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Operators

Can you recruit astromech droids?

Yes, and they unlock early — the Droid Bay is among the first facilities available at the Den.

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

The short answer

Yes, and they unlock early — the Droid Bay is among the first facilities available at the Den.

In full

What that means when you are planning

They can be deployed on missions and sent on Operations. They use the Astromech class, which is exotic: a standard recruit cannot take it, and an astromech cannot take a standard Specialization.

They carry three Utility slots and reportedly get extra uses out of every Utility item — two grenades where anyone else gets one. A comm link donates an Action Point to a nearby squadmate, and an enhanced scan raises the squad's hit chance against the enemies it reveals. One previewer reports an Ultimate that grants every squad member an extra Action Point.

What we don't know yet

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

  • How many astromechs can be recruited.
  • Whether they suffer Injuries the same way organic Operators do.
  • The name and cost of the reported squad-wide AP Ultimate.

Next

Related questions

Do astromechs carry weapons?
No. An astromech enters combat without a blaster and has no basic attack.
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 the Zero Company pre-order bonus?
The Crystalline Astromech Cosmetic Pack, on both the Standard and Deluxe editions.

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

  • I played 54 hours of Star Wars Zero Company

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

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage