
Quick answer: Hawks is the customizable protagonist of Zero Company—a former Republic officer who leads an independent team of specialists during the Clone Wars. You choose Hawks' Origin/species, appearance, outfit, Specialization, Weapon Class and voice. Many choices can be changed later after unlocking the Den, while the surname Hawks remains fixed.
Hawks' story role
Official material describes Hawks as a former Republic officer who has left the Republic and now leads Zero Company. StarWars.com's SDCC panel adds that the character is disgraced and has been operating more like a gun for hire before the campaign pulls the company into a larger conflict with the Infinite Coil.
This setup explains why Hawks can command such an unconventional roster. Zero Company is not a standard Republic battalion; it brings together professionals and uneasy allies from across the galaxy. Hawks therefore functions as both tactical commander and narrative point of connection between characters who might otherwise have little reason to work together.
Origin and species
EA's current Hawks customization guide lists these Origins/species choices: Human, Devaronian, Mirialan, Togruta, Twi'lek and Zabrak. Origin determines species and which appearance options are available. It is an identity/customization decision rather than a statement that one species is the combat-meta choice.
This is an area where older pre-release lists can become stale. Use the post-launch EA Help creator guide as the authority for the live Hawks creation screen rather than relying on early announcements that discussed wider custom-Operator species possibilities.
Appearance and presets
After choosing an Origin, the creator offers presets or a custom starting point. Available appearance controls vary by species because horns, lekku, montrals, facial markings and other traits are not shared across every Origin. EA also includes outfit selection as part of the process.
The important practical point is that players do not have to restart because of many cosmetic decisions. EA states that numerous customization options can be adjusted later after the Den is unlocked. This makes it reasonable to begin with a look you like and refine it after seeing Hawks in actual missions and cinematics.
Specialization
Hawks chooses from the game's standard Specializations, which define combat role and abilities. The eight standard roles are Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter and Soldier. New tactics players may prefer Soldier or Assault; players who want Hawks to enable the squad can consider Scoundrel or Scout.
The choice is not permanent. Post-launch guide testing reports that Change Specialization opens early, around Cycle 3, and class-tree Focus Points can be refunded. That flexibility matters more than any launch-day tier list because it lets Hawks evolve with the roster.
Weapon Class
Weapon Class changes damage, optimal range and AP behavior. EA lists four standard classes: Blaster Rifle, Repeater, Blaster Pistol and Longarm Blaster. A rifle is the most forgiving general option, the Repeater rewards AP-heavy offense, the pistol supports mobility with one-AP shots, and the Longarm is a two-AP long-range weapon.
Choose the weapon together with Specialization. A mobile Assault Hawks and a stationary Sharpshooter Hawks should not be expected to use the same AP pattern. If a build feels awkward, the problem may be the class/weapon pairing rather than the Specialization alone.
Voice options
StarWars.com confirms Jonathan Freeman as the masculine Hawks voice and Erica Luttrell as the feminine Hawks voice. Voice is part of the customizable protagonist identity, allowing the same story role to support different player-created versions of Hawks.
The cast performances also reinforce the distinction between customizable protagonist and silent avatar: Hawks still participates in a cinematic story even though appearance and combat setup are player-controlled.
The surname cannot be changed
Hawks is the fixed surname used by the story. EA's customization flow allows first-name and dossier choices, but the campaign continues to identify the protagonist as Hawks. This is useful for players searching whether they can fully rename the main character: customization is extensive, but the narrative identity is not completely blank-slate.
Hawks and squad leadership
Hawks' importance is not limited to direct damage. The game is designed around Bonds, assists and coordinated roles. A leadership-oriented build can use setup tools to improve the rest of the squad, while a more aggressive Hawks can occupy Soldier, Assault or Gunslinger roles.
Because missions include objectives beyond elimination, a protagonist build should also consider mobility and reliability. A mathematically high damage setup that cannot reach an interaction point or safely support an injured teammate may be worse for your campaign than a flexible build.
What can be changed later?
EA explicitly says many appearance/customization choices can be revisited after the Den is unlocked. Specialization can also be changed later through the respec system. Exact availability can depend on progression and facility access, so the best opening approach is to make a coherent character rather than trying to predict an irreversible endgame build.
Recommended first Hawks setups
Simplest: Soldier + Blaster Rifle. It is forgiving and aligns with EA's beginner guidance.
Team-focused: Scoundrel + Rifle/Pistol. Use Vulnerable and assists to improve teammates.
Mobile: Assault + Rifle/Pistol. Useful for objective-heavy missions.
Long range: Sharpshooter + Longarm. Strong when you prefer stable back-line positioning.
These are recommendations, not locked archetypes. Respec exists specifically so players can test different identities.