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Zero Company Builds

Operators

What second Specialization do astromechs get?

Analytics, and it is not a choice — every astromech gets it at Cycle 18 and cannot take any of the other classes.

Retail-reported
Confidence
Strongly supported
Verified
8 September 2026
Version
Pre-release evidence, plus retail launch-build observations (August 2026)

The short answer

Analytics, and it is not a choice — every astromech gets it at Cycle 18 and cannot take any of the other classes.

In full

What that means when you are planning

Most Operators pick a second Specialization from the ten they are not already running. Astromechs and Tel-Rea Vokoss are the exceptions: theirs are padlocked. The astromech's is called Analytics, and it adds five abilities — an Ultimate, a Standard and three passives.

Predictive Analytics is the Ultimate: all allies gain Defense for the rest of the turn, +2 at the first tier rising to +6 at the fifth. It is the only squad-wide defensive Ultimate in the game. No source publishes its Advantage cost.

Deep Target Scan is the Standard: 1 Action Point scans and Spots one enemy and removes all its Evasion, at 14 metres rising to 24. Evasion blocks an attack outright rather than reducing it, so stripping it is the answer to the late-game enemies a planned turn otherwise bounces off.

The three passives all pay the droid for being shot at. Self Preservation grants it 1 Action Point when an Overwatch or Retaliation attack hits it. Perfect Integration permanently raises a random teammate's Defense by +1, for the rest of the combat, whenever the astromech is attacked. Telemetry is the odd one out and the best of them: +5% Chance-To-Hit for every Operator on the team, always on.

The practical consequence is that a late-campaign astromech is a tank. Between Analytics, the class's own +2 Defense and a self-heal that restores half its maximum health, a droid standing in the open is the plan rather than a mistake — and every hit it takes converts into a resource for somebody else.

One limit is worth knowing before you plan around the numbers: a second Specialization's Focus Tree stops at Tier 5, where a primary's reaches six.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • Predictive Analytics' Advantage cost. Every other Ultimate in this database has one and the guide publishing the Analytics table prints none.
  • Whether two astromechs' Telemetry stacks, which decides how much a second droid is worth to a squad's accuracy.
  • Whether Perfect Integration's +1 Defense can land on the same teammate twice, and whether the astromech itself is eligible.
  • Whether Self Preservation's Action Point can push an Operator past the three-point ceiling.
  • Whether Deep Target Scan's Scanned status is the same one the class's own Enhanced Scanners applies.

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.
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

  • Ultimate Star Wars Zero Company Astromech Build and Class Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Hack The Minotaur, "Latest Update: August 31, 2026", with an on-page change log reading "v1.4 – August 31, 2026 – Updated utility items" and "v1.2 – August 27, 2026 – Actively updating build, focus progression, and cross-training". **The Analytics table — the astromech's second Specialization, published here for the first time anywhere this database has found.** "The Astromech's Secondary Specialization called Analytics cannot be changed", and "Secondary Specializations cannot go about [sic] Tier 5 for Focus Tree upgrades". Predictive Analytics (Ultimate) "All allies gain Defense for the rest of the turn. Nothing beats these odds", five tiers +2/+3/+4/+5/+6 Defense. Deep Target Scan (Standard) "Conducts an intensive analysis on an enemy. Scans and Spots the target and removes all Evasion. Costs 1 AP", five tiers of Effective Range 14.0m, 16.0m, 18.0m, 20.0m, 24.0m. Self Preservation (Passive) "When the Astromech is hit by an Overwatch or Retaliation attack it gains 1 AP", Cannot Upgrade. Telemetry (Passive) "Increases Chance-To-Hit by +5% for all Operators on the team", Cannot Upgrade. Perfect Integration (Passive) "When the Astromech is attacked, its data increases a random teammate's Defense by +1 for the rest of combat", Cannot Upgrade. **No Advantage cost is printed for Predictive Analytics.** The primary Astromech table reproduces `retail-htm-focus-trees` and is not re-entered from here, with one exception that matters: this page explains the two storage passives as ranks of one four-tier line rather than as two rows — "Tier 1 adds one extra use to all Utility Items the Astromech is carrying. Tier 2 adds 1 meter of movement. Tier 3 adds 2 Defense. Tier 4 adds another extra use to all Utility Items, stacking with the tier 1 bonus for a total of two additional uses per item." The Storage Optimization card itself reads "This effect stacks with Extended Range", the same proofreading error as on the Focus Tree index. On capacity: "Unlike operators, your Astromech has three slots for utilities and cannot increase the number to four." On Medpacs, in the recommended-Utility table: "Heals 30% of ally Health. Not on Droids." On squad legality: "EA confirmed that all three remaining squad slots can be filled with Astromechs on non-story missions, since only Hawks is required." On chassis: the R2, R3 and R4 series and the BR-1, "a new droid design created specifically for Zero Company by Bit Reactor". **Checked for and absent**: any ability called Self Repair, and any Focus Point cost for any node.