Build
Best Starting Squad in Zero Company
A pre-launch hypothesis for a first squad, built only from confirmed mechanics — to be replaced with a tested guide after release.
- Confidence
- Theorycraft
- Verified
- 4 August 2026
- Version
- pre-release (no retail build)
Build summary
New players choosing a first squad and wanting to avoid early mistakes.
- Campaign phase
- early
- Difficulty
- Standard, permadeath enabled
- Game version
- pre-release (no retail build)
- Strong against
- mixed
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 2
Custom Operator
Gunslingerpistol
The confirmed Combat Stim target, and the squad's source of Advantage generation through frequent attacks.
Bay 3
Custom Operator
Heavyrepeater
Absorbs attacks in the open so the squad's fragile Operators accrue fewer Injuries.
Bay 4
Custom Operator
Sharpshooterlongarm
One long-range option — but only one. Developers state that four long-range Operators is a mistake.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- It covers close, medium and long range, avoiding the sightline problems that come with an all-long-range squad.
- It contains the one confirmed damage synergy available at launch: Combat Stim on a Gunslinger.
- It has sustain and Injury prevention, which directly addresses permadeath being enabled by default.
- It has exactly one Advantage spender besides Hawks, so the shared pool is not overcommitted.
- It uses only base Specializations and no authored Operators beyond the mandatory one, so it is available from the first mission.
Execution
Example opening turn
An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.
- Step 1
Turn 1 — Heavy: advance and take the exposed position.
- Step 2
Turn 1 — Sharpshooter: take elevation if the map offers it.
- Step 3
Turn 1 — Medic: apply Combat Stim to the Gunslinger.
- Step 4
Turn 1 — Gunslinger: attack repeatedly to convert the buff into damage and build Advantage.
Strengths
- No unlocks, no authored Operators beyond Hawks, no campaign-phase requirements.
- Balanced across every evaluation dimension rather than optimised for one.
- Avoids the two failure modes developers have explicitly warned about: four long-range Operators, and overcommitting the Advantage pool.
- Every choice traces back to a confirmed mechanic.
Weaknesses
- This is a hypothesis. Nothing here has been played.
- Balanced squads are rarely optimal for any specific mission.
- Whether Hawks can actually take the Medic Specialization is unconfirmed.
- No displacement, so entrenched enemies are a genuine weakness.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- Replace the Sharpshooter with a second frontline Operator if early missions turn out to be close-quarters.
- More aggressive
- Replace the Heavy with a Scoundrel to add the critical-hit setup, accepting more Injury risk in exchange for faster fights.
- If displacement is available
- Once Tel-Rea Vokoss or Kabb Uppercut joins, replacing the Heavy with either adds an anti-cover answer this squad lacks.
How this will be verified
Replace this page entirely after 27 August 2026. Play the opening missions on standard difficulty with permadeath enabled, compare at least three squad compositions, and publish the tested result — not an edit of this hypothesis.
Mechanics this build depends on
Other builds
Sources
- Interview with Bit Reactor on tactics, classes, Bonds and synergies
Xbox Wire · Tier 2 — Developer interview · accessed 4 August 2026
Supports: Specialization roles, Combat Stim, Identify Weakness, Advantage, Hawks AP support
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 4 August 2026
Supports: Campaign loop, the Den, Galaxy Map, progression systems
- Answering the Internet's Biggest Questions about Star Wars Zero Company
Electronic Arts · Tier 1 — Official · accessed 4 August 2026
Supports: Custom Operators, species list, clone and astromech squads, permadeath