Skip to content
Zero Company Builds

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.

Confirmed
Confidence
Confirmed
Verified
20 August 2026
Version
Pre-release evidence — retail verification pending

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.

  • Coordinated Support

    Retail-reported

    Grants all Operators 1 Action Point, up to the normal ceiling of three. It costs 10 Advantage at the first rank, falling to 6 by the fifth, and the sixth rank grants 2 Action Points instead of 1.

    Build value: The largest single swing in the game and the reason a weaponless droid earns a bay. Four Operators at +1 Action Point is a whole extra Operator's turn; the sixth rank is two of them, for 6 Advantage. Read the ladder as two purchases rather than six: everything up to the fifth rank is a discount, and the sixth is a different ability. The ceiling matters when planning the turn order — a point handed to an Operator already holding three is wasted, so this is cast before the squad has spent, not after. It also makes the astromech the squad's largest Advantage consumer, which sits awkwardly beside its inability to generate any by dealing damage.

  • Astromech enhanced scanner

    Retail-reported

    Scans 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.

  • Astromech comm link

    Preview-reported

    Transfers 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.

  • Extended Storage

    Retail-reported

    All Utility Items that have limited uses can be used +1 additional time. It has no Focus Tree row.

    Build value: This is the mechanism behind the observation that made astromechs interesting in the first place: a previewer saw one carrying three Utilities with two uses each, and this is why the second use exists. Combined with the class's three Utility slots it means a droid brings roughly twice the consumable output of any other Operator — which is the whole compensation for carrying no weapon. It costs nothing and cannot be improved, so it is a reason to give the astromech the squad's most valuable limited-use item rather than a reason to spend Focus Points.

  • Storage Optimization

    Retail-reported

    All Utility Items that have limited uses can be used +1 additional time. The source states this effect stacks with Extended Storage's. It has no Focus Tree row.

    Build value: If the stacking is real, a limited-use Utility in an astromech's hands has three uses rather than one, and the class stops being a support Operator and becomes the squad's supply line — three items at three uses is nine, against one Operator's one. That is a large enough claim that it should not be built on until somebody counts the charges in play. Nothing else about the astromech changes either way.

  • Improved Motors

    Retail-reported

    Increases the astromech's Movement by +1.0m. The source states the bonus affects all movements. It has no Focus Tree row.

    Build value: Small, free, and pointed at the class's real problem. An astromech's abilities are proximity-bound — the comm link needs to be near its recipient, the scanner needs enemies in range — so the droid spends its turns closing distance it gains nothing from being in. A metre on every move is a metre it does not have to buy with an Action Point.

  • Hardened Frame

    Retail-reported

    Increases the astromech's Defense by +2. It has no Focus Tree row.

    Build value: The only survivability the class has, and it is the same +2 the Heavy's own armour passive grants — which says something about how the droid is meant to be played, since the Heavy takes it while taunting deliberately and the astromech takes it while trying not to be shot at. Defense is flat damage reduction, so it blunts chip damage and does nothing about a focused enemy turn. Plan the positioning; there is nothing to buy here.

  • Built-in Thrusters

    Retail-reported

    Allows this Operator to jump vertically without restrictions. It has no Focus Tree row.

    Build value: The third free-vertical-movement passive in the game, after Tel-Rea's and Cly's, and it makes the same point about all three: the Operators who cannot take a standard Specialization are also the ones who ignore the map's vertical geometry. For the astromech it matters most, because its abilities are proximity-bound and rooftops are where the Sharpshooter it wants to hand Action Points to is standing.

Still unverified

The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed 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 Extended Storage and Storage Optimization are two passives that stack, as the only source to print them says, or one row printed twice. It is the difference between two extra uses per Utility item and one.
  • 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: Difficulty — the writer played on Hard, "third highest out of four difficulties", and "the cutely named Beskar mode is this game's equivalent for XCOM's Ironman, with no reloading previous saves". That line was the basis of this site's difficulty record from 2026-08-19 and was missing from this locator until 2026-08-27; a cited claim whose location is not recorded is a claim nobody can re-check. 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