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Zero Company Builds

Specialization

Zero Company Sharpshooter class guide

Reliable long-range damage: +10% innate hit chance, a self-buff worth +40% hit and +24% crit, and an Ultimate that never misses.

Confirmed
Confidence
Confirmed
Verified
19 August 2026

Quick answer

Long-range precision specialist built for consistency — the highest hit chance in the roster, and the best Overwatch in it.

Range
long
Ultimate
Precision Shot
Build themes
Stacking Lethal with Zero In · Precision Shot on targets that cannot be missed · Invested Overwatch · Holding one position for a stationary damage and accuracy bonus · Carrying somebody else's guaranteed critical
Suggested weapons
Longarm
Tags
single-target, high-ground, critical-setup, overwatch, advantage-spender

Ultimate

Sharpshooter Ultimate: Precision Shot

Every Specialization has exactly one Ultimate. It is the ability the class is built around, and the one it spends the squad's shared resources on.

Spends Advantage to fire a shot that cannot miss. Each rank raises its base damage and its critical damage, reaching a 50% critical damage bonus at maximum. Usable once per turn.

Build value: The answer to any target where a miss is unaffordable — high-Defense units, shielded leaders, anything telegraphing an attack for next turn. It is also the best carrier in the game for a critical somebody else guaranteed: a Scoundrel's Identify Weakness on a shot that cannot miss, at +50% critical damage, is the squad's largest single hit. The squad consequence is the catch. The Sharpshooter is a pure Advantage sink, so pairing it with a generator is a requirement rather than a preference.

Abilities

Confirmed abilities

Only abilities named by an official source appear here. The complete kit has not been published.

  • Precision Shot

    Retail-reported

    Spends Advantage to fire a shot that cannot miss. Each rank raises its base damage and its critical damage, reaching a 50% critical damage bonus at maximum. Usable once per turn.

    Build value: The answer to any target where a miss is unaffordable — high-Defense units, shielded leaders, anything telegraphing an attack for next turn. It is also the best carrier in the game for a critical somebody else guaranteed: a Scoundrel's Identify Weakness on a shot that cannot miss, at +50% critical damage, is the squad's largest single hit. The squad consequence is the catch. The Sharpshooter is a pure Advantage sink, so pairing it with a generator is a requirement rather than a preference.

  • Zero In

    Confirmed

    Cast on the Sharpshooter itself, granting 3 stacks of Lethal. Each stack is worth +5% chance to hit and +3% critical chance, so the opening rank gives +15% and +9%. Ranks raise it to 8 stacks, for +40% chance to hit and +24% critical chance. All stacks are lost if the Operator moves or is knocked out of place.

    Build value: It buffs the Operator rather than the weapon, so a dual-specialized Sharpshooter can pour +40% chance to hit into a Gunslinger's Quick Draw chain — a chain that otherwise carries its own hit penalty. That is the strongest argument for dual specialization in the game. The cost is positional: Zero In makes standing still a build decision with a number attached, and it makes enemy displacement a hard counter that strips the buff without dealing damage.

  • Pick Them Off

    Confirmed

    Increases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2. Its Focus Tree ranks raise the figures; only the first is published.

    Build value: The passive that gives a Sharpshooter something to do with a spare Action Point, which matters because this game has no hunker-down action. A Longarm costs 2 AP of a 3 AP turn, so the third point is either a short move or an Overwatch — and this makes the second choice worth taking rather than a consolation. It is also the only published reason to prefer a Sharpshooter over any other class in a defensive fight where the enemy is coming to you.

  • Sharpshooter Training

    Confirmed

    This Operator has a +10% Chance-To-Hit bonus on all Blaster Attacks. Its Focus Tree ranks raise the figure; only the first is published.

    Build value: Unconditional accuracy, which is worth more to this class than to any other because of what a Sharpshooter’s shots cost. A missed Longarm shot is two of three Action Points gone, where a missed Pistol shot is one of three; the more expensive the attack, the more a hit chance is worth. It applies to Blaster Attacks, so Precision Shot — which always hits — gains nothing from it, and the ordinary shooting a Sharpshooter does between Ultimates gains everything.

Squad partners

Who to pair the class with

Each pairing states whether the interaction is officially confirmed or our reading of confirmed mechanics.

  • Scoundrel

    Identify Weakness guarantees the next attack crits, and Precision Shot's max rank adds +50% critical damage. A guaranteed crit on a shot that cannot miss is the squad's largest single hit.

  • Scout

    Spotted deletes the range penalties this class suffers most, and the Scout is the only Specialization that fills the pool Precision Shot drains.

  • Gunslinger

    Zero In's accuracy is wasted on one shot a turn and transformative on ten. The strongest argument for dual specialization in either direction.

  • Assault

    The Assault pushes enemies out of cover and Disorients groups, keeping the Sharpshooter's sightlines worth standing still for.

Talents

Talents that suit the Sharpshooter

A Talent is chosen separately from a Specialization, so these are combinations you assemble yourself. The Squad Builder models the class half only.

  • Zero In's Lethal stacks are lost if the Sharpshooter is knocked out of place. An attack that automatically misses cannot displace it.

  • Precision Shot reaches +50% critical damage at max rank, so an automatic critical on a shot that cannot miss is the largest guaranteed hit available without a second Operator.

  • Precision Shot cannot miss and reaches +50% critical damage, so a flat +6 lands on the largest hit the squad has.

  • Zero In costs a full Action Point before any shooting happens; a donated point pays for the set-up so the turn still contains a shot.

  • His default class, and the one that suffers range penalties worst. Sharpened Senses, Sharpshooter Training and Zero In all solve the same problem from different directions.

  • Scattering a group out of cover on landing gives a long-range attacker several exposed targets at once.

  • Punching an enemy out of cover removes the penalty that was protecting it from the squad's longest-range attacker.

Strengths

  • Sharpshooter Training gives a flat +10% chance to hit on blaster attacks, so the class simply lands more shots than anything else in the roster before any investment at all.
  • Zero In stacks Lethal on the Sharpshooter itself: 3 stacks at first rank, each worth +5% chance to hit and +3% crit chance, rising to 8 stacks for +40% hit and +24% crit.
  • Precision Shot never misses. Each rank raises its base and critical damage, up to +50% critical damage at max — which makes it the best possible carrier for a critical somebody else guaranteed.
  • Pick Them Off raises Overwatch chance and damage from +5% and +2 to +25% and +6, making an invested Sharpshooter far better at Overwatch than any other Specialization.
  • Its consistency is the point. Where other classes convert Advantage into more actions, this one converts it into certainty about a single one.
  • Zero In buffs the Operator rather than a weapon, so a dual-specialized Sharpshooter can pour +40% hit chance into a Gunslinger's Quick Draw chain — a chain that otherwise carries a hit penalty.

Weaknesses

  • Lethal is lost the moment the Sharpshooter moves or is knocked out of place, so Zero In demands a stationary turn and enemy displacement counters it without doing any damage.
  • Zero In costs an Action Point before any shooting happens, so the accuracy is paid for out of the same turn's damage.
  • Precision Shot is once per turn and spends Advantage, and the pool starts every fight empty.
  • It is a pure Advantage sink. It drains a pool it does almost nothing to fill, so it needs a generator alongside it rather than merely benefiting from one.
  • Developers state that line of sight and mission structure limit pure sniper strategies — four long-range Operators is explicitly a bad squad.
  • The class does one thing. Shoot straight, Overwatch when it cannot shoot, and little else — no control, no sustain, no area damage.
  • Long-range positioning conflicts with timed objectives that require advancing.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • The name and values of the stationary damage-and-accuracy ability a previewer used. Damage and accuracy rise while the Sharpshooter stays in one place; nobody names it, so it is not in the abilities database.
  • Precision Shot's Advantage cost.
  • Zero In's Action Point cost.
  • Whether an ally's push — a Bull Rush, for instance — also strips Lethal.
  • Whether Precision Shot's guaranteed hit bypasses cover or only the hit-chance roll.
  • Exact range bands and accuracy falloff.
  • Focus Point costs for each rank.

Questions

Common questions

The way these come up in search, answered directly.

Is there a sniper rifle in Zero Company?
The long-range weapon type is called the Longarm. Nothing in the game is named "sniper".
Who is Luco Bronc?
An Umbaran sniper who fought against the Republic in the defence of Umbara.

Every question, answered with its sources

Other Specializations

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

  • 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

  • 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