Guides

Star Wars Zero Company Customization Explained

Star Wars Zero Company customization covers Hawks, custom recruits, species, outfits, voices, weapons, astromechs, classes, and free build respecs.

Field guide ·

Star Wars Zero Company customization lets you define Hawks, recruit player-made Operators, change cosmetic presentation, tailor weapons and loadouts, and rebuild many combat Specializations without paying a respec fee. Hawks has a smaller story-appropriate species pool, while the separate Custom Operator creator shown in hands-on footage offers a broader set of origins and presentation options. Authored companions retain their identities and fixed appearances, but most can still change outfits and standard combat builds between missions.

What can be customized?

The system has two connected layers: visual identity and tactical function. EA and Steam confirm that Hawks and Custom Operators can be tailored through appearance, voice, clothing, loadout, abilities, and combat Specialization, while player-made recruits also receive names and backstories. The result is not merely a costume editor, because the same menus let a squad change how it covers healing, scouting, ranged damage, or frontline pressure.

Character typeVisual controlBuild controlImportant limit
HawksSpecies, appearance, clothing, and voiceStandard Specialization, loadout, and abilitiesRemains the authored commander
Authored OperatorMainly outfits and equipmentMany standard classes can be changedPersonal identity and authored talent remain fixed
Custom OperatorBroad appearance, voice, personality, name, and bio choicesStandard class, talent, weapons, and Focus allocationDoes not inherit a story companion’s unique arc
Custom astromechDroid body, head, paint, colors, and voice optionsDistinct astromech classUses its own special unit framework

Creating Hawks

Hawks is created at the beginning of the campaign but remains a defined former Republic officer in the story. The hands-on creator shows six choices for Hawks—Devaronian, Human, Mirialan, Togruta, Twi’lek, and Zabrak—along with body, face, coloring, hair, scars, tattoos, cosmetics, and voice selection where the chosen species supports those features. Official EA wording is deliberately broader and says Hawks can be created from a variety of species, so the recorded launch interface is the more specific source for that exact list.

Changing Hawks later is not presented as a one-time irreversible decision. The collected customization reference says the character terminal at the Den can reopen appearance options, while PC Gamer confirms that the Personnel interface permits a free Specialization change early in the campaign. Hawks therefore has a stable narrative role but a flexible visual and tactical identity.

Custom Operator species and identity

The out-of-campaign creator shown in the YouTube walkthrough allows characters to be prepared for the recruitment pool. That footage displays Clone, Devaronian, Human, Mirialan, Neimoidian, Ovissian, Rodian, Togruta, Twi’lek, Weequay, and Zabrak options, a broader group than Hawks receives. The wiki material adds that clone recruitment depends on campaign progression, so seeing clone cosmetics or a creator entry should not be mistaken for immediate access in every fresh campaign.

Species is presented as a role-playing and cosmetic decision rather than a hidden weapon bonus. The collected reference attributes to Bit Reactor the confirmation that species and faction do not create superior weapon proficiencies, and it likewise states that outfits do not change combat statistics. That keeps a Rodian scout, a Togruta medic, or a clone gunslinger from being mechanically required simply because of origin.

Custom recruits also have more identity than anonymous replacement units. The materials describe selectable personality types, voice choices, names, and editable biographies, allowing each recruit to carry a player-defined profile into the company. 待确认: the supplied customization sources do not state how often those recruits appear around the Den or whether they comment on campaign events.

Faces, clothing, and species-specific details

The hands-on video demonstrates layered facial controls for humans, including body presets, faces, skin tones, hair, facial hair, eyes, scars, freckles, vitiligo, makeup, tattoos, and color variations. Alien species replace or extend those controls with fitting features such as horns, lekku, montrals, antennae, markings, and species-specific head shapes. The exact number of individual choices varies by species, so a broad creator should not be read as identical depth for every body type.

Clothing is split across headwear, tops, armwear, and lower-body pieces, with many items supporting more than one color channel. A cutscene helmet toggle is visible in the creator footage, and story companions receive their own outfit selections even though their faces remain authored. Clone armor can be recolored and mixed across components, while the collected reference identifies Mandalorian armor as a character-specific exception associated with Cly Kullervo.

Clone and astromech customization

Clone creation keeps the shared clone face but offers hair, facial hair, tattoos, armor components, paint schemes, colors, and dedicated voice variants. The walkthrough also says many non-clone humanoid characters can wear clone armor, which makes the wardrobe broader than the clone origin itself. Some named armor sets belong to preorder or Deluxe cosmetic packs, so availability should be checked against the edition rather than assumed from footage that displays every asset.

Astromechs use a separate builder instead of the humanoid species list. The footage shows interchangeable head designs, bodies, paint layouts, colors, and voice options, while the reference material identifies familiar R-series shapes and the new BR-1 design. The collected material confirms that Astromech is a distinct class rather than a droid skin over a standard humanoid class, but it does not establish one universal battlefield role for every build.

Weapons, loadouts, and abilities

Weapon presentation can be changed with colors, patterns, and part-level variants, and installed gameplay modifications can visibly alter a blaster. Loadouts then connect that appearance layer to utility items and the Operator’s combat role. Steam’s official description summarizes the intent clearly: appearances, loadouts, and abilities can be tailored to fit the player’s preferred style.

The available standard Specializations in the collected reference are Assault, Heavy, Sharpshooter, Soldier, Scoundrel, Gunslinger, Scout, and Medic. Unique kits such as Jedi Padawan and astromech are not ordinary selections that can be handed to any humanoid recruit, and Tel-Rea cannot abandon her Jedi Padawan identity. 待确认: one community reference lists four exotic classes but leaves one unnamed, and the supplied official pages do not resolve that final classification.

How free respecs work

PC Gamer reports that class changes become available at Cycle 3 through the Personnel console beside the map table. Opening the Focus Tree and selecting “Change Specialization” refunds spent Focus Points for the class at no credit cost, making experimentation practical rather than punitive. For an authored story character, however, Focus invested in the fixed personal talent is not refunded as part of that class change.

Recruitable Custom Operators can also be rebuilt through the same general personnel system once recruitment is available. Their standard talent and Specialization choices are flexible, so selecting a recruit for appearance or personality does not permanently trap the squad in an unwanted starting build. Cross Training choices earned through Bonds are described by the collected reference as locked once selected, making them a notable exception to the otherwise permissive rebuild rules.

Practical customization limits

The creator is broad, but it does not turn every character into every archetype. Authored Operators retain fixed identities and personal talents, Tel-Rea’s Jedi class stays locked, Cly has exclusive Mandalorian presentation, and astromechs follow their own construction rules. Edition-specific cosmetics also remain separate from the base set, including the official preorder and Deluxe packs detailed by EA.

The best approach is to choose identity first and use free standard-class changes to solve tactical problems later. Save permanent decisions such as locked Cross Training for a build you understand, and verify edition ownership before planning around a cosmetic shown in a showcase. That combination gives the customization system room for role-playing without pretending that every story boundary can be edited away.

Sources