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Zero Company Builds

Ability

Zero Company Astromech comm link

An astromech donates one of its Action Points to a nearby squadmate.

Preview-reported
Confidence
Strongly supported
Verified
11 August 2026
Version
pre-release preview build (August 2026)

What it does

Transfers an Action Point to another Operator. Requires proximity — a previewer checks whether he is close enough before using it.

Belongs to
Astromechs
Cost
Action Points
Ultimate
No
Tags
ap-support

Build value

Why it matters when you are planning a squad

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.

Astromechs's other abilities

Sources

  • 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