Class · Damage ● Confirmed

Assault

Frontline Breacher

The Assault is Zero Company's close-quarters specialist — a mobile damage class built to flank, breach and end fights inside cover range before the enemy can react.

Close the distance. End the argument.

The Assault is the most straightforward way to deal damage in STAR WARS Zero Company: get close, get an angle, and delete a target. Where the Sharpshooter waits for a clean line and the Heavy grinds an enemy down, the Assault trades safety for tempo — pushing into the enemy’s half of the map and forcing the fight on your terms.

How the Assault plays

Assault operatives want to spend their three action points moving aggressively and then firing from a flank, where cover bonuses stop protecting the enemy. That makes them the natural partner for a Scout, who can reveal a safe approach lane, or a Heavy, whose suppression keeps heads down while the Assault circles around.

Because Zero Company shares an Advantage resource across the squad — earned by landing hits — an aggressive Assault who opens with reliable damage helps fund the rest of the team’s strongest abilities. The risk is exposure: an Assault caught in the open between turns is a prime target, so positioning and the order you activate operatives matters.

Who should pick it

Choose the Assault if you like dictating the pace of a fight rather than reacting to it. It rewards map awareness, smart use of flanks, and players who would rather take a calculated risk than sit in overwatch. It’s also one of the easiest classes to read for newcomers — the core loop of move, flank, fire teaches the fundamentals every other class builds on.

As one of the eight standard classes, the Assault can be assigned to any recruit you bring into Zero Company, so you can run more than one and build a fast, aggressive strike squad around them.

Sources