Latest Update: August 24, 2026
This complete guide covers everything confirmed about Star Wars Zero Company: every character, every class, the core combat systems, base management, the permadeath system, known planets and locations, and how missions and operations work. Consider this your one-stop reference before and during your first playthrough.

Star Wars Zero Company is one of the most ambitious Star Wars games in years, and if you are coming in fresh there is a lot to take in. Developed by Bit Reactor in collaboration with Respawn Entertainment and Lucasfilm Games, and published by EA, Zero Company is a single-player turn-based tactics game built in the tradition of the XCOM series and set at the twilight of the Clone Wars. You play as Hawks, a former Republic officer commanding an unconventional squad of mercenaries, operatives, and soldiers through a gritty original story that connects to the broader Star Wars timeline.
Star Wars Zero Company is a single-player tactics game set at the end of the Clone Wars, following an original story in which Hawks commands Zero Company, an elite squad with an unconventional outfit.
Star Wars Zero Company Wiki Summary
- Developer: Bit Reactor / Respawn Entertainment / Lucasfilm Games
- Publisher: Electronic Arts
- Release date: August 27, 2026 (PC, PS5, Xbox Series X and S)
- Genre: Single-player turn-based tactical Star Wars combat
- Setting: End of the Clone Wars era, around the time of Episode III
- Tone: Gritty, XCOM-style squad tactics with RPG character development
- Key comparisons: XCOM 2, Mario + Rabbids, Mass Effect (hub structure)
About the Story
Zero Company begins with Hawks, a former Republic officer whose military career ended under difficult circumstances following an undisclosed incident. Rather than accepting the fallout, Hawks struck out with their close clone companion Trick to form Zero Company, an independent covert outfit that operates entirely outside formal Republic command, operating away from the large-scale battles of the Grand Army and Separatists. The unit draws from unlikely and conflicting backgrounds, and that friction eventually becomes a narrative feature throughout the game. As Hawks, each choice you make could alter the fate of the galaxy. Lead the Clone Wars’ Most Cunning Operatives Command the galaxy’s finest in tactical operations, investigations and other heart-pounding missions through a cinematic original story set in the Clone Wars!
The story surrounds a mysterious illness known as the Shadow Plague. Hawks and Zero Company are initially hired to investigate what appears to be an isolated outbreak, but it quickly becomes clear that the Shadow Plague represents a threat to the wider galaxy if left unchecked. This investigation drives a gritty and authentic story into conflict with the Infinite Coil, the game’s primary antagonist faction, and connects to a broader conspiracy woven into the final days of the Clone Wars.
Anakin Skywalker appears in the game, confirmed in the Summer Game Fest 2026 gameplay trailer and again in preview coverage that placed a scene involving him near the end of the available preview build. Additional connections to established Clone Wars era characters and events are woven through the story without being the primary focus.

All Characters
Zero Company’s roster splits into three categories: Operators who go on missions with you, base personnel who support your efforts from the Den, and antagonists. Some characters you will forge deep bonds with while others you may only meet in passing. In Z COM, you’ll come across character archetypes ranging from Heavy tanks to ranged Sharpshooters and elusive Scouts. Some characters you can customize while others come pre-built and are known as Authored Operators.
Authored Operators (Story Companions)
These are the named characters who join Zero Company as the story unfolds. Each authored operator has a fixed appearance, a fully voiced and written personality, inter-character banter, and their own missions and personal story threads. They can be assigned to different classes between missions, with one exception.
Hawks is the player-created protagonist and squad leader of Zero Company. You choose Hawks’ gender, species, appearance, and starting combat class at the start of the game, and the surname Hawks is fixed. Hawks can be fully recustomized at any time at the character terminal in the Den. Hawks is required in all main story missions and cannot be permanently killed, unlike other squad members. Voiced by Jonathan Freeman (male) or Erica Luttrell (female) depending on your character choices. Available species for Hawks include Human, Rodian, Ovissian, Twi’lek, Zabrak, Mirialan, Devaronian, and Weequay.
Trick is a Human Clone Trooper and Hawks’ closest companion and consigliere. He is the co-founder of Zero Company alongside Hawks, and the two share a history that predates the events of the game. Trick is voiced by Dee Bradley Baker, the actor behind virtually every named clone in the Star Wars: The Clone Wars animated series. His class is Soldier.
Tel-Rea Vokoss is a Tognath Jedi Padawan whose master was killed while investigating the Coil. She is the only Jedi in Zero Company and is locked into the Jedi Padawan exotic class, which cannot be reassigned. Her abilities include Lightsaber Strike, Force Push, Noble Stance (a deflection shield), and Shockwave, which pushes all nearby enemies away. Protecting Tel-Rea matters more than most squad members precisely because her class is irreplaceable.
Cly Kullervo is a Human Mandalorian from the ancient Clan Verminoth. She is a jetpack-mobile skirmisher built for aggression and flanking, and her jetpack signature ability persists through any class respec. Her starting class is Gunslinger and she is confirmed as one of the more mobile and aggressive authored operators in the roster.
Luco Bronc is an Umbaran and a former Umbaran soldier turned sharpshooter. He is the designated long-range precision threat of Zero Company, best run as a Sharpshooter to delete priority targets from distance. Preview coverage describes him as particularly effective when paired with another operator flagging targets for his shots.
Kabb Uppercut is a Felshi and a cybernetically enhanced brawler whose signature Uppercut ability knocks enemies out of cover. He is best played as a melee-focused Assault class initiator. His cybernetic enhancements are both a visual identity and a mechanical throughline in his personal story.
Jae Mordant is a Human and the Ore-Baroness of Luunata, a dispossessed noblewoman who co-funded Zero Company alongside Bennic. She is a flexible operator described in preview coverage as particularly effective at cleaning up wounded enemies regardless of which class she is built into.
M-3VO is a bipedal utility droid who serves as the pilot of the Caisson, Zero Company’s transport starship. Beyond piloting duties, M-3VO participates in missions in a support and medic role and is a full personality in the Den’s social ecosystem.

Base Personnel
These characters do not go on combat missions but are present at the Den between operations and contribute to Zero Company’s capabilities and the game’s character drama.
Runa Blask is a Togruta who handles operations and finance for Zero Company. She is voiced by Vic Michaelis and is described in preview coverage as an insufferable, rude former Separatist agent who is genuinely compelling to interact with precisely because of how difficult she is.
Bennic Halloren is a Republic Intelligence officer and one of the two backers who helped fund Zero Company’s formation. Preview coverage describes him as a “boy scout” type, the idealistic Republic-loyal counterweight to the more mercenary sensibilities of the rest of the outfit.
Neesh Renark handles the armory and Black Market access at the Den, serving as your primary vendor for weapons, mods, and equipment between missions.
Antagonists
Kundri Fathom is the leader of the Infinite Coil, the game’s primary antagonist faction. Details about Fathom’s background and motivations are being kept spoiler-free ahead of launch, but they are the architect of the emerging threat at the center of Zero Company’s story.
Visser is Fathom’s lieutenant and the Infinite Coil’s field commander, responsible for leading their forces into battle. Visser represents the direct tactical threat you will face most frequently across missions.
Typhon is a Super Tactical Droid and asymmetric warfare specialist described as fixated on the Shadow Plague. Super Tactical Droids in Star Wars lore are some of the most dangerous military minds in the Separatist arsenal, and Typhon operates in that tradition.

Custom Operators
In addition to the authored companions above, you can recruit and fully build your own custom operatives at the Den. Custom operators are created from scratch via character creation as operatives composed of different species, classes, and personalities, with full choice of species (10 options including Human, Togruta, Twi’lek, Zabrak, Mirialan, Devaronian, Weequay, Rodian, Ovissian, and Neimoidian), class, appearance, and personality.
Personality is chosen from 10 types including Maverick, Wildcard, Professional, and Bruiser, and these fully voiced personalities participate in mission banter, Den conversations, and major story decisions, with combinations that help shape the squad’s skills from one custom operator to the next. Custom operators are subject to permadeath in the same way as authored companions.

All Classes
Zero Company has twelve classes split across two categories: eight standard archetypes available to any operator, and four exotic classes restricted to specific characters or droids.
Standard Classes
Assault is the versatile frontline combatant. Hawks’ default demo class. Key abilities include Sweeping Salvo (a 4 Advantage cost guaranteed hit that reduces enemy accuracy) and Bull Rush (damage plus knockback). Assaults can also grant AP to an ally by spending Advantage, and can chain multiple aggressive plays per turn when Advantage is managed well.
Heavy is the tanking specialist. The Oissian Heavy seen in preview demos uses a Taunting mechanic that forces enemies to target it, combined with the Grit talent that grants stacking invulnerability with each stack absorbing one incoming attack. The Bulwark ability is an area Taunt that pulls enemy attention from the entire team.
Scout is the team’s Advantage creator. Combat Recon grants one Advantage per enemy scanned, making the Scout the primary source of the squad’s shared resource pool and fueling tactical abilities used by the rest of the squad. The Scout also applies the Spotted status to enemies it shoots, which removes accuracy penalties from range or smoke for all attacks against those targets.
Gunslinger is the chaining damage dealer. The signature ability grants an AP refund whenever a shot results in a kill, allowing the Gunslinger to chain additional actions within the same turn. This is devastating against low-durability enemies like B1 Battle Droids where multiple clustered targets can be cleared in a single turn. Cly Kullervo starts as a Gunslinger.
Sharpshooter is the long-range precision class. Luco Bronc starts as a Sharpshooter. Best used to delete priority targets from distance, especially when another operator applies the Spotted status first to create stronger combat synergies before the shot lands.
Scoundrel is a utility-oriented class built around debuffs, status effects, and positioning tricks. The Scoundrel’s toolkit emphasizes manipulating the battlefield before a larger damage play from another class lands.
Soldier is the reliable all-purpose combat class. Trick starts as a Soldier. Well-rounded with solid damage and durability, Soldier serves as the dependable backbone of a squad that needs consistent output without heavy specialization.
Medic is the dedicated support and healing class. Medics sustain the squad’s health across multi-turn engagements and become increasingly important on higher difficulty settings where injuries and the three-hit permadeath threshold become pressing.

Exotic Classes
Exotic classes are restricted to specific story characters or droid units and cannot be assigned to custom operatives.
Jedi Padawan is exclusive to Tel-Rea Vokoss and the only class in the game that cannot be respecced. Her abilities include Lightsaber Strike, Force Push, Noble Stance deflection, Harmony (which builds stacks that increase strike damage and deflection chance each turn), and Shockwave for grouped enemy displacement.
Mandalorian Warrior is exclusive to Cly Kullervo. The jetpack signature ability that defines the unique playstyle of the Mandalorian Warrior class persists through any respec, making Cly uniquely mobile compared to ground-bound operators.
Astromech is the droid support class, available to player-built Astromech droids created at the Droid Bay facility at the Den. Astromechs carry three utility slots and get extra uses from each utility item, can donate AP directly to allies via Comm-Link, and use the Enhanced Scanner to increase enemies’ chance to be hit. The demo featured an Astromech called Walter as the fifth squad slot.
The fourth exotic class has not been fully detailed in pre-release materials as of this guide’s writing.
Secondary Specializations (Classes)
Starting at cycle 18 of the campaign, operatives can be granted a second class in addition to their first, and progression can unlock new combat synergies as operators combine class kits. Two operators that share a starting class can end up playing very differently depending on their secondary class, which can expand their tactical operations roles, and which abilities they have upgraded through Focus Points. This system meaningfully extends build variety in the second half of the game.

Core Combat Systems
Action Points and AP Economy
Every unit acts using Action Points on their turn. AP controls both movement and ability use, and managing AP efficiently across your squad is the core decision space of every encounter. AP can be transferred between allies through the Astromech’s Comm-Link and through certain Advantage-cost abilities like Hawks’ AP donation. Abilities that cost Advantage rather than AP do not consume your action budget, so the game actively encourages spending Advantage abilities on top of a full AP turn rather than instead of it.
Advantage
Advantage is a resource pool shared across the entire squad rather than tracked individually. It is generated by specific abilities (the Scout’s Combat Recon grants 1 Advantage per enemy scanned) and spent on higher-impact actions. Examples include Hawks’ Sweeping Salvo at 4 Advantage, the Padawan’s Shockwave, and scaling damage shots where committing more Advantage increases damage at the cost of hit chance. Advantage management is the highest-leverage decision layer in Zero Company’s combat.
Cover and Destructible Environments
Cover provides standard protection from incoming fire, but cover can be destroyed mid-engagement by grenades, explosives, and certain abilities. Preview coverage noted that destructible cover is more prevalent in Zero Company than in comparable titles like XCOM 2, which turns a secure position at the start of a turn into an ever-shifting battlefield by the end of it. Firebombs deal damage over time and strip the Defense stat from affected enemies. Push abilities and grenades can knock enemies off ledges and into environmental hazards, and collapsing enemy cover mid-turn helps make firefights feel like heart-pounding missions.
Defense
Defense is a flat damage reduction stat. A unit with 4 Defense takes 4 fewer points of damage per hit received. Firebombs remove Defense from targets, making them effectively more vulnerable to follow-up attacks from the rest of your squad.
Overwatch
Units can be placed in Overwatch with a cone that fires on enemies moving through it. Hit chance decreases the farther out the cone is placed, creating a risk-reward tradeoff in how aggressively you set up Overwatch coverage.
Backup
When one unit fires on an enemy, an ally set up for Backup fires as well, provided that ally also has line of sight. The interface shows which unit will assist or flags “no line of sight” when the assist is not possible. Using Backup between two units also increases their Bond with each other.
Hit Chance and Accuracy
Zero Company is meaningfully more forgiving on hit chance than XCOM 2, particularly at close range where near-certain hits are reported at point-blank distance. On Normal difficulty, one 18-hour preview playthrough recorded only around five disappointing misses total. Accuracy becomes noticeably less forgiving on Hard and Expert difficulty settings.

Permadeath and Injuries
If a unit’s health is fully depleted three separate times across any combination of missions, the unit is permanently killed. An Injury is recorded specifically when a unit hits zero HP. Injuries can be treated in the medbay at the Den between missions, but capacity is limited, which forces you to prioritize who gets healed. Permanently killed squad members are memorialized on a wall in the Den.
Hawks cannot be permanently killed. All other authored and custom operators are subject to permadeath. Preview coverage described the system as more forgiving than XCOM 2’s wound system because a single unlucky hit does not by itself risk ending a unit’s availability, but the three-injury threshold still creates real stakes in how aggressively you commit squad members to difficult positions.
Bond System
As squad members fight together through Backup assists, shared kills, healing, and completed missions, their Bond strengthens. Certain dialogue choices also affect Bond. Reaching a new Bond level grants both involved characters Focus Points and a choice of one of three randomly offered joint training bonuses. Stronger Bonds also appear to unlock additional Den conversations and can surface new companion-specific missions and rewards as those relationships deepen.
Focus Points and Talent Trees
Focus Points are earned through completing missions and through Bond level increases. They are spent before missions to upgrade a unit’s class abilities and their individual character-specific talent. Every operative also has a personal trait that is distinct from their class and talent, creating a three-layer build identity for each squad member. Combined with the multiclassing system that unlocks at cycle 18, Focus Point investment is where the build depth of Zero Company really opens up.
Missions and Operations
Missions
Missions are the turn-based tactical combat scenarios. You lead a squad of up to four operatives, deploying the galaxy’s finest from this covert roster against objectives ranging from eliminating enemies to capturing locations. Main story missions always require Hawks. Outside of main story missions, you can bring any combination of available operatives, including theoretically a squad of nothing but Astromechs.
Mission layouts are handcrafted by the design team, but enemy placement is procedurally generated, which helps turn repeat attempts into other heart pounding missions rather than identical reruns, which means no two attempts at the same mission feel completely identical.
Operations
Operations are text-driven, non-combat assignments spread across the galaxy map, undertaken between missions from the Den’s Hollow Table interface. Initiating an operation costs Intel, which is earned primarily by completing missions. Available Intel and time are limited each cycle, so you can only complete a subset of available operations and have to prioritize. A typical operation sends a single operative to handle a task, and the outcome depends on how well-suited that operative is to the assignment and which choices you make on their behalf. Better decisions and better-suited operatives yield stronger rewards. Poor choices can result in an operative returning empty-handed or injured.
A notable subset of operations are crisis operations, which force a choice between two bad outcomes. Rival factions grow stronger over the campaign regardless of player action, and crisis decisions influence how those factions develop without fully determining it.
Operation rewards include new weapons, weapon mods, and Credits for the Den economy.
The Den and Base Management
Between missions, you explore and manage the Den, Zero Company’s base of operations located on the Ring of Kafrene, the asteroid mining station and trading colony first seen in Rogue One: A Star Wars Story. Rather than navigating a menu-driven hub, you walk around the Den in third person. Preview coverage compared this structure to Mass Effect’s Normandy, where returning after each mission and exploring the full space before moving on is how you catch all the companion dialogue and ambient conversations.
The Den houses a Black Market where Credits can be spent on weapons, weapon mods, and equipment. It also supports a base-building system where Credits can be invested in Den facilities. One confirmed facility is the Droid Bay, which lets you build and customize Astromech droids to bring on missions and operations.
Zero Company deploys from the Den aboard the Caisson, their transport starship piloted by M-3VO.
Before some main missions, you land on the mission planet and walk toward the engagement in third person as Hawks, with optional interactions along the route that can grant mission-specific or persistent bonuses. The transition between exploration and combat is seamless: top-down tactical camera during encounters, third-person camera for free exploration between them.
Weapons and Loadouts
There are four weapon types in Zero Company, each available in multiple cosmetic variants and not tied to specific classes. Higher-damage weapons generally cost more AP to use, creating a tradeoff against mobility. Moving several tiles before shooting may not leave enough AP to fire the strongest available weapon, so squad loadout planning needs to account for this cost-damage balance alongside the flexibility of mixing weapon types across your operators.
Before missions, weapons can be fitted with mods ranging from simple stat bonuses like increased close-range damage to more distinct effects like igniting enemies on hit. Weapon mods are earned through operations and purchased at the Black Market.
Difficulty and Iron Man Mode
Four difficulty settings are available: Story, Normal, Hard, and Expert. A separate Iron Man option can be enabled on top of any difficulty, disabling save reloading for a true permadeath experience. The Iron Man option is independent of difficulty, so you can play Iron Man on Normal or Expert depending on how much punishment you want.

Planets and Locations
The Den: Ring of Kafrene
Zero Company’s home base is located in the asteroid belt around Kafrene, the trading station first seen in Rogue One. It is the hub for all squad management, base building, companion interactions, and mission selection.
Confirmed Tactical Mission Planets
These Planets are the handcrafted ground-combat locations confirmed for story and tactical mission content:
Anaxes is a fortified Republic military world and a prominent location in Star Wars: The Clone Wars. Its presence in Zero Company suggests Republic-aligned story missions in the early campaign.
Dantooine is a remote grasslands world with a history as a Rebel hiding spot and Jedi training ground. Rarely visited in Star Wars games, its inclusion here makes it one of the more interesting confirmed locations.
Florrum is a windswept desert world strongly associated with Hondo Ohnaka and the Ohnaka pirate gang from The Clone Wars. A Florrum mission almost certainly involves the criminal underworld.
Lothal is a plains and industrial world central to Star Wars Rebels and a meaningful location for Clone Wars-adjacent storytelling. Its inclusion signals connections to the broader Filoni-era continuity.
Luunata is Jae Mordant’s homeworld and the seat of her dispossessed Ore-Baroness title, making it a personal story location as much as a tactical mission environment.
Mapuzo is a mining world most recently seen in Andor and Obi-Wan Kenobi, a relatively unusual choice that signals the development team’s willingness to pull from the full span of Star Wars media.
Onderon is a jungle world with a significant presence in The Clone Wars, where it was the site of a Separatist-backed occupation and a resistance movement aided by the Jedi.
Ryloth is the Twi’lek homeworld, fought over repeatedly during the Clone Wars and one of the most recognizable planets in the era.
Serolonis appeared in Star Wars: The Bad Batch as the backdrop for a death race, and its inclusion in Zero Company expands what the planet looks like beyond that narrow glimpse.
Sullust is a volcanic industrial world with deep Star Wars history, previously playable in EA’s Battlefront. Its industrial underground-colony aesthetic will provide visually distinct combat environments.
Vandor is the snowbound heist world from Solo: A Star Wars Story, best known as the location of the Conveyex train robbery.
Bespin and additional locations including Brentaal, Kaller, Courtsilius, Kashyyyk, Christophsis, Geonosis, Mustafar, and others have been indicated in various promotional materials and galaxy map reveals.
Galaxy Map Operations
Beyond the tactical mission planets above, the galaxy map hosts more than 150 planets for the text-driven operations layer. These are not fully built ground-combat environments but strategic activity locations where you send operatives on assignment and make choices that determine outcomes. The scope of the operations layer covers essentially the full breadth of the Star Wars galaxy.
Factions
Zero Company is the player’s independent covert outfit. Not a sanctioned military unit, it draws from ideologically conflicting backgrounds including clone troopers, a Jedi, a Mandalorian, a former Separatist soldier, mercenaries, and droids. The friction between members is a confirmed narrative feature rather than incidental flavor.
The Infinite Coil is the primary antagonist faction, led by Kundri Fathom. Coil units have a “surging” mechanic that heals and buffs nearby allies when certain conditions are met, and when a Coil unit is killed, nearby units gain stacking Resonance, making target priority a relevant tactical consideration in every Coil engagement. The Coil Leader unit can cast Plague Miasma, a personal accuracy-reduction shield, and can heal nearby allies. Visser leads their battlefield forces. Typhon, the Super Tactical Droid, operates as an asymmetric warfare specialist connected to the Shadow Plague.
The Outlaws faction represents the criminal underworld element of the galaxy that Zero Company inevitably runs into during its investigations, including Hutt Cartel adjacent content connected to Hawks’ confirmed debt to the Hutt clans. Kevin Michael Richardson voices Gorga in the game, likely Gorga the Hutt from the Clone Wars era.
The Final Word
Star Wars Zero Company is the most promising Star Wars tactics game we have seen since the genre largely stepped away from the franchise after the era of Galactic Battlegrounds and Republic Commando. Bit Reactor has deep roots in the XCOM and Civilization strategy space, and everything shown in preview coverage suggests a team that genuinely understands what makes that genre work while bringing a distinctly Star Wars character to the experience through a cinematic original story.
The authored companions are a strong point. Trick, Tel-Rea, Cly, Luco, Kabb, and Jae all have distinct personalities and role identities that make them feel like an authentic story ensemble rather than generic squad archetypes, and the Bond system creating mechanical stakes around those relationships is exactly the kind of design that keeps you invested in what happens when a mission goes wrong. And missions will go wrong. That is the point of permadeath, and it is the right call for a story about people fighting on the edge.
The game launches August 27, 2026. If you are even a casual fan of tactics games or Star Wars in general, this one looks worth your time.
Are you picking up Star Wars Zero Company at launch, and which class or companion are you most interested in? Let me know down in the comments section below. Thanks for watching and I’ll see you in the next one.
Frequently Asked Questions
1. What kind of game is Star Wars Zero Company?
Star Wars Zero Company is a single-player turn-based tactics game developed by Bit Reactor in collaboration with Respawn Entertainment and Lucasfilm Games, published by EA. It is built in the tradition of the XCOM series, with turn-based squad combat, a base of operations to manage between missions, a permadeath system, and deep character development through a Bond and Focus Point system. It is set at the end of the Clone Wars era and follows an original story centered on a mercenary outfit called Zero Company. Pre-orders include the crystalline astromech cosmetic pack. The deluxe edition includes unique Clone Wars-inspired cosmetic items. Pre-orders must be completed by August 27, 2027, and an ea account may be required for platform linking or redemption details.
2. Is Hawks customizable in Star Wars Zero Company?
Yes, Hawks is fully customizable. You choose their gender, species, appearance, and starting combat class at the beginning of the game. The surname Hawks is fixed, but everything else is up to you. Hawks can also be recustomized at any time at the character terminal in the Den. Available species include Human, Rodian, Ovissian, Twi’lek, Zabrak, Mirialan, Devaronian, and Weequay. Hawks cannot be permanently killed, unlike other squad members.
3. Does Star Wars Zero Company have permadeath?
Yes. Squad members other than Hawks can be permanently killed if their health is fully depleted three times across any combination of missions. Each time a unit hits zero HP they receive an Injury. Three Injuries means permanent death. Injured units can be treated in the medbay between missions, but treatment slots are limited. Permanently killed characters are memorialized on a wall in the Den and the story continues without them.
4. How many classes are in Star Wars Zero Company?
There are twelve classes total: eight standard archetypes (Assault, Heavy, Scout, Gunslinger, Sharpshooter, Scoundrel, Soldier, and Medic) and four exotic classes restricted to specific characters or droids (Jedi Padawan for Tel-Rea Vokoss, Mandalorian Warrior for Cly Kullervo, Astromech for player-built droids, and a fourth exotic class not yet fully detailed). Starting at cycle 18 of the campaign, operatives can be granted a second class through the multiclassing system.
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