Kullervo)
- a still-secret special class
That setup says a lot. It suggests Zero Company is not just throwing random archetypes at the wall. It is building around a mix of player freedom and authored character identity, which honestly feels like the right move for a Star Wars tactics game. You want room to experiment, but you also want characters like the Jedi and Mandalorian to feel special rather than interchangeable.
Species Variety Looks Better Than Expected
The customization side also sounds deeper than many expected. Squad members can reportedly be created as:
- Human
- Togruta
- Twi’lek
- Zabrak
- Mirialan
- Devaronian
- Weequay
- Rodian
- Ovissian
- Neimoidian
That is a pretty healthy Star Wars spread. More importantly, it helps the game feel like it belongs in a big, lived-in galaxy instead of a narrow military sandbox. A squad made up of just humans with different guns would work. A squad made up of a Rodian scout, a Zabrak heavy, a Twi’lek medic, and a weird custom astromech? That feels a lot more like Star Wars.
Even the Droids Sound Thought Through
The astromech choices are also not just cosmetic filler. Players can apparently use R4, R2, R3, and BR-1 units, with BR-1 models created specifically for this game. That is exactly the sort of tiny worldbuilding flex that makes a project feel more considered. It is not just recycling familiar droids. It is adding its own.
The Den Sounds Like the Real Heart of the Game
Then there is The Den, which is shaping up to be much more than a glorified menu hub. It reportedly includes:
- Galactic News with Clone Wars updates set in 20 BBY
- a memorial wall
- an infirmary
- a black market vendor
- terminals for customization and base/crew upgrades
- squad conversations
- recruit hiring
- a holo map for mission selection
That is a strong sign that Zero Company wants the downtime between missions to matter. Not just as admin, but as atmosphere. Between the classes, species, droids, and all the systems packed into The Den, this is starting to sound like a Star Wars tactics game with a lot more personality than the early “just Star Wars XCOM” label ever suggested.
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