Build
Full Astromech Squad Build
An all-droid company, officially confirmed as possible — with the same story-mission caveat and one open question about Ion.
- 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.
Bay 1
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.
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 Costs are unpublished, so the order matters more than the exact budget.
- 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"