Build
Cly Kullervo Unlimited Turn Squad
Two astromechs feeding Action Points to the one Operator whose signature move costs none, so her turn ends when the enemies do rather than when the points do.
- Confidence
- Theorycraft
- Verified
- 31 August 2026
- Version
- Pre-release evidence, plus retail launch-build observations (August 2026)
Build summary
Players who have recruited Cly Kullervo and at least two astromechs, and want the most extreme action-economy squad the game allows.
- Campaign phase
- mid
- Difficulty
- Any
- Game version
- Pre-release evidence, plus retail launch-build observations (August 2026)
- Strong against
- clustered, cover-heavy
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
Mandalorian Warriorpistol
No primary field: she is locked to Mandalorian Warrior. She is the receiver, and the reason the squad works at all — Combat Jump costs Advantage and no Action Point, so every point handed to her buys an attack rather than being split between moving and shooting. The Pistol is the cheapest attack in the game at 1 AP a shot, fired without limit, which is what turns a donated point into damage.
Bay 4
Scoutrifle
**This slot is ours, not the source's.** Story missions require Hawks, so a squad with three other seats spoken for has this one decided for it. Scout is chosen because Combat Jump is priced in Advantage and the astromechs generate none — without a generator the jump happens once and the squad is three droids and a Mandalorian with nothing to spend.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- The Action Point is the binding constraint in this game, not damage. An Operator has three a turn and most attacks cost one or two, so a squad's ceiling is how many useful points it can spend. This one moves points from the members who convert them worst to the member who converts them best.
- Cly is the right receiver for a specific reason. Combat Jump costs 2 Advantage and no Action Point, so unlike everyone else she does not have to spend a point repositioning before she can attack — a donated point is an attack, not a move.
- The Blaster Pistol is the multiplier. At 1 AP a shot fired without limit it is the only weapon where a fourth or fifth Action Point in one turn is still worth exactly as much as the first.
- Astromechs carry no weapon and get extra Utility slots instead, so they lose nothing by spending their turn on somebody else. A comm link on an Operator who could otherwise be shooting would be a trade; here it is not.
- The squad's own weakness is what the fourth slot answers. Two droids generate no Advantage, and Combat Jump is priced in it.
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
Turn 1 — Hawks: attack, to put the first Advantage in the pool.
- Step 2
Turn 1 — Astromechs: hand their Action Points to Cly rather than acting.
- Step 3
Turn 1 — Cly: Combat Jump into the tightest group, which costs Advantage and no Action Point, then spend the whole donated pool on Pistol shots at 1 AP each.
- Step 4
Turn 2 onward — the same shape. The limit on the turn is how many points the droids can give and how much Advantage the jump has, not Cly's own three.
Strengths
- The highest number of attacks one Operator can make in a single turn that this database can construct.
- A repositioning tool that costs no Action Point and triggers neither Overwatch nor Retaliation, so the opening move is free and unpunishable.
- Cly's +3 base Defense from Mandalorian armour is on the Operator who is deliberately standing in the middle of everything.
- Astromechs give up nothing to do it. They carry no weapon and lose no damage by spending their turn on somebody else.
Weaknesses
- Three of four slots are recruits. Until you have Cly and two astromechs this is not a squad you can field.
- It concentrates the entire squad's output in one Operator, so a bad turn for Cly is a bad turn for everybody.
- Only one slot generates Advantage, and the jump that starts every turn is priced in it.
- Whether astromechs take Injuries the way organic Operators do is unknown, which matters on permadeath for a squad that is half droid.
- The word “unlimited” is earned only at the Talent’s third rank, and no Focus Point cost has been published for any rank of anything. So the ceiling is real and how far into a campaign it sits is not — at rank I a comm link moves one point a turn, which is a good squad rather than an unlimited one.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- One astromech instead of two, with a Medic in the fourth seat. Half the donated points, and a squad that survives a fight going wrong.
- More aggressive
- Give Cly a Gunslinger secondary once dual Specializations unlock, so the donated points buy Quick Draws that refund themselves on a kill as well as Pistol shots.
What still needs testing
Play this squad in the retail build, recording version, platform and difficulty, then update the status label from theorycraft to tested.
Mechanics this build depends on
Other builds
Sources
- The Mandalorian Build That Makes You UNSTOPPABLE - Zero Company
Dantics · Tier 3 — Retail review · accessed 31 August 2026
Supports: Published 2026-08-30. The description states the squad's thesis and three of its members: a build "designed get an unlimited turn - that is until you kill everything - you do this with two Astromechs and Cly the Mandalorian warrior." Chapters: Team Overview 1:11, Specializations 3:30, Loadout 8:50, How to Pilot 11:24. The Specializations, the loadout and the fourth squad member are shown in the video and are NOT in the description; nothing has been taken from this source about any of them.
- STAR WARS Zero Company™ Specializations and Weapon Classes
EA Help · Tier 1 — Official · accessed 30 August 2026
Supports: "Every Specialization includes a unique set of abilities" and "Each Specialization includes three types of abilities" — Ultimate ("a Specialization's most powerful ability"), Standard ("an active ability you can use during combat") and Passive ("always-active abilities... without needing to be activated"). Note that this is three *types*, not three abilities: nothing on the page says how many Passives a Specialization has, and the per-Specialization ability lists sit behind collapsed accordions that are not in the retrieved text. "Most abilities cost Action Points (AP) to use... These special abilities cost Advantage instead of AP. Advantage is a shared resource that your squad can earn as a battle progresses." On authored characters: "Authored Operators have assigned Talents that you can't change, and some Authored Operators have Specializations that you can't change." On dual specialization: "Later in the game, you'll be able to choose an additional specialization for your Operators." Combat stat definitions — Weapon Damage "The amount of damage dealt by the weapon when attacking"; Critical Hit Damage "The additional damage applied when an attack Critically Strikes"; Critical Chance "The chance the weapon has of critically striking a target for extra damage"; Range "The optimal weapon range for combat. Attacking outside of this range incurs a Strike Penalty." All four Weapon Class panels, read on 2026-08-30 by expanding the page's accordions in a browser — combat stats as printed: Blaster Rifle "Weapon Damage 10, Critical Hit Damage +6, Critical Chance 5%, Range Medium"; Repeater "8, +4, 5%, Medium"; Blaster Pistol "6, +4, 5%, Short"; Longarm Blaster "12, +12, 5%, Long". **All four are 5%.** Action types and costs, verbatim: the Blaster Rifle is fired "once per turn as a Fast Weapon using 1 x AP" with "additional shots in the same turn cost 2 x AP"; the Blaster Pistol "is a Fast Action weapon, which means each shot costs 1 x AP"; the Longarm Blaster "is a Slow Action weapon, which means each shot costs 2 x AP"; and the Repeater "deals significantly more damage if you invest additional AP while firing it. The more AP you spend, the more Rapid Fire Damage it deals", with no fixed figure given. The eight per-Specialization panels expand too, but their ability lists are **inside screenshots** rather than in text — the Assault panel's image reads "SWEEPING SALVO / ULTIMATE / Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone", "BULL RUSH / STANDARD / Charge into an enemy, dealing Melee Damage and Pushing it backwards", "FLEET OF FOOT / PASSIVE / Increases this Operator's First Movement by 1.0m", "STRIKE THE FLANKS / PASSIVE / This Operator gains a +20% Critical Chance bonus against Exposed enemies". An image caption on the same page names a "Final Action attack". Page header "Updated 2 days ago", retrieved 2026-08-30.
- 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

