Build
Assault + Sharpshooter Control Build
Use close-range pressure to force enemies out of cover, then remove them at range.
- Confidence
- Theorycraft
- Verified
- 4 August 2026
- Version
- pre-release (no retail build)
Build summary
Players who want a squad that dictates where the fight happens.
- Campaign phase
- early
- Difficulty
- Standard, permadeath enabled
- Game version
- pre-release (no retail build)
- Strong against
- entrenched enemies, high-value targets
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 1
Assaultpistol
The pressure piece. The Assault's role explicitly includes attacking enemies in cover, and Force Push removes them from it outright.
Bay 2
Sharpshooterlongarm
The finisher. Exposed priority targets are exactly what a long-range precision specialist is for.
Bay 4
Custom Operator
Scoundrelrifle
Identify Weakness adds a confirmed multiplier to the Sharpshooter's finishing shot.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- The Assault is officially a mobile frontline fighter that attacks enemies in cover.
- The Sharpshooter is officially a long-range precision specialist that singles out chosen targets.
- Cover reduces hit chance; flanking and high ground raise it. An Assault applying pressure forces enemies to reposition, and repositioning enemies are enemies not in cover.
- Force Push makes the exposure deliberate rather than incidental.
- Identify Weakness turns the resulting shot into a critical.
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 Costs are unpublished, so the order matters more than the exact budget.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 — Sharpshooter: take high ground and establish sightlines before the fight starts moving.
- Step 2
Turn 1 — Assault: advance on the enemy's covered position and use Force Push to remove the priority target from cover.
- Step 3
Turn 1 — Scoundrel: flag the exposed target with Identify Weakness.
- Step 4
Turn 1 — Sharpshooter: fire on the exposed, flagged target.
- Step 5
Turn 1 — Medic: reposition to stay in range of the Assault, who will take the return fire.
Strengths
- Both roles are officially described, and the cover mechanics connecting them are confirmed.
- Answers entrenched enemies, which is the hardest problem for a purely ranged squad.
- Covers close and long range with a genuine plan connecting them.
- The Assault's mobility helps on timed objectives, unlike a static Overwatch squad.
Weaknesses
- The Assault advancing into the open gives up cover bonuses and accrues Injuries fastest.
- Depends on two authored Operators, both losable to permadeath.
- A three-step turn — expose, flag, fire — that falls apart if any step is out of range.
- Nothing in the squad answers enemy groups; it is built for priority targets.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- Swap the Scoundrel for a Heavy. You lose the critical multiplier but gain a damage sink that lets the Assault push with less risk.
- More aggressive
- Swap the Medic for a Soldier and use explosives to destroy cover rather than pushing enemies out of it — faster, but with no Injury prevention under permadeath.
- If Tel-Rea Vokoss is lost
- Kabb Uppercut's Uppercut is the only other confirmed displacement tool. Any Custom Operator can take the Assault Specialization, but the push does not come with it.
How this will be verified
Re-test in the retail build, recording version, platform and difficulty, then update the status label from theorycraft to tested. Specifically: confirm how much hit chance cover actually removes, since the value of exposing a target is exactly that difference.
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