Build
Hawks Stationary Sharpshooter Build
One Operator picks a position on the first turn and never leaves it, trading all mobility for a damage and accuracy bonus while the other three bring the fight to them.
- Confidence
- Strongly supported
- Verified
- 19 August 2026
- Version
- pre-release (no retail build)
Build summary
Players who would rather solve a fight by holding one very good position than by manoeuvring, and who accept that the squad is built to protect a stationary Operator.
- Campaign phase
- mid
- Difficulty
- Standard, permadeath enabled
- Game version
- pre-release (no retail build)
- Strong against
- ranged infantry, entrenched enemies, open approaches
This build has not been tested
The game has not been released. Every mechanic cited below is confirmed, but the combination of them is our reasoning rather than anything played. It will be re-tested and re-labelled after 27 August 2026.
Loadout
The four bays
Weapon choices are role-based. No weapon statistics have been published, so treat them as starting points rather than optimised picks.
Bay 1
Sharpshooterlongarm
The anchor. A previewer built Hawks this way and reports an ability that raises damage and accuracy while he stays in one place. Hawks is the right carrier for a stationary bonus for a structural reason rather than a numeric one: he is in every story mission, so the position can be chosen first and held for the whole campaign's worth of fights.
Bay 2
Scoutrifle
The eyes, and the Bond. Spotted removes range and smoke penalties against a marked target, which is what a long sightline actually needs. Hawks and Luco are one of the pairings the pre-release trophy list evidences reaching Very High Bond, so the Cross Training this pair banks is a payoff the squad is already earning.
Bay 3
Custom Operator
Heavyrepeater
The bait. Intimidating Posture taunts whatever the Heavy's attack hits, which pulls enemies out of position and towards the wrong Operator. Every enemy walking at the Heavy is an enemy crossing the anchor's firing lane in the open.
Bay 4
Custom Operator
Medicpistol
The Heavy is deliberately taking the whole enemy line's attention, and a taunt without healing behind it is a plan to lose an Operator. Combat Stim's temporary health is applied on top of current health, so it is spent before the fight goes wrong rather than after.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- The bonus is conditional on not moving, which inverts the usual tactical problem. Instead of asking how to get the Sharpshooter a better angle each turn, the squad asks how to make the enemy come to the angle it already has.
- The Heavy answers that directly. Because the taunt rides on an ordinary attack rather than costing a separate action, redirection is something the Heavy does while also doing its job.
- High ground grants an accuracy advantage on top of the stationary bonus, and holding one elevated position for a whole fight is the only way to keep both at once.
- Zero In stacks Lethal on a chosen target, and Precision Shot spends Advantage on a shot that cannot miss. Both reward a Sharpshooter who is committed to one target rather than reacting to the closest one — the same commitment the stationary bonus asks for.
- The Hawks and Luco Bond is evidenced to reach Very High. Reflex Fire Training's +1 Overwatch Damage is normally the worst Cross Training pick, and on a Sharpshooter running Pick Them Off it is not, which makes this pairing's progression genuinely different from any other pair's.
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 one is the whole plan: Hawks moves once to the best elevated position with the longest sightline available, and does not move again.
- Step 2
Luco marks the priority target. Spotted is what makes the long shot a good shot rather than a hopeful one.
- Step 3
The Heavy advances into the enemy's reach and attacks, taunting on the hit.
- Step 4
The Medic stims the Heavy before the return fire arrives, not after.
- Step 5
Hawks spends every subsequent turn attacking from the same tile, holding Overwatch on the approach when there is nothing worth shooting.
Strengths
- It is the only build here that gets stronger the longer a fight lasts without spending anything to do so — standing still is free.
- Two accuracy sources and a mark stack onto one attacker, which is the profile that beats cover and distance rather than working around them.
- The Bond pairing is evidenced rather than assumed, so the progression half of the build rests on the trophy list rather than on our reasoning.
- Hawks cannot permanently die, which makes the immobile Operator the safest one to make immobile.
Weaknesses
- The stationary ability has no published name and no published values. Everything about how much it is worth is unmeasured — see the unknown recorded on the Sharpshooter class page.
- Any mission that forces movement — an objective to reach, a timer, a collapsing position — turns the central bonus off, and no mission design has been published.
- It concentrates the squad's damage in an Operator with the worst answer to something reaching it. If the Heavy's taunt fails to hold, the anchor is the target.
- Three of the four slots exist to serve the fourth, which is a fragile shape when one of them dies.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- Run Luco as the Sharpshooter and Hawks as the Scout. Luco is the more natural marksman, and it moves the squad's damage off the Operator the story keeps putting in the room.
- More aggressive
- Replace the Medic with an Assault. Bull Rush pushes enemies out of cover into the firing lane, which converts the anchor's sightline into a kill zone rather than a waiting one.
- If the stationary bonus turns out to be small
- The build becomes an ordinary high-ground Sharpshooter squad, which is fine and much less interesting. The Bond half of the argument survives regardless.
How this will be verified
Re-test in the retail build, recording version, platform and difficulty, then update the status label from theorycraft to tested. Specifically: capture the stationary ability's real name, its damage and accuracy values, whether it needs a turn to build, and whether it survives holding Overwatch. Then confirm the Hawks and Luco Cross Training options at each Bond level.
Mechanics this build depends on
Other builds
Sources
- 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark
GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones
- Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies
Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17
- I played 54 hours of Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage
- 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

