Authored Operator
Trick build guide
Clone trooper CT-3301, a veteran soldier and Hawks' longtime companion.
- Confidence
- Confirmed
- Verified
- 29 August 2026
Overview
Clone trooper CT-3301. A veteran soldier and a longtime companion of Hawks.
- Type
- Authored — joins through the story
- Story missions
- Optional
- Spoiler level
- None — nothing here spoils the story
Confirmed
What changes how you build them
- An authored Operator who joins through the story — he and Hawks founded Zero Company together at the Ring of Kafrene.
- The long-range explosive strike previews described is the Soldier's Rocket Strike, which he carries because he starts as a Soldier. It is not an ability of his own, and any Operator you make a Soldier gets it.
- It costs 10 Advantage — the whole pool at its known maximum — and no Action Points at all, so he can move, take an ordinary shot, and still fire it in the same turn.
- That makes the squad around him, rather than his turn, the constraint: nobody else spends Advantage on the turn the rocket fires, which is the argument for a dedicated generator beside him.
- His fixed Talent is For My Brothers: once a mission, he revives himself with no ally spending an action to rally him. Its ranks are a ladder — half health on the next turn, then full health, then no Injury the first time he is Downed, and finally an immediate stand-up in the same turn that also refunds an Action Point.
- That is the only self-rescue in the game, and at the top rank it stops being insurance and becomes a tactic: walking deliberately through a known Overwatch cone is a plan when being shot down costs nothing but a moment.
- He starts as a Soldier and can be changed at the Den — and from Cycle 3 that change is free and refunds his class Focus Points. The Focus spent on For My Brothers is the exception and does not come back.
- He carries a Repeater and can Fire Repeating Blaster, a Final Action that consumes all remaining Action Points and scales its Rapid Fire damage with how many were spent — 22 damage for 3 AP.
- Clone trooper CT-3301, of Jango Fett lineage. He served under Hawks and was injured protecting him during the Separatist attack on Antine, which ended both their military careers.
- His clone trooper history creates friction with Luco Bronc, whose homeworld Umbara the clones invaded — the two start on poor terms, which matters for Bonds.
- Clone customization is supported, and a clone helmet applies the voice filter.
Unique abilities
Abilities only Trick has
Trick's explosive strike
OutdatedKept as a record of how this attack was evidenced before it was identified, not as a separate ability. Two written previews described Trick charging a long-range explosive strike, one pricing it at 10 Advantage; two more described him firing a rocket launcher that destroys cover and hits clustered enemies. All four were watching the Soldier's Rocket Strike, on an Operator whose starting Specialization is Soldier.
Build value: Read Rocket Strike instead — the cost, the ranks and the Vulnerable effect all live there, and they apply to any Soldier rather than only to Trick. What survives here is the one thing this record got right before anyone could name it: 10 Advantage is the entire maximum pool, so the ability is not something to fit into an Advantage budget. It *is* the budget.
Specializations
Recommended Specializations
These are our reading of the character's confirmed identity, not confirmed starting classes.
- Soldier
His starting class, and the one his kit is built around. Rocket Strike is the explosive strike the previews described — the two records were merged on 2026-08-29 — so taking him off Soldier is giving up the 10-Advantage rocket, not merely re-flavouring him. For My Brothers covers the risk of holding a frontline while the pool fills.
- Heavy
The obvious frontline route, and worth a caveat: a previewer found the Heavy so well armoured on normal difficulty that For My Brothers rarely needed to fire at all. Taking it means accepting that the Talent is a spare tyre.
- Gunslinger
The better use of the Talent, which is insurance on a risky Operator rather than more armour on a safe one. Anything that has to close the distance — Assault, Scout, a pistol Sharpshooter — takes the same argument.
Bonds
Confirmed Very High Bond pairings
Each of these is required by a pre-release trophy, so the pairing is evidenced to reach the top tier. A pairing that is not listed is unknown, not impossible.
- Trick + HawksAchievement
- Trick + Luco BroncAchievement
The one pairing a source describes as starting hostile: Umbara fought the clones. That a trophy exists for taking it to Very High means the starting animosity is repairable, not permanent.
What a Bond level actually pays out — and which of the three Cross Training options to take — is on the Bonds database page.
Open questions
Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.
- Whether the one-use-per-fight limit two previews describe is a real rule or simply what a 10-Advantage price looks like against a pool that caps at 10. Nothing states a use limit on Rocket Strike itself.
- The 10-Advantage cost itself, which rests on one retail guide of modest standing plus two pre-release previews. The two best-standing Soldier ability tables both print this ability and give no cost at all.
- Whether the once-a-mission limit on For My Brothers still holds at the higher ranks.
- How many ranks For My Brothers has. Four distinct steps are described, where the Talents a Custom Operator picks from have three.
- Whether the Injury exemption at the third rank covers a second Downing in the same mission, or only the first.
How to build Trick
- Anti-Droid Ion Squad TheorycraftOpen in Squad Builder →
- Full Clone Trooper Squad TheorycraftOpen in Squad Builder →
- Astromech Support TheorycraftOpen in Squad Builder →
- Dual Specialization squad TheorycraftOpen in Squad Builder →
- The published-loadout squad CommunityOpen in Squad Builder →
How this Operator is ranked
Sources
- Star Wars Zero Company — game announcement
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Operator one-line descriptions — Cly Kullervo as a Mandalorian gunslinger of clan Verminoth, Luco Bronc as a sharpshooter, Trick as a clone soldier, Tel as a Tognath Jedi Padawan; the Den on the Ring of Kafrene; the Caisson piloted by M-3VO
- Trick — Star Wars Databank
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Formerly CT-3301; served with Hawks in the Republic military
- 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"
- 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
- Star Wars Zero Company preview — after 15 hours
Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash
- 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark
GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones
- Star Wars Zero Company Hands-On Preview — Tactics on Tattooine
Press Start Australia · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Unit abilities section — Trick's one-time-use rocket launcher costing 10 Advantage, against Hawks spending much less to regenerate an ally's Action Point; many abilities limited in uses per fight; Advantage generated as enemy units are dispatched. By Harry Kalogirou
- All Companion Abilities & Skills | Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 20 August 2026
Supports: 1:05–3:40 Kabb — starts Scoundrel; Uppercut costs 1 AP plus travel, once per turn, and refunds every point spent on a kill. 5:05–7:00 Trick — starts Soldier; For My Brothers rank by rank: half health, full health, no Injury, then an immediate stand-up refunding 1 AP. 7:02–8:34 Jae — starts Assault, changeable; Final Shot fires once per turn at 4 health or less, rising to 10, cannot miss, and is inactive while she is dead. 8:34–13:50 Tel-Rea — Specialization cannot be changed; Padawan Training's 30% base deflection; Harmony at 4% per stack to six; Noble Stance at +10% per AP; Lightsaber Strike at +4 damage per stack, consuming three; Shockwave at 6 Advantage; Force Meditations in place of Utilities, one slot rising to three; Force Pull, Lightsaber Throw and Elegant Weapon in place of a second Specialization. 13:50–17:55 Cly — Specialization cannot be changed, but dual Specialization adds any of the eight; +3 base Defense from Mandalorian armour; Combat Jump at 2 Advantage and no AP, triggering neither Overwatch nor retaliation; Ruthless at +2 critical damage rising to +6; Electro Web Dart at 2 Advantage; Electro Web Surge detonating on every darted target and ignoring Defense. 17:55–20:05 Luco — starts Sharpshooter; Combat Gas at 2 Advantage, no AP, once per battle, granting Sharpened Senses stacks worth +5% hit and +1 ranged damage each, two rising to six, one consumed per ranged attack. 20:05–21:15 Astromechs — three Utility slots, no blaster, an Action Point handed to another Operator, and an extra passive, ability and Ultimate at dual Specialization
- Star Wars Zero Company: How to Use Trick's Rocket Strike
allthings.how · Tier 3 — Retail review · accessed 29 August 2026
Supports: "Spend 10 Advantage to fire Trick's area-effect rocket"; "Action Point cost: None"; and because it "does not cost Action Points, you can also fire it after Trick has already moved or attacked in the same turn". The guide presents the rocket as Trick's "special action" rather than as the Soldier's class Ultimate — the conflation this site's own records have described since 2026-08-14, and the reason the attribution here rests on Trick's published Soldier class rather than on this page's wording. Bylined Sehaj Padda, updated 2026-08-28
- Ultimate Star Wars Zero Company Classes Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Per-class ability tables. Soldier — Rocket Strike "Tier 1: 12 Base DMG / Tier 2: 16 Base DMG / Tier 3: 20 Base DMG / Tier 4: 24 Base DMG / Tier 5: 28 Base DMG / Tier 6: 34 Base DMG; applies Vulnerable"; Brutal Strike "1 AP" with "Tier 1: 12 Base DMG" rising 13, 14, 15, 16 to "Tier 6: 18 Base DMG" and a Daze effect; Strength increasing melee damage and grenade throw range across six tiers to "+6 Melee Damage; +6m throw range"; Armsmaster "Increases Blaster Damage and Grenade Damage by +2. Cannot Upgrade". Assault — Sweeping Salvo "Costs 4 Advantage". Gunslinger — Open Fire "Costs 9 Advantage", upgradeable to fire 3 times at Tier 6. Scout — Combat Recon granting "+1 Advantage for each assessed enemy" over ranges of "16m to 24m" with areas expanding to "7m". Bylined Hack The Minotaur, updated 2026-08-27. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026". Four claims taken on that pass, none of them present on 2026-08-28. On the unlock point: "Operators can unlock a Secondary Specialization once you hit Cycle 18 in game." On pairing: "you can't double up" on the same class, with "The exception to this is the Astromech class and Tel-Rea". On the secondary's ceiling, which is the claim to read carefully because no other publisher makes it: Secondary Specializations "allow you to use all the abilities for that class but they're Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization." And on the class count: "Star Wars Zero Company has 12 classes split into 8 standard Specializations available to any operator and 4 exotic classes", the eight named as "Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier" and the four exotic as Jedi Padawan, Mandalorian Warrior, Astromech and Clone Commando. **Nothing has been taken here from that last name.** It is the first naming of this database's unrecorded fourth exotic class, it is a bare name with no described ability, and it is one publisher's — so it is a research lead recorded in `content/exotic-classes.ts` rather than a record.