Customisation
Do Custom Operators have voices and personalities?
Yes. Ten voices are available at the start, and each Custom Operator has a selectable, fully written and voiced personality.
- Confidence
- Confirmed
- Verified
- 15 August 2026
- Version
- pre-release (no retail build)
The short answer
Yes. Ten voices are available at the start, and each Custom Operator has a selectable, fully written and voiced personality.
In full
What that means when you are planning
They are not silent protagonists in a squad of authored characters. They join mission banter, talk at the Den, and weigh in on major story decisions — which means they participate in Dilemmas, and therefore in Bonds.
Each recruit arrives with a name, a Talent, a primary Specialization, a weapon type and a backstory, and can then be re-customised. You can also author Operators outside a save, in a character databank reached from the main menu; they then appear in your in-game recruitment pool.
One previewer who ran an entirely custom squad on a second playthrough reported not feeling he had missed anything.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- How many personalities there are, and whether the choice affects anything mechanical.
- Whether Custom Operators can reach the same power level as authored ones.
Next
Related questions
- What species can Custom Operators be?
- Ten have been seen: the six open to Hawks, plus Neimoidian, Ovissian, Weequay and Rodian.
- Do Bonds actually matter in Zero Company?
- Yes — they are the main source of Focus Points, so who you field together shapes your whole progression.
- How do you recruit new Operators?
- The recruitment pool refreshes with a new selection every cycle, and recruits are bought with Credits.
Where this is covered properly
Sources
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options
- I played 54 hours of Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage
- I played Star Wars Zero Company early — new gameplay and details
Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades
- Zero Company full character creation
RuthlessNightsister · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 1:07–14:15 — the creator's full species list including Rodian; per-species options; ten Custom Operator voices against two each for Hawks, clones and astromechs; blaster patterns applied per part; weapon mods visibly changing the model; the explicit statement that all of it is the start-of-game set only