Skip to content
Zero Company Builds

Squad building

Is there a sniper rifle in Zero Company?

The long-range weapon type is called the Longarm. Nothing in the game is named "sniper".

Confirmed
Confidence
Confirmed
Verified
27 August 2026
Version
Pre-release evidence, plus retail launch-build observations (August 2026)

The short answer

The long-range weapon type is called the Longarm. Nothing in the game is named "sniper".

In full

What that means when you are planning

Sharpshooter is the Specialization that suits it, and the two are separate choices — the class does not come with the weapon, and the weapon does not require the class. Any Specialization can carry a Longarm.

The Longarm pairs with high ground, which improves hit chance, and with priority-target elimination. That is why it and the Sharpshooter are usually discussed together, but it is a build recommendation rather than a rule.

It costs 2 Action Points a shot, always, and has the longest range in the game. Out of a standard three-point turn that leaves one point over — enough to reposition, never enough for a second shot. This site had spent two weeks flagging the opposite possibility as an open question, on the reasoning that a long-range attack was the likeliest candidate for an attack that consumes a whole turn. It is not.

It deals 12 damage with a critical bonus of another 12 — the highest of both on any weapon, and the only type whose critical doubles its base outright rather than adding a fraction. That makes it the best carrier in the game for a critical somebody else guaranteed, which is exactly what a Scoundrel's Identify Weakness supplies. Per Action Point it is the worst rate of the four at 6 a point; you carry one for the size of a single hit, never for the rate.

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 Longarm's accuracy, and what its range band means in distance. 'Longest' is a comparison; no figure is published.

Next

Related questions

How many weapon types does Zero Company have?
Four: Longarm, Repeater, Rifle and Pistol. There is no fifth.
Is there a shotgun in Zero Company?
No close-range burst weapon type has been named. Only four types exist, and none of them is described as a shotgun.
Does high ground improve your hit chance?
Yes. Taking high ground improves hit chance.

Where this is covered properly

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

  • PC Review — 'Star Wars Zero Company'

    WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26

  • Star Wars Zero Company — najlepsza klasa broni: blaster, karabin i pistolet

    PPE.pl · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapon class table, columns "Klasa broni | Koszt PA | Obrażenia broni | Obrażenia krytyczne | Zasięg | Typ broni", repeated in the per-weapon descriptions below it. Blaster długodystansowy (Longarm) — "Obrażenia: 12 | Krytyczne: +12 | Zasięg: Długi", "Wymaga 2 PA do wykonania strzału (wolna broń)". Karabin blasterowy (Rifle) — "Obrażenia: 10 | Krytyczne: +6 | Zasięg: Średni", "Pierwszy strzał w turze kosztuje tylko 1 PA (jako broń szybka), a każdy kolejny w tej samej turze wymaga 2 PA". Blaster powtarzalny (Repeater) — "Obrażenia: 8 | Krytyczne: +4 | Zasięg: Średni", "Ciężka broń automatyczna. Ma niskie obrażenia bazowe, ale zyskuje znaczne premie przy strzałach za 2 PA lub 3 PA. Oddanie strzału zawsze zużywa wszystkie pozostałe PA w danej turze" — no figures given for that bonus. Pistolet blasterowy (Pistol) — "Obrażenia: 6 | Krytyczne: +4 | Zasięg: Krótki", "każdy strzał kosztuje zaledwie 1 PA". The guide's own verdict names the Rifle the best general-purpose weapon, for economical AP use and balanced damage. No accuracy figure and no Modification Slot count anywhere on the page. Bylined Mateusz Wróbel, published 2026-08-26