star wars zero company gunslinger specialization guide
Learn the star wars zero company gunslinger specialization role, Quick Draw, Onslaught, Open Fire, pistol attacks, and kill chain build choices.
What is the Gunslinger specialization
Gunslinger is a ranged damage Specialization built around pistol attacks and a kill-driven Action Point loop. It rewards an Operator who can finish a weak enemy, keep attacking, and turn the extra action into more pressure. Choose it when the squad has targets that can be reduced in sequence and the player wants a fast, active turn.
Gunslinger is one of eight standard Specializations. Its kit follows the standard class structure of an Ultimate, a Standard ability, and two Passives. Its named actions define the role, while exact damage values, hit modifiers, and rank upgrades remain To be confirmed.
Gunslinger ability kit
Onslaught is a Passive tied to repeated primary-weapon fire in one turn. The ability description says the attacks build a damage increase as the sequence continues. Quick Draw is treated as a separate sidearm action in the game, so its shot does not automatically follow the same Onslaught wording.
Quick Draw is a fast sidearm shot. Quick Draw has a hit penalty, and a kill can restore the Action Point spent on the action. The penalty, refund behavior at every rank, and upgrade values should remain To be confirmed until the current ability card confirms them.
Open Fire is the Gunslinger Ultimate. It can fire multiple times at one target or split the attacks across targets, creating a payoff for an earlier kill chain. The Ultimate spends shared Advantage rather than Action Points. A rank I listing shows 9 Advantage and a rank II listing shows 7, but those exact values are To be confirmed.
How to play Gunslinger
Start by reading the health of the targets. Gunslinger gains the most when one shot creates a kill and the refunded Action Point opens another attack, so a low health enemy can be more valuable than a fresh target with a stronger defensive position. The right sequence depends on hit chance, cover, line of sight, and whether the next target is reachable without wasting the turn.
Pistols support close and medium range play more comfortably than a long range setup. Move only when the new angle creates a real shot or prevents a retaliation problem, because movement competes with the attacks that drive the class. When a target is too far away, let Scout or another Operator create a better opening instead of forcing Quick Draw through a poor hit chance.
Open Fire is useful when the squad has several targets that can be finished or one priority target that needs repeated pressure. Splitting the attacks spreads damage, while concentrating them can secure a dangerous enemy. The final cost and rank rules are To be confirmed, so save enough Advantage for the turn rather than assuming the listed price will remain fixed.
Operators and synergies
Jae Mordant has a authored build using Scout as the Primary Specialization and Gunslinger as the Secondary Specialization with a Blaster Pistol. Combat Recon can reveal an area and generate Advantage, while Spotter helps with some range and smoke penalties. That setup gives Jae information and a way to turn pistol shots into a larger turn.
Cly Kullervo is also paired with Gunslinger in the recommendation. Her Combat Jump provides mobility and disruption, while a pistol gives the repeated low Action Point attack pattern that Gunslinger wants. Cly’s exact exotic class rules and Talent details are covered separately, and the final interaction between every rank and weapon is To be confirmed.
Medic creates a direct support connection. Combat Stim can increase an ally’s survivability and damage for a limited duration, and the class overview specifically identifies a Medic plus Gunslinger interaction that improves ranged damage across the Gunslinger’s shot output. Exact duration and final bonus values remain To be confirmed.
Weapon, Talent, and Specialization layers
Weapon Class and Specialization are separate choices. Longarm, Repeater, Rifle, and Pistol are separate weapon types, and weapon choice is not a one-to-one class lock. Gunslinger has a clear pistol identity, yet the complete weapon matrix should be checked against confirmed launch data.
Talents add another independent layer. Authored Operators keep their fixed identity Talent when they change standard Specializations, while custom Operators can select from Universal Talents. An economic custom Talent can trade combat power for extra campaign resources, although Espionage and Thievery do not stack and are limited to custom Operators.
A second Specialization unlocks later in the campaign and comes from the Focus Tree. The exact unlock point is To be confirmed, but the rules describe a two-class ability ring with one class in each slot and no duplicate Specialization in both slots. Gunslinger can therefore support a primary damage role or become a secondary package for a mobile or precision Operator.
Gunslinger compared with other damage roles
Sharpshooter prefers stable long range damage, accuracy, Overwatch, and a firing position that can be protected. Gunslinger prefers several fast attacks and targets that can be finished during the same turn. Soldier is more flexible across blasters, grenades, melee, and rockets, so it gives up some of the pistol chain identity for a wider set of direct tools.
The distinction matters when building a squad. A Gunslinger needs a reliable target sequence and enough cover to stay alive after moving into range. Scout can improve information and Advantage, Medic can provide a damage buffer, and Scoundrel can prepare a Vulnerable target for a high value follow-up.
What remains To be confirmed
Final Onslaught growth, Quick Draw’s permanent hit penalty, and the complete Open Fire rank table are To be confirmed. It also does not provide a final list of weapon modifiers for every pistol. Treat unconfirmed percentages and damage values as To be confirmed.
Gunslinger is already clear as a fast pistol and kill-chain role. Build the turn around a reachable weak target, protect the follow-up position, and keep Advantage for the moment when Open Fire can change the exchange. Exact costs, rank ceilings, and endgame comparisons remain To be confirmed.
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