Classes
Know the role before you spend the turn.
All Zero Company Classes Explained
A role-first index of the standard and story-linked classes currently described in official and preview material.
Open file ↗Assault Class Guide
How to evaluate the close-range role: movement, breach pressure and the risk of overextending.
Open file ↗Astromech Class Guide
What the droid-only role suggests about utility, repair and unconventional squad support.
Open file ↗Gunslinger Class Guide
A preview role note for flexible ranged damage and action sequencing.
Open file ↗Heavy Class Guide
A role-first guide to the squad anchor, suppression pressure and holding the line.
Open file ↗Jedi Padawan Class Guide
A cautious preview of Force-based control and why a Jedi changes squad sequencing.
Open file ↗Mandalorian Warrior Class Guide
How to evaluate a mobile, gadget-driven story role without turning preview footage into a final build.
Open file ↗Medic Class Guide
A support-role framework for stabilizing the squad and preserving future turns.
Open file ↗Scoundrel Class Guide
A preview guide to opportunistic damage, movement and the danger of gambling a safe position.
Open file ↗Scout Class Guide
How mobility and information can create better turns before damage is even calculated.
Open file ↗Sharpshooter Class Guide
How to think about long-range priority targets, sight lines and the cost of moving late.
Open file ↗Soldier Class Guide
A dependable role framework for players who want a readable, adaptable operator.
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