Preview-reported
Zero Company character creation
You customise Hawks, your recruited Operators and your astromechs — plus your weapons. Hawks can be one of six species; Custom Operators can be one of ten, plus clones once the story unlocks them. Almost any Operator can wear full clone armour from the start. And Hawks' species is not permanent: you can change it later at the Den.
Every count here is a floor, not a total
The previewer who catalogued the creator says explicitly that he was showing the options available at the start of the game, and that it excludes anything unlocked through play. So read every number below as “at least this many”.
Unlocked cosmetics reportedly carry over into later playthroughs, and EA have confirmed that later playthroughs unlock further customisation options.
Species
Who you can be
Hawks can be a Devaronian, human, Mirialan, Togruta, Twi’lek or Zabrak — six, and a previewer working through the creator confirmed the same six EA named.
Custom Operators add Neimoidian, Ovissian, Weequay and — new information from the previews — Rodian. EA’s article does not list Rodian, but the creator does, and two other previewers played or lost a Rodian squadmate. Clones appear as their own selectable type, recruitable after a point in the story.
Species has no effect on gameplay. EA have confirmed there are no species or faction weapon-proficiency bonuses, deliberately, so that no species feels mandatory. Pick whatever you like the look of.
| Species | Options unique to them |
|---|---|
| Devaronian | Four head shapes, three horn variants |
| Human | The base set every other species draws on |
| Mirialan | Custom tattoos, own skin tones and eye colours |
| Neimoidian | Three heads, three eye colours |
| Ovissian | Three head shapes, four horn variants |
| Rodian | Three heads, four antenna options, four unique hairstyles |
| Togruta | Face markings, three lekku styles, four montral headwear |
| Twi'lek | Three lekku styles, seven lekku marking styles, three lekku headwear |
| Weequay | The fewest — two heads, but distinctive hairstyles |
| Zabrak | Four horn options, custom tattoos |
Shared across all of them: three heights and two body types, thirteen eye colours, seven eyebrow options, thirteen scars, three levels each of freckles and vitiligo, extensive hair and facial hair with two colourways each, plus tattoos, eyeshadow, eyeliner and lipstick.
Clone armour
The part everyone asked about
Anyone can wear it. You do not need to recruit clones — Hawks can wear a full clone kit in the very first mission. There is one limit worth knowing: aliens cannot wear the helmets. A Twi’lek’s lekku or a Weequay’s head shape rule them out, so those Operators wear the set without its helmet.
- Phase I and Phase II design sets are in the base game. The Deluxe edition's Grand Army of the Republic pack adds ARC Trooper armour.
- Standard armour has three colour channels — base, secondary and visor. ARC Trooper armour has four.
- Patterns for named battalions are provided, including the 501st, the 41st and the 212th Attack Battalion. Build them accurately or use them as a starting point.
- The slots are helmet, body, gloves and lower body, and pieces mix freely across sets. Boots are fixed to the model.
- Clones share one face, but hair, beards and tattoos stay editable, and there are two clone voice variants.
- Wearing a clone helmet applies the voice filter.
- Clone customisation is reachable in the character databank before you can recruit clones at all.
One gap a previewer flags: there are no general accessories — no sun visors, rangefinders or macrobinoculars of the kind associated with specialist clone roles.
Droids and weapons
Astromechs and blasters
Astromech customisation is extensive and reportedly a highlight: many head options, several chassis variants, a large colour palette, unique paint schemes and two voice options. Pre-ordering adds the Crystalline Astromech pack — an R3, translucent crystalline R4 and R5 heads, and a BR-1 droid.
Astromechs are not cosmetic-only. They carry three Utility items, reportedly get extra uses out of each, and can hand Action Points to other squad members — which makes them one of the more mechanically distinctive things you can field.
Weapons take colours plus patterns applied to individual parts, with at least four visual variations per weapon type. One detail worth knowing: equipping a weapon mod visibly changes the model. Mods are not invisible stat lines.
Voices
How many of each
| Who | Voice options |
|---|---|
| Hawks | 2 — masculine and feminine |
| Custom Operators | 10 |
| Clones | 2 |
| Astromechs | 2 |
Hawks’ two voices are both written as the same character type — a world-weary, cynical veteran. One previewer notes this limits roleplay, while arguing the trade is worth it for a protagonist who is actually voiced.
Worth knowing first
Two things that change how you start
You can change your mind. Hawks’ species and full appearance can be switched between missions at the Den’s customisation station. Locking in a look at hour one is not a commitment.
You can build your roster before you can recruit it. There is a character databank reachable from the main menu where you can create Operators outside a save. Characters you make there appear in your in-game recruitment pool — so if you have a squad concept in mind, you can author it in advance.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- Everything above is the starting set. Unlocks through play are not included.
- Exact totals for hairstyles, tattoos, outfits and headwear — the previewer ran out of permitted footage time before covering them all.
- Whether 'clone' is a species in the game's own terms or a separate track.
- What determines which cosmetics unlock, and when.
- Which alien species can wear which clone helmets. One previewer confirmed the limit for a Weequay and inferred the rest.
- Whether changing species at the Den costs anything or is limited in frequency.
Related pages
Sources
- 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
- First look at clone customisation in Star Wars Zero Company
Split Screen: Star Wars · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 1:12–4:56 — aliens cannot wear clone helmets; Phase I, Phase II and the Deluxe ARC Trooper sets; three colour channels on standard armour and four on ARC; 501st, 41st and 212th patterns; helmet, body, gloves and lower body slots with boots fixed
- Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts
IGN · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only
- 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
- Answering the Internet's Biggest Questions about Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"