Tactical missions in Star Wars Zero Company punish sloppy squad building. Enemy placement is procedurally generated, injuries stick between fights, and a downed operative can die for good. A team that covers ranged damage, a durable frontline, healing, and a reliable cleanup role survives almost anything the Infinite Coil throws at it.
Quick answer: Run Hawks as a Gunslinger, Kabb Uppercut as a Soldier, Trick as a Heavy, and Jae Mordant as a Medic. This covers critical damage, area control, a self-reviving tank, and dedicated support, and it holds up from the opening cycles to the finale.

The core four-operative squad
This lineup works because each operative’s fixed talent lines up with its specialization. Hawks returns action points and lands critical hits, Kabb’s melee refunds AP on a kill, Trick can fall and get back up, and Jae executes weakened enemies from the backline. Build the Focus Trees as shown below.
| Operative | Specialization | Signature talent | Focus Tree passives |
|---|---|---|---|
| Hawks | Gunslinger | Fearless Leader | Keen Eye, Quick Draw, Open Fire |
| Kabb Uppercut | Soldier | Uppercut | Strength, Brutal Strike, Rocket Strike |
| Trick | Heavy | For My Brothers | Conditioning, Unstoppable, Bulwark |
| Jae Mordant | Medic | Final Shot | Lifesaving Measures, Combat Stim, Morale Boost |
Trick as a Heavy leans on For My Brothers, which grants him a second life in a fight and keeps him on the field far longer than most operatives. Conditioning, Unstoppable, and Bulwark stack extra survivability on top. Jae belongs at the back, where Final Shot can eliminate a low-health target after an ally has already hit it.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Recommended weapons and mods
| Operative | Weapon loadout |
|---|---|
| Hawks | Blaster Rifle and Blaster Pistol |
| Kabb Uppercut | Blaster Rifle with Second Generation Amplifier mod |
| Trick | Repeater |
| Jae Mordant | Blaster Rifle with Ion Modulator mod |
The Blaster Rifle fires once per turn as a fast 1 AP weapon, with extra shots costing 2 AP each. The Blaster Pistol trades damage for unlimited 1 AP shots, which is why Hawks carries both and can pivot between pressure and finishing blows depending on the turn.

How the squad works together
The engine of this team is the shared Advantage pool. You build it by damaging enemies and spend it on ultimates, so you cannot fire everyone’s ultimate in the same turn. Hawks pushes the pace by refreshing one squadmate’s action point once per turn, which lets Kabb chain an Uppercut kill for an AP refund or gives Trick a free grenade.
Kabb’s job is to rush into melee, knock a target back, and score the kill that returns his spent AP. Trick anchors the line and absorbs pressure, confident that a downed turn is not the end of him. Jae hangs back to heal, buff with Combat Stim, and snipe finished-off enemies with Final Shot. Hawks’ Fearless Leader talent quietly raises the whole squad’s assist damage and defense the entire time he is deployed.
You know the composition is working when reinforcements die before they act, Trick self-revives at full health, and Jae is regularly cleaning up wounded targets without spending her own attack on the killing shot.

Alternative specialization compositions
If you want to build around raw specializations rather than specific characters, several four-role blueprints cover different playstyles. Because specializations can be respecced freely and most operatives gain a second specialization later, you can slot your roster into any of these.
| Composition | What it does |
|---|---|
| Heavy, Scout, Soldier, Soldier | Heavy Taunts to shield two Soldiers who Daze and wipe groups with their ultimates; Scout’s Combat Recon feeds Advantage every turn. |
| Droid, Sharpshooter, Assault, Soldier | Support Droid grants AP and debuffs enemies; Sharpshooter uses the extra AP for Overwatch while Assault and Soldier close in. |
| Scoundrel, Sharpshooter, Scout, Assault | Scoundrel guarantees crits with Identify Weakness for the Sharpshooter’s Precision Shot; a strong single-target combo with Assault covering AoE. |
| Gunslinger, Heavy, Medic, Sharpshooter | Medic’s Combat Stim boosts the Gunslinger’s rapid fire; Heavy Taunts to protect it while the Sharpshooter feeds AP and assists. |
| Medic, Medic, Medic, Medic | A meme squad where everyone runs Combat Stim, Anticipation, and Grit, making the whole team nearly impossible to bring down. |
You can also reshape the core four for a specific need. For an aggressive, healer-free setup, run Hawks as Assault, Kabb as Scoundrel, Trick as Soldier, and any recruit as Scout. For a ranged approach, use Hawks as Assault, Trick as Soldier, a Gunslinger, and a Medic. Moving Hawks to Scoundrel and Jae to Sharpshooter are both powerful swaps that scale into the endgame.

Adjusting the squad as you unlock operatives
New authored characters change the math as the campaign moves forward. A clean progression uses Kabb as Assault, Trick as Soldier, Jae as Scout, and Hawks as Sharpshooter early on, then adapts as you gain access to Tel-Rea and secondary specializations.
Whatever roster you end up with, keep the same four pillars in place. Consistent damage, a body that can hold the line, healing, and a cleanup finisher will carry a squad through every cycle, and running the same operatives together builds Bonds that hand you extra Focus Points and tactical synergy on top.






