The reveal trailer for Star Wars: Zero Company shows ability wheels for two different characters during combat sequences. Both wheels follow the same six-ability format: four basic actions on the left side and two special abilities on the right. This two-second glimpse reveals more about the tactical framework than any amount of cinematic blaster fire. Hawk’s wheel shows the standard tactical foundation that appears consistent across archetypes, plus specialized abilities that define his combat role. We will examine Luco Bronc’s sniper-focused wheel in detail in a future analysis.
Standard Tactical Foundation
Hawk’s wheel demonstrates the four basic abilities that seem universal across all character types. Move handles standard repositioning between cover points and tactical positions. Fire provides the basic attack option for engaging enemies at range. Scan reveals hidden threats, extends sight lines, or provides battlefield intelligence. Melee covers close-quarters combat for when enemies get within striking distance. This foundation ensures that every character can handle fundamental tactical situations regardless of their specialization, preventing the common problem where niche roles become useless outside their intended function.

Move and Fire
The basic movement and attack abilities form the core of tactical gameplay. Move allows repositioning between cover points, flanking manoeuvres, and tactical withdrawal when positions become untenable. The limitation and cost of movement actions will determine whether positioning feels strategic or trivial. Fire handles standard ranged engagement with whatever weapon the character carries. The effectiveness and resource cost of basic attacks affects the pacing of entire encounters and determines whether special abilities feel necessary or optional.
Scan and Melee
Scan provides battlefield awareness and threat detection, which suggests Zero Company relies on fog of war and concealment mechanics to create tactical uncertainty. The value of scanning depends entirely on how much the game hides from players and whether revealed information creates actionable tactical advantages. Melee covers close-quarters fighting when enemies breach defensive positions or when aggressive tactics require direct engagement. The effectiveness of melee combat will determine whether characters can afford to let enemies get close or must maintain distance at all costs.
Special Abilities: Reposition and Enhanced Shot
Hawk’s two special abilities suggest a character built around mobility and firepower enhancement. Reposition likely provides advanced movement options that basic Move cannot handle, such as repositioning after attacking, moving through enemy positions, or reaching elevated terrain. This ability could define tactical flexibility and determine whether Hawk can adapt to changing battlefield conditions or gets locked into static positions.
The enhanced shot ability probably provides superior damage, accuracy, or special effects compared to basic Fire. This could represent burst fire modes, armour-piercing rounds, or overcharged energy weapons. The resource cost and cooldown of this ability will determine whether it functions as a finishing move for tough enemies or a general combat enhancement that changes how firefights develop.
Archetype Design Philosophy
The consistent wheel structure suggests Zero Company wants every character to feel tactically competent while maintaining distinct specializations. Sharing basic abilities prevents specialists from becoming dead weight in situations that do not match their focus, while special abilities create meaningful differences in how characters approach combat challenges.
Hawk’s combination of enhanced mobility and firepower suggests a flexible combatant who can adapt to different tactical situations and fill multiple roles within squad operations. The risk is that this flexibility makes him a jack-of-all-trades who lacks the focused effectiveness of more specialized archetypes.
The success of this system depends on making special abilities feel impactful enough to justify character selection while keeping basic abilities functional enough to prevent tactical paralysis when specializations do not apply. Hawk’s wheel suggests a balanced approach, but the implementation will determine whether the versatility creates interesting tactical options or dilutes combat effectiveness across too many mediocre capabilities.