Reasoned from confirmed mechanics
Bulwark gathers, Rocket Strike punishes
Manufacturing the clustered group that an area attack is normally waiting for.
- Confidence
- Theorycraft
- Verified
- 23 August 2026
What it needs
- In the squad
- Heavy — Bulwark · Soldier — Rocket Strike
- The builder checks
- A Heavy and a Soldier in the same squad.
Mechanism
Why it works
Bulwark taunts every enemy in a large area into attacking the Heavy, which pulls a scattered group toward one place.
Rocket Strike damages everything in its blast, and at maximum rank leaves the survivors Vulnerable.
Concentrating enemies is normally a mistake the enemy has to make. This pair manufactures it — but the step from 'they all attack the Heavy' to 'they are all standing close enough for one blast' is ours, not a stated interaction.
Cost
What it gives up
Both halves spend Advantage from the same pool of ten, and the Heavy is standing in the middle of the group the rocket is aimed at.
In practice
Squads built on this
Curated builds whose four Operators trigger this finding in the Squad Builder. Derived from the same engine, so the two lists cannot disagree.
- Scoundrel + Sharpshooter CriticalConfirmedFlag a target with Identify Weakness, then remove it with the squad's single biggest shot.
- Hawks Pico-5 SupportTheorycraftBuild the mandatory Operator into an action-economy engine that hands an extra Action Point to whoever needs it most — and banks Bond progress every time it fires.
- Anti-Droid Ion SquadTheorycraftDevelopers specifically recommend Ion weapons against Separatist droids — build the squad around that counter.
- Beskar Mode squadTheorycraftA squad for the ironman setting, where you cannot reload past a bad battle — built to lose slowly rather than to win fast.
- Full Clone Trooper SquadTheorycraftA themed all-clone company, confirmed as possible once clone recruitment unlocks — with one story-mission caveat.
- Taunt and Absorb WallTheorycraftCompel the enemy to shoot the one Operator who cannot be hurt, then kill freely on your turn.
- Astromech SupportTheorycraftOne droid, three fighters. The astromech carries no weapon and spends every turn handing its Action Points to the Operator that converts them into the most damage.
- Dual Specialization squadTheorycraftFour authored Operators paired with the second Specialization that compounds their fixed Talent rather than repeating it — the arrangement a launch-week creator arrived at, argued here against the mechanics.
- The published-loadout squadCommunityThree Operators as a launch-week guide actually played them, mods and Utilities included — the first build here to carry a loadout, because it is the first whose loadout somebody observed rather than reasoned.
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.
- Whether a taunted enemy moves toward the Heavy or merely targets it from where it stands — which is the whole load-bearing assumption.
- Whether Rocket Strike damages your own Operators in its blast.
- Both Advantage costs. Neither is published, so the pair may be unaffordable in one turn.
Read next
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
- Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive
ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction