Ability
Zero Company Zero In
The Sharpshooter's self-buff: stacks of Lethal that raise hit and critical chance, lost on any movement.
- Confidence
- Confirmed
- Verified
- 14 August 2026
- Version
- pre-release (no retail build)
What it does
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.
- Belongs to
- Sharpshooter
- Cost
- Action Points
- Ultimate
- No
- Tags
- single-target, critical-setup, high-ground
Build value
Why it matters when you are planning a squad
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.
Other Sharpshooter abilities
Sources
- 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