Build
Force Push + Sharpshooter Build
Push enemies out of cover with the Force, then remove them at range.
- Confidence
- Confirmed
- Verified
- 23 August 2026
- Version
- Pre-release evidence — retail verification pending
Build summary
Players who want a squad that dictates where the fight happens.
- Campaign phase
- early
- Difficulty
- Standard, permadeath enabled
- Game version
- Pre-release evidence — retail verification pending
- Strong against
- entrenched enemies, high-value targets
This build has not been tested
Every mechanic cited below is confirmed and all of them exist in the retail build. The combination of them is our reasoning rather than anything played: this squad has not yet been tested by Zero Company Builds. It will be re-labelled when it has.
Loadout
The four bays
Weapon choices below are role-based. Damage and Action Point costs are in the database from launch-build reporting; accuracy is not, and no squad here has been tested end to end — so treat these as reasoned starting points rather than optimised picks.
Bay 1
Jedi Padawanpistol
The pressure piece, on the fixed Jedi Padawan class. Force Push removes enemies from cover outright, which is the same job the Assault does by flanking — but bought with an ability rather than with movement.
Bay 2
Sharpshooterlongarm
The finisher. Exposed priority targets are exactly what a long-range precision specialist is for.
Bay 4
Custom Operator
Scoundrelrifle
Identify Weakness adds a confirmed multiplier to the Sharpshooter's finishing shot.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- The Sharpshooter is officially a long-range precision specialist that singles out chosen targets. Its weakness is that a target in cover is a hit-chance penalty it cannot argue with.
- Cover reduces hit chance; flanking and high ground raise it. The usual answer is an Assault, which pressures enemies into repositioning — but that buys the exposure with movement, and it is incidental rather than aimed.
- Force Push buys it with an ability instead. Tel-Rea Vokoss launches a specific enemy out of a specific piece of cover, on the turn the Sharpshooter needs it, without crossing the map to do it.
- Identify Weakness turns the resulting shot into a critical.
- The exposure is therefore chosen rather than hoped for, which is what makes the three-step turn worth its coordination cost.
Interactions
Synergies in this squad
Found by running these four Operators through the same engine the Squad Builder uses, so this page cannot claim a pairing the builder would not report.
Execution
Example opening turn
An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.
- Step 1
Turn 1 — Sharpshooter: take high ground and establish sightlines before the fight starts moving.
- Step 2
Turn 1 — Tel-Rea Vokoss: close on the enemy's covered position and use Force Push to launch the priority target out of it.
- Step 3
Turn 1 — Scoundrel: flag the exposed target with Identify Weakness.
- Step 4
Turn 1 — Sharpshooter: fire on the exposed, flagged target.
- Step 5
Turn 1 — Medic: reposition to stay in range of Tel-Rea Vokoss, who is closest to the enemy and will take the return fire.
Strengths
- The Sharpshooter's role is officially described, Force Push is officially confirmed to displace and remove enemies from cover, and the cover mechanics connecting them are confirmed.
- Answers entrenched enemies, which is the hardest problem for a purely ranged squad.
- Covers close and long range with a genuine plan connecting them.
- The exposure is aimed. A pushed target is the target you chose, not whichever one happened to break cover.
- Force Push can kill outright by pushing an enemy off a ledge, so the setup sometimes resolves the target without the Sharpshooter firing at all.
Weaknesses
- Tel-Rea Vokoss has to be close to push, which gives up cover bonuses and makes her the Operator accruing Injuries fastest.
- Depends on two authored Operators, both losable to permadeath.
- A three-step turn — expose, flag, fire — that falls apart if any step is out of range.
- Nothing in the squad answers enemy groups; it is built for priority targets.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- Swap the Scoundrel for a Heavy. You lose the critical multiplier but gain a damage sink that lets Tel-Rea Vokoss close and push with less risk.
- More aggressive
- Swap the Medic for a Soldier and use explosives to destroy cover rather than pushing enemies out of it — faster, but with no Injury prevention under permadeath.
- If Tel-Rea Vokoss is lost
- Kabb Uppercut's Uppercut is the only other confirmed displacement tool. Any Custom Operator can take the Assault Specialization, but the push does not come with it.
What still needs testing
Play this squad in the retail build, recording version, platform and difficulty, then update the status label from theorycraft to tested. Specifically: confirm how much hit chance cover actually removes, since the value of exposing a target is exactly that difference.
Mechanics this build depends on
Other builds
Sources
- Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again
Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026
Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options


