
Quick answer: character creation begins with Hawks. EA's post-launch guide has you choose an Origin/species, select or create a preset, customize appearance and outfit, choose a Specialization and Weapon Class, then review the dossier and voice/name choices. Many customization options can be revisited after the Den is unlocked.
Step 1: choose Hawks' Origin
Origin determines the species and the appearance options available in the creator. EA's current Hawks guide lists Human, Devaronian, Mirialan, Togruta, Twi'lek and Zabrak. The choice is primarily about the character you want to make rather than a hidden combat bonus in the official description.
Each species has visual traits that change which sliders and cosmetic categories make sense. Devaronians can feature distinctive horns or forehead bumps; Mirialans are associated with geometric facial tattoos; Togruta have montrals and lekku; Twi'leks have lekku; Zabraks have cranial horns. The creator therefore cannot be reduced to one universal face-slider list.
Step 2: start from a preset or custom slot
After Origin, EA presents presets as starting points. You can choose one of the supplied presets or use the empty/custom slot to build a more individualized Hawks. A preset is not a permanent archetype; it is a faster way to get close to a look before making changes.
For players planning several campaigns, presets also provide an easy way to create visually distinct versions of Hawks without repeating every adjustment from scratch.
Step 3: appearance
Appearance options vary by Origin. The practical advice is to focus first on the traits you will notice during dialogue and third-person story movement: face, head features, markings, hair-equivalent options where applicable and broad color choices. Tiny creator differences may be less visible during tactical combat.
EA says many customization options can be changed later at the Den, so the first screen does not need to carry the pressure of a permanent character-creation decision. If you like the species and overall identity, fine detail can be adjusted after seeing Hawks in actual lighting and cinematics.
Step 4: outfit
Outfit is part of Hawks' creator flow. Standard game choices are supplemented by cosmetics from Deluxe or historical pre-order content where the account owns those entitlements. Deluxe themes include Republic Officer, 100th Clone Company and ARC Trooper-style pieces plus Shadow Collective cosmetics.
Do not confuse an outfit with armor statistics unless the UI explicitly says an item has gameplay effects. EA markets the Deluxe items as cosmetics, so build strength should be evaluated through Specialization, weapons, abilities and progression rather than appearance packs.
Step 5: choose a Specialization
Specialization is the most important initial gameplay choice. The standard options are Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter and Soldier. Their roles range from mobile front-line pressure to healing, target setup and long-range precision.
For a first tactics campaign, EA points beginners toward Soldier or Assault. For a team-focused Hawks, Scoundrel is attractive because it can create Vulnerable critical setups and assists. The choice is less risky than it appears because Change Specialization becomes available later in progression.
Step 6: assign a Weapon Class
Weapon Class changes both range and action economy. EA publishes four standard categories:
| Class | Role shorthand | Important AP behavior |
|---|---|---|
| Blaster Rifle | General medium range | First shot 1 AP, later shots 2 AP |
| Repeater | AP-heavy damage | More AP can increase Rapid Fire output |
| Blaster Pistol | Mobile short range | 1 AP per shot |
| Longarm Blaster | Long-range precision | 2 AP per shot |
A good creator choice pairs weapon with Specialization. Sharpshooter naturally likes Longarm; mobile Assault/Gunslinger builds can make strong use of pistols; Soldier or Assault with a rifle is EA's beginner suggestion.
Step 7: dossier, name and voice
Hawks remains the character's surname. The creator lets you shape the dossier and first-name/voice presentation, but the story continues to refer to the protagonist through the Hawks identity. StarWars.com confirms Jonathan Freeman for the masculine Hawks performance and Erica Luttrell for the feminine performance.
This approach gives the campaign a fully voiced protagonist without abandoning customization. You are creating your version of an established narrative role, not a completely unvoiced blank character.
What can be changed later?
EA's creator guide is explicit that many customization options can be changed once the Den is available. Specialization can also be changed later through the respec system, and custom recruits become even more flexible as roster systems open.
The safest mindset is therefore: choose a coherent opening character, not a theoretically perfect permanent build. Once you understand AP, range, Bonds and mission types, you can refine Hawks toward the role your squad actually needs.
Custom Operators versus Hawks
Zero Company also supports custom-made squad characters. The official game page says players can tailor their appearances, loadouts and abilities. Custom recruits are important because the roster is not restricted to the authored cast, and later respec tools let the player shape roles around personal preference.
Hawks creation and custom-Operator creation should not be treated as identical menus in every detail. Hawks carries the protagonist's story identity, while recruitable custom Operators exist primarily as flexible squad members. When documenting species or options, label whether the source refers specifically to Hawks or to custom recruits so early marketing lists do not get mixed with the live protagonist creator.
Best creator choices for beginners
If you want a low-friction opening, choose the Origin you like visually, then Soldier + Blaster Rifle. That gives a flexible close/medium combat role and an efficient first rifle shot. Do not pick a species because a fan guide claims an unverified stat advantage; EA's Origin description is about species and appearance.
If you already understand tactics games, Scoundrel + Rifle/Pistol makes Hawks a strong squad enabler, while Sharpshooter + Longarm creates a clear long-range identity. All of these can be revisited later.
Character-creation mistakes to avoid
- Treating cosmetic Deluxe items as required gameplay upgrades.
- Choosing Longarm without realizing that each shot costs two AP.
- Assuming the first Specialization can never be changed.
- Mixing pre-release species lists for generic custom Operators with the current Hawks Origin list.
- Restarting the campaign over a small appearance detail before unlocking the Den's customization access.
- Building four custom Operators with the same range and role because one class looked strongest on a tier list.