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Zero Company Builds

Operators

Do astromechs carry weapons?

No. An astromech enters combat without a blaster and has no basic attack.

Preview-reported
Confidence
Confirmed
Verified
23 August 2026
Version
pre-release (no retail build)

The short answer

No. An astromech enters combat without a blaster and has no basic attack.

In full

What that means when you are planning

A previewer describes the droid arriving armed instead with a cocktail of grenades, ally buffs and enemy disruption — so the absence of an ordinary attack is the design rather than a gap in it.

The consequence for squad planning is bigger than it looks. the squad gains one Advantage each time an Operator damages an enemy, and an astromech never contributes the ordinary damaging attacks that generate it. Its whole value is what it does with a turn instead of shooting, and a squad with several of them will find its Advantage abilities unaffordable.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • How much damage the grenades do — the one damage route an astromech has, and an unmeasured one.
  • What the disruption actually does. "Disrupt enemies" is one previewer's summary and no source names an effect.

Next

Related questions

Can you build a full squad of astromechs?
Yes, on skirmish missions — but not on story missions, because Hawks is required there. A pre-release achievement requires completing a mission with four astromechs.
What is Advantage in Zero Company?
A squad-wide resource: each time an Operator damages an enemy the squad gains 1 Advantage, up to 10, spent on powerful abilities that cost no Action Points.
Can you recruit astromech droids?
Yes, and they unlock early — the Droid Bay is among the first facilities available at the Den.

Where this is covered properly

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

  • Star Wars Zero Company is full of (excellent) surprises

    Skill Up · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:09–15:14 — the Gunslinger's core ability refunding its point on a kill; half and full cover; Hawks' two voices sharing one personality; companions able to leave the squad entirely; a closed-doors developer briefing and the studio's Firaxis lineage