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Zero Company Builds

Build

Astromech Support Build

One 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.

Theorycraft
Confidence
Strongly supported
Verified
19 August 2026
Version
pre-release (no retail build)

Build summary

Players who want the astromech's action economy without committing to an all-droid squad, and who have an Operator whose damage scales with the Action Points spent on it.

Campaign phase
mid
Difficulty
Standard, permadeath enabled
Game version
pre-release (no retail build)
Strong against
single high-health targets, Separatist droids, grouped enemies

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.

  1. Bay 1

    Astromech

    AstromechCarries no weapon

    The engine. The comm link donates an Action Point to a nearby squadmate, so the droid converts its own turn into somebody else's. It carries three Utility slots with reportedly two uses each, which is where its damage and its healing both come from — the class equips no weapon at all.

  2. Bay 2

    Trick

    Soldierrepeater

    The converter, and the reason this squad exists. Fire Repeating Blaster is a Final Action that consumes every remaining Action Point and scales its damage with how many were spent — 22 damage for three. An Operator whose output is a function of Action Points is the correct recipient of an Operator that manufactures them.

  3. Bay 3

    Hawks

    Scoutrifle

    The second Action Point source and the funding. Hawks grants an ally an Action Point for 3 Advantage, and a Scout's Tactical Timing pays Advantage per kill — so the same Operator both earns the currency and spends it on the same recipient the droid is feeding.

  4. Bay 4

    Custom Operator

    Heavyrepeater

    The cover. Two of these four Operators spend their turns making somebody else's turn bigger, which means the squad's actual defence is one taunt. Intimidating Posture provides it without spending an action to do so.

Reasoning

Why it works

Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.

  • Trick's Final Action turns Action Points into damage at a published rate. Everything else in the squad exists to raise the number of Action Points he has when he uses it.
  • The astromech's comm link is a straight transfer: the droid gives up its turn and Trick gets a point. Because the droid has no weapon, that turn was worth very little to it and a great deal to him.
  • Hawks adds a second point for 3 Advantage, and pays for it himself as a Scout by generating Advantage on kills. The AP grant is widely reported as once per turn, so it is a reliable addition rather than a scaling one.
  • A previewer also reports an astromech ability that grants every squad member an extra Action Point. If that holds, this build's ceiling is considerably higher than the arithmetic above — but it is a single passing mention, so nothing here depends on it.
  • The Heavy is the honest cost of the design. A squad with two support Operators has almost no defensive depth, and a taunt that arrives on an ordinary attack is the cheapest way to buy some.

Interactions

Synergies in this squad

Found by running these four Operators through the same engine the Squad Builder uses, so this page cannot claim a pairing the builder would not report.

Execution

Example opening turn

An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.

  1. Step 1

    The Heavy attacks the nearest threat, taunting on the hit and pulling attention away from the droid and from Trick.

  2. Step 2

    The astromech moves adjacent to Trick and spends the comm link. Any remaining Action Points go into a Utility.

  3. Step 3

    Hawks attacks. On a kill, the Advantage arrives; when the pool reaches 3, he grants Trick the second Action Point.

  4. Step 4

    Trick moves only if he must, then fires the Final Action with everything he has left — the more points reached him, the larger it is.

  5. Step 5

    On turns when the payoff is not available, the droid scans instead. Raising the squad's hit chance is the better use of a turn nobody is converting.

Strengths

  • It is the clearest action-economy engine the confirmed data supports: one Operator's damage is a published function of a resource two other Operators manufacture.
  • Both Action Point sources are separate mechanics, so losing one halves the build rather than ending it.
  • The astromech's Utility slots carry the squad's healing and its explosives, which frees the fourth slot for defence instead of a Medic.
  • It is a way to field the droid class without the all-astromech squad's core problem — this squad still has three weapons in it.

Weaknesses

  • Two of four Operators contribute almost no damage of their own. If Trick is lost, the squad's output is one Heavy and one Scout.
  • The comm link's range is unknown, and the whole build assumes the droid can reliably stand next to Trick. If the range is short, the droid spends its turns walking rather than donating.
  • Whether Trick's Final Action accepts donated Action Points at all is untested. It is the single assumption the build cannot survive being wrong about.
  • Whether astromechs suffer Injuries the way organic Operators do is unpublished, and this build puts the droid within reach of the enemy every turn.
  • Ion damage is confirmed as the counter to droids. Whether it works on your own astromech is an open question with a serious answer either way.

Alternatives

Safer and more aggressive versions

Including what to do when an authored Operator in this squad is permanently lost.

Safer
Swap the Heavy for a Medic and accept a squishier front. Injury prevention matters more than a taunt if the campaign has already cost you an Operator.
More aggressive
Run a second astromech in place of the Heavy for two donations a turn. That is the Full Astromech Squad's argument applied at half strength, and it trades every defensive tool the squad has.
If donated Action Points do not scale the Final Action
Point the donations at a Gunslinger instead. Quick Draw refunds on a kill rather than scaling, so extra points still convert into extra attacks — just not into a single large one.

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 that a donated Action Point can be spent on Trick's Final Action and that it raises the damage, measure the comm link's range and cost, establish whether astromechs take Injuries, and test friendly Ion interaction.

Mechanics this build depends on

Other builds

Sources

  • Star Wars Zero Company is a very safe XCOM descendant, but its most interesting parts are found in its Midnight Suns DNA

    PC Gamer · Tier 3 — Hands-on preview · accessed 19 August 2026

    Supports: Combat section — a tank-like Operator taunting a group and activating a Retaliation ability, with four enemies in that encounter forced to target it and each of their shots drawing an immediate return shot; astromechs as support units providing extra Action Points, squad-wide buffs and self-healing; pistols being weak in raw damage but firable more often, supporting a crit-focused Gunslinger. Published 2026-08-11

  • Star Wars Zero Company: A New Hope for Turn-Based Tactics

    Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026

    Supports: Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.

  • 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark

    GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026

    Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage

  • 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