Pre-release reference — content last verified August 28, 2026

ZEROCOMPANY

External Guide synthesis

Best Starting Class in Star Wars Zero Company

PC Gamer and GamesRadar point to different strengths for Hawks. Use the recommendation that matches the squad loop you want to learn first.

External Guide comparison, final launch balance unconfirmed

§Current recommendations#

The disagreement is useful because each recommendation values a different kind of first-campaign consistency.

Scoundrel

PC Gamer recommendation

PC Gamer's lead recommendation. The guide emphasizes Vulnerable, more reliable Critical windows, partial Defense penetration, and stronger Assist Damage. It suits a squad that marks one priority target and follows up together.

Medic

GamesRadar recommendation

GamesRadar's first recommendation for Hawks. Healing, buffs, and Rally make the role easier to fit into different squads, which can be valuable while the campaign roster is still growing.

Gunslinger

External Guide recommendation

A strong alternative when you want repeated pistol attacks and kill-driven momentum. It favors players who enjoy converting a weak target into a longer damage turn.

Scout

GamesRadar recommendation

GamesRadar's third Hawks option. Scout supports the team by revealing targets, creating openings, and generating Advantage. The payoff grows when the rest of the squad can use that resource immediately.

§Choose by the first-campaign goal#

Treat these as decision shortcuts, not a permanent tier list.

If you want…Start by considering…Why
A setup and payoff turnScoundrelMarks or exposes a priority target so allied attacks can capitalize on the opening.
More recovery while learningMedicProvides healing and support tools that can reduce the cost of a bad turn.
Fast ranged damageGunslingerRepeated pistol attacks and kill momentum fit a direct damage plan.
Advantage and target informationScoutCreates information and resource opportunities for the whole squad.
A forgiving frontlineHeavyThe defensive loop can draw attention and leave space for other Operators.
Reliable long-range turnsSharpshooterRewards a protected firing position, though it can feel less flexible in crowded early fights.

§How the choice fits the early squad#

Your starting Specialization changes the jobs Hawks can repeat. It does not need to determine the entire campaign plan.

  • Scoundrel can overlap with Kabb's recorded direction, yet the current PC Gamer recommendation treats repeated Assist-related value as useful rather than automatically wasteful.
  • Gunslinger is a practical alternative when you want Hawks to help clean up several low-health targets instead of setting up one target for the squad.
  • Medic is a stable learning choice when the rest of the roster is still unknown and you want a support role that remains useful across different mission demands.
  • Scout needs a clear Advantage payoff. Pair it with Operators who can turn marked targets or generated Advantage into an immediate tactical swing.
  • You can use the existing First Squad page for role templates, then return here when the question is specifically which Hawks class to select.

§What still needs a launch check#

The recommendations are useful for planning, while several supporting rules remain version-sensitive.

  • Whether Hawks can access every standard Specialization at the start of the campaign.
  • How Assist attacks, Advantage generation, and Fearless Leader interact in the final interface.
  • Whether difficulty or mission order changes the value of Medic, Scout, Heavy, or Sharpshooter.
  • Whether story characters can later change Specialization, which is recorded differently by the two source articles.

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