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Zero Company Builds

Squad building

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.

Confirmed
Confidence
Confirmed
Verified
19 August 2026
Version
pre-release (no retail build)

The short answer

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.

In full

What that means when you are planning

Astromechs unlock early; the Droid Bay is among the first facilities available at the Den. Bit Reactor have said publicly that they are enthusiastic about players running a full droid squad — and the pre-release achievement list settles it beyond enthusiasm, with an achievement for completing a mission using four astromechs. A second achievement has two astromechs reaching Very High Bond, so a droid squad still earns Cross Training and Focus Points.

Understand what that squad gives up. An astromech enters combat without a blaster — it carries grenades, ally buffs and enemy disruption instead. Since the squad gains one Advantage each time an Operator damages an enemy, a squad with no ordinary attacks in it generates almost nothing, and every Advantage ability the squad has stays unaffordable.

What they offer instead is throughput: three Utility slots each, extra uses out of every Utility item, a comm link that donates an Action Point to a nearby squadmate, and a scan that raises the squad's hit chance against revealed enemies. Four of those is a very strange and quite powerful engine — it just is not one that shoots.

One distinction is worth keeping. The achievement proves a four-astromech squad can finish a mission; it says nothing about whether that squad is good, or whether it can finish every mission. Legality and viability are different claims, and only the first is evidenced.

What we don't know yet

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

  • When astromech recruitment unlocks, in cycles.
  • How many astromechs can be recruited.
  • Whether astromechs are immune or vulnerable to Ion weapons.
  • Whether four astromechs can complete any mission, or only some. The achievement proves one.

Next

Related questions

Can you field a full squad of Clone Troopers?
Yes on skirmish missions, once clone recruitment unlocks — story missions still require Hawks.
Do astromechs carry weapons?
No. An astromech enters combat without a blaster and has no basic attack.
Is Hawks required on every mission?
On story missions, yes. Skirmish missions allow any combination.

Where this is covered properly

Sources

  • Answering the Internet's Biggest Questions about Star Wars Zero Company

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"

  • 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

  • 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.