Build
Hawks AP Support Build
Build the mandatory Operator into an action-economy engine that hands an extra Action Point to whoever needs it most.
- Confidence
- Strongly supported
- Verified
- 4 August 2026
- Version
- Pre-release evidence — retail verification pending
Build summary
Players who want the required story-mission slot to do something no other Operator can.
- Campaign phase
- early
- Difficulty
- Standard, permadeath enabled
- Game version
- Pre-release evidence — retail verification pending
- Strong against
- grouped enemies
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 2
Custom Operator
Gunslingerpistol
The best AP recipient. An extra point on an Operator with cheap, repeatable attacks converts directly into another attack.
Bay 3
Custom Operator
Soldierrifle
Explosives and cover destruction — and a deliberate tension: the rocket spends the same Advantage that the AP restoration does.
Bay 4
Heavyrepeater
Frontline anchor with a displacement tool, so the squad has an answer to cover that does not require spending Advantage.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- Advantage can be spent to grant an ally an extra Action Point for the turn — the only known way to add AP to a turn. EA confirm the ability; that it is Hawks', and once per turn, is widely repeated but unsourced.
- Each Operator has three AP. A fourth point on the right Operator is a 33% increase in that Operator's turn.
- The extra point is worth the most where AP converts cleanly into output: another cheap attack, or the movement needed to reach high ground and still fire.
- It also enables sequences that three points cannot fit — move, then attack, then go on Overwatch.
- If the Talent persists across Specializations as reported, Hawks can take whatever role the squad is missing without giving this up.
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.
- Combat Stim + GunslingerConfirmedA flat damage buff applied to the Operator who attacks most often in a turn.
- Displacement into OverwatchConfirmedPushing an enemy into a prepared reaction cone instead of waiting for it to walk in.
- Bulwark gathers, Rocket Strike punishesTheorycraftManufacturing the clustered group that an area attack is normally waiting for.
- Hawks' AP support on a GunslingerTheorycraftBuying an Action Point with Advantage and spending it where a point buys the most.
- Heavy + MedicTheorycraftTurning squad-wide chip damage into damage on one predictable Operator.
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 — establish damage first: attack with the Gunslinger and Soldier to generate Advantage, since Advantage comes from damaging enemies.
- Step 2
Turn 1 — assess what one more Action Point would buy: an extra attack, or a reposition that enables one.
- Step 3
Turn 1 — Hawks: spend Advantage to grant that Operator an extra AP, reportedly once per turn.
- Step 4
Decide deliberately between the AP restoration and the Soldier's rocket — both draw on the same pool and both cannot happen in a lean turn.
Strengths
- Puts the action-economy tool on the one Operator guaranteed to be in every story mission — if the tool is indeed his.
- Flexible: the extra point goes wherever the turn needs it, rather than being locked to one plan.
- Compounds with any per-attack effect, since an extra attack means another instance of that effect.
- Requires no unlocks and works from the first mission.
Weaknesses
- The Advantage cost of the restoration is unpublished, so how often it can be used is unknown.
- It competes directly with the Soldier's rocket and the Medic's Morale Boost for one shared pool of at most 10.
- Reported as once per turn, which would be a hard cap — this is not a scaling engine.
- Its value depends entirely on AP costs, which are also unpublished.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- Drop the Soldier for a second frontline Operator. The squad loses its rocket but stops competing for Advantage, making the AP restoration reliably available every turn.
- More aggressive
- Add a Scoundrel in place of the Heavy. The extra AP then feeds a critical-setup chain, at the cost of the squad's damage sink.
- If Advantage runs dry
- Call for Backup costs zero AP and helps build Bonds. It is the free action to lean on when the Advantage pool is committed elsewhere.
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: record the Advantage cost of the AP restoration and compare a turn with and without it on the same mission and difficulty.
Mechanics this build depends on
Other builds
Sources
- 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

