Recruitment & Species
Building Your Roster
How you fill out Zero Company in STAR WARS Zero Company — recruiting operatives, choosing from ten species and twelve classes, and creating custom operators to fight beside the authored cast.
Anyone can pull a trigger. I need people who'll stay.
A mercenary company is only as good as the people you bring into it, and Zero Company gives you deep control over who those people are. Alongside the authored cast, you recruit and create your own operators, choosing their species, class and look.
Species and classes
Reporting on the game points to ten playable species — Human, Togruta, Twi’lek, Zabrak, Mirialan, Devaronian, Weequay, Rodian, Ovissian and Neimoidian — giving your roster a properly diverse, galaxy-spanning feel. (Some official summaries cite eight species; the exact final count may be tuned before launch.) Each operative is then assigned one of the eight standard classes, while the four exotic classes are reserved for droids and specific story characters.
Custom operators
This is where Zero Company becomes your company. Build operators from scratch, slot them into the roles your squad lacks, and watch them form bonds with the authored characters over a campaign. The blend of written and player-made operatives is central to the game’s identity — part EA-authored story, part personal squad-builder.
Where it happens
Recruitment is handled from the Den, your base of operations, where a recruitment mechanic lets you bring on new operatives between missions. Choosing who to recruit, train and risk is a strategic layer in its own right — especially when every operative you invest in is one you could lose for good.