Exotic class
Zero Company Astromech class guide
The droid class: no weapons at all, extra Utility slots, and abilities that move Action Points around the squad.
- Confidence
- Confirmed
- Verified
- 20 August 2026
- Version
- pre-release (no retail build)
Quick answer
Non-combatant force multiplier that carries more equipment and hands Action Points to the Operators that spend them best.
- Available to
- Any astromech
- Range
- None — equips no weapon
- Tags
- ap-support, information, advantage-generator
The lock
Why this is not a class you pick
Every other class on this site is a choice. This one is not, and that changes how a squad is planned around it.
Astromechs use this class and cannot take a standard Specialization, as a primary or a secondary. Unlike the other two it is not tied to one named character — any astromech has it.
The practical consequence is that this class and its Operator are a single decision. Taking an astromech into a squad spends the slot on this kit, and no amount of re-specialising will turn it into one of the eight. The Squad Builder locks the class picker for that reason rather than offering Specializations that cannot be taken.
Abilities
What the class brings
Only abilities named by a source appear here. No exotic class has a fully published kit.
Astromech comm link
Preview-reportedTransfers an Action Point to another Operator. Requires proximity — a previewer checks whether he is close enough before using it.
Build value: The second confirmed route for moving AP around a squad, and unlike Hawks' version it costs no Advantage. The proximity requirement is what turns an abstract support droid into a positioning problem: the donor has to travel with the receiver, which pulls the astromech forward into a fight it is not built to survive.
Astromech enhanced scanner
Preview-reportedScans the battlefield, raising the squad's hit chance against the enemies it reveals.
Build value: A squad-wide accuracy buff compounds with everything: more landed attacks means more damage and more Advantage, since the squad gains one every time an Operator damages an enemy. It is the clearest illustration of why astromechs are force multipliers rather than damage dealers — the droid contributes nothing to the kill count and improves every other Operator's.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- What the extra passive, ability and Ultimate unlocked at dual Specialization are. None of the three is named.
- Whether three Utility slots is the class's capacity or one build's loadout. One previewer observed three; nothing states the maximum.
- Whether two uses per Utility is a property of the astromech, of those particular Utilities, or of that difficulty.
- The proximity range on the comm link's Action Point transfer.
- Whether the enhanced scanner is the same system as the Scout's Spotted or a separate effect that does a similar job.
- Whether a four-astromech squad is *good*. It is confirmed legal, which is a different claim, and no source describes clearing a mission's damage requirements without a weapon in the squad.
The eight standard Specializations
Other exotic classes
Sources
- 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
- Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive
ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only
- 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.
- 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
- Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies
Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17
- Star Wars Zero Company Xbox achievements
TrueAchievements · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Achievement list — independent corroboration of the same requirements, including the four-Weapon-Mod achievement and the difficulty tiers.
- All Companion Abilities & Skills | Star Wars Zero Company
Dantics · Tier 3 — Hands-on preview · accessed 20 August 2026
Supports: 1:05–3:40 Kabb — starts Scoundrel; Uppercut costs 1 AP plus travel, once per turn, and refunds every point spent on a kill. 5:05–7:00 Trick — starts Soldier; For My Brothers rank by rank: half health, full health, no Injury, then an immediate stand-up refunding 1 AP. 7:02–8:34 Jae — starts Assault, changeable; Final Shot fires once per turn at 4 health or less, rising to 10, cannot miss, and is inactive while she is dead. 8:34–13:50 Tel-Rea — Specialization cannot be changed; Padawan Training's 30% base deflection; Harmony at 4% per stack to six; Noble Stance at +10% per AP; Lightsaber Strike at +4 damage per stack, consuming three; Shockwave at 6 Advantage; Force Meditations in place of Utilities, one slot rising to three; Force Pull, Lightsaber Throw and Elegant Weapon in place of a second Specialization. 13:50–17:55 Cly — Specialization cannot be changed, but dual Specialization adds any of the eight; +3 base Defense from Mandalorian armour; Combat Jump at 2 Advantage and no AP, triggering neither Overwatch nor retaliation; Ruthless at +2 critical damage rising to +6; Electro Web Dart at 2 Advantage; Electro Web Surge detonating on every darted target and ignoring Defense. 17:55–20:05 Luco — starts Sharpshooter; Combat Gas at 2 Advantage, no AP, once per battle, granting Sharpened Senses stacks worth +5% hit and +1 ranged damage each, two rising to six, one consumed per ranged attack. 20:05–21:15 Astromechs — three Utility slots, no blaster, an Action Point handed to another Operator, and an extra passive, ability and Ultimate at dual Specialization