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Full Astromech Squad Build

An all-droid company, officially confirmed as possible — with the same story-mission caveat and one open question about Ion.

Theorycraft
Confidence
Strongly supported
Verified
4 August 2026

Build summary

Players who want the most distinctive squad the game allows.

Campaign phase
mid
Difficulty
Standard, permadeath enabled
Game version
Pre-release evidence — retail verification pending
Strong against
mixed

This build has not been tested

Every mechanic cited below is confirmed and all of them exist in the retail build. The combination of them is our reasoning rather than anything played: this squad has not yet been tested by Zero Company Builds. It will be re-labelled when it has.

Loadout

The four bays

Weapon choices below are role-based. Damage and Action Point costs are in the database from launch-build reporting; accuracy is not, and no squad here has been tested end to end — so treat these as reasoned starting points rather than optimised picks.

  1. Bay 1

    Astromech

    AstromechCarries no weapon

    Sustain, through Utilities rather than a Medic's kit — the Astromech class carries no weapon and gets extra Utility slots instead. Whether astromechs suffer Injuries the same way organic Operators do is unknown, which makes this slot the most interesting open question in the build.

  2. Bay 2

    Astromech

    AstromechCarries no weapon

    The second comm link. Two astromechs can hand two Action Points a turn to whoever converts them best, which is the only stacking effect this squad has.

  3. Bay 3

    Astromech

    AstromechCarries no weapon

    The scanner. Raising the squad's hit chance against revealed enemies is worth more here than anywhere, because nothing in this squad can shoot well on its own.

  4. Bay 4

    Astromech

    AstromechCarries no weapon

    The fourth slot, and the one that exposes the build's problem: four Operators carrying no weapons have to win by attrition and Utilities alone. Whether that is viable or merely possible is the whole question.

Reasoning

Why it works

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

  • EA has confirmed that Astromechs can support a full themed team once their recruitment options unlock.
  • Species and faction do not provide superior weapon proficiency, so an all-droid squad is not mechanically penalised for the theme.
  • The composition keeps the confirmed Combat Stim and Gunslinger pairing.

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

    Identical to the Combat Stim squad: buff the Gunslinger, hold with the Heavy, use the Scout for positioning.

Strengths

  • Officially confirmed as possible.
  • The most novel and shareable squad the game supports.
  • No proficiency penalty for the theme.

Weaknesses

  • Hawks is required for story missions, so this is a skirmish-only squad in its pure form.
  • Ion weapons are specifically recommended against droids — whether that applies to your own astromechs is unknown and could be a serious liability.
  • Whether astromechs can take every Specialization is unconfirmed.
  • Requires an unlock at an unpublished point in the campaign.

Alternatives

Safer and more aggressive versions

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

For story missions
Field Hawks plus three astromechs.
If astromechs are Ion-vulnerable
Avoid this squad against Separatist droid forces entirely, since Ion is the confirmed counter in that matchup.

What still needs testing

When astromech recruitment unlocks, whether astromechs take extra damage from Ion weapons, whether they suffer Injuries, and which Specializations they can take. All four are testable in the retail build and none has been checked by us yet.

Mechanics this build depends on

Other builds

Sources

  • Answering the Internet's Biggest Questions about Star Wars Zero Company

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"