Core problem: Hawks is locked into every story mission and occupies 1 of 4 squad slots. Your class, weapon, Pico-5 usage, and dilemma choices decide what the other three operators can do, how fast bonds and cross-training grow, who is safe from permadeath, and whether some companions stay happy. Players keep asking: what do I make Hawks so the rest of the squad actually works?

What Changes a Playthrough

  • 1
    Hawks dies equals mission fail.

    Restart on normal or permadeath. Full save wipe on Beskar. Everyone else dies after 3 Injuries.

  • 2
    Fearless Leader is always on while Hawks is deployed.

    Extra assist damage, defense, and hit chance for the whole squad. Upgrade it early.

  • 3
    Pico-5 (Advantage to plus 1 AP to one ally, once per turn) is the biggest turn-changer.

    Community comps are built around feeding AP to a carry.

  • 4
    Bonds rise from Backup, heals, stims, Pico-5, assists, and story dilemmas.

    Low bonds mean weaker cross-training and possible narrative friction. Some dilemmas can push an operator away.

  • 5
    You can respec Hawks and most authored operators at the Den anytime.

    Fearless Leader and Pico-5 stay.

1Pick Hawks Primary Spec

Scout (Most Recommended Leader Pick)

Assess Threats and Spot feeds Advantage every fight. Hawks stays useful even when someone else gets the kill. Pair with Sharpshooter or Scoundrel later. Weapon: rifle or longarm.

Gunslinger (Damage and Assist Chains)

Quick Draw is 1 AP. Rifle is strongly preferred over pistol after the first few cycles (better assists and ult). Common second spec: Medic or Scout.

Medic (Fastest Early Bond Farming)

Combat Stim plus heals keep Injuries off Trick, Kabb, and Jae. Second spec often Gunslinger or Scout so Hawks is not just a pack mule.

Avoid: Making Hawks the only tank. Heavy or Soldier belongs on Trick or a custom operator.

2Build the Other Three Slots Around Hawks

2Working A-Teams
  • 1
    Hawks Scout or Medic plus Trick Heavy (taunt plus retaliate) plus Jae Gunslinger or Assault plus Kabb Scoundrel or a custom Medic or Scout.

  • 2
    Hawks Sharpshooter or Gunslinger (overwatch plus Pico-5) plus Cly (once unlocked) plus Tel-Rea plus Astromech or Medic.

  • 3
    Hawks Medic or Scout plus custom Heavy plus Jae plus Trick.

Rule of thumb: One tank, one healer or stim source, one high-damage or assist piece. Hawks already supplies the squad-wide buff and the extra AP.

3Spend Pico-5 and Backup on Purpose Every Fight

  • 1
    Pico-5 the operator who can convert plus 1 AP into a kill, a Force push or pull, a second retaliate, or getting someone into cover.

    Do not hoard Advantage just in case.

  • 2
    Call Backup even when the extra shot is not needed.

    It is the cheapest plus 10 bond. Cap is twice per pair per mission.

  • 3
    Park Hawks where Fearless Leader and line-of-sight for assists stay active.

4Handle Dilemmas for Bonds, Not Flavor

4Dialogue Choices That Move Bonds
  • 1
    Call Trick a hero (not just loyal) when talking to Bennic.

    Bond up.

  • 2
    Hire Cly when offered.

    You get a second chance if you refuse first.

  • 3
    Say I get it with Luco rather than telling him he can leave.

    Bond up.

  • 4
    Repair the device in Forgotten Call for Trick bond plus Influence.

    Salvage only if you desperately need the capacitor.

Why this matters: Keep the operators you actually deploy at high bond so cross-training and Focus come online before mid-campaign.

5Protect the Roster Between Missions

  • 1
    Treat Injuries at the Medbay before the next cycle.

  • 2
    Do not send a 2-Injury operator on a story mission just because they have a required name.

  • 3
    Hawks can play more aggressively than anyone else because a wipe only restarts the mission.

Key Decision Points

Common Mistakes

Support Scout Hawks Build Walkthrough