Ability
Zero Company Astromech comm link
An astromech donates one of its Action Points to a nearby squadmate.
- 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