Evidenced before launch
Two astromechs as an Action Point battery
Two Operators with six Action Points a turn and nothing worth spending them on, feeding one Operator who does.
- Confidence
- Strongly supported
- Verified
- 8 September 2026
- Version
- Pre-release evidence, plus retail launch-build observations (August 2026)
What it needs
- In the squad
- Two or more astromechs · One fast Operator to receive the Action Points
- The builder checks
- Two or more astromech slots in the same squad.
Mechanism
Why it works
Built-In Comlink, the astromech's fixed Talent, grants an ally 1 Action Point at the cost of 1 of the droid's own. Its three ranks are the whole story: once a turn, twice a turn, then unlimited. At the third rank a droid can hand over everything it has.
Every Operator gets three Action Points a turn, so two astromechs bring six — and they are the six least valuable points on the field, because a droid carries no weapon. Passing them to an Operator who does is not a sacrifice, it is a conversion.
The receiving Operator is where the choice is. Somebody who converts Action Points into attacks at the best rate benefits most, which means a Pistol at 1 AP a shot rather than a Longarm at 2. A Gunslinger stacking Onslaught is the case a retail guide names, and Cly Kullervo is the Operator it names — mobile enough to reach the targets the extra actions pay for.
It loops, which is the part that makes this more than addition. Every hit generates Advantage; Advantage buys Coordinated Support, which hands **every** Operator an Action Point including the droid that cast it; those points go back into the same Operator. A retail guide counts five to eight extra actions across the turn a single droid's Ultimate fires in.
The second droid also doubles the passive layer. Telemetry gives the whole team +5% Chance-To-Hit and Enhanced Scanners strips a group's Defense, so the attacks the battery is funding land more often as well as more numerously — though whether two Telemetries stack is unpublished and this record does not assume it.
Cost
What it gives up
Half the squad, and its damage. Two bays hold Operators who cannot shoot, so the plan lives or dies on one Operator surviving and having targets — and a mission that splits the squad or forces the receiver into cover wastes both droids' turns. The Advantage economy is also strained: the loop spends Advantage on Ultimates that the droids cannot generate themselves, so the squad's only income is the receiver's own hits.
In practice
Squads built on this
Curated builds whose four Operators trigger this finding in the Squad Builder. Derived from the same engine, so the two lists cannot disagree.
- Full Astromech SquadTheorycraftAn all-droid company, officially confirmed as possible — with the same story-mission caveat and one open question about Ion.
- Mandalorian unlimited turn squadTheorycraftTwo astromechs feeding Action Points to the one Operator whose signature move costs none, so her turn ends when the enemies do rather than when the points do.
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.
- Whether two astromechs' Telemetry stacks. It is a flat +5% Chance-To-Hit for the whole team from a passive, and a droid squad is confirmed legal, so this is the most consequential unpublished interaction in the class.
- Whether a second Coordinated Support in the same combat is allowed. One guide describes the Ultimate as once per fight; nothing says whether that is per droid or per squad.
- The proximity range on the comm link's transfer, which decides whether both droids can reach the same receiver from useful positions.
- Whether an Operator can exceed the three-Action-Point ceiling. Coordinated Support's card says they cannot, and if the comm link is bound by the same limit then the battery refills a receiver rather than overloading one — a different and much smaller effect.
- How much Advantage Predictive Analytics costs, which decides whether a droid can afford both of its Ultimates in one fight.
Read next
Sources
- Astromechs: How to Play the Strongest Character in Star Wars Zero Company
Mobalytics · Tier 3 — Retail review · accessed 8 September 2026
Supports: Bylined Mobalytics, "Updated on Sep 7, 2026". Read in a browser; the page returns 403 to an automated fetch, the same retrieval note that travels with `retail-mobalytics-zones`. On capacity, verbatim: "Astromechs get three utility slots and three uses per item, for nine total charges a mission instead of the usual one or two." On the self-heal: "Send the Astromech into the open and it can heal a large portion of its own health every turn, with a minimum of 50% of its max health, up to 100% if you spend all your AP on it", and "the Mech can't heal itself with Medpacs, but they're weaker than its self-heal anyway". On multiple droids: "Running two or more Astromechs stacks everything above. Two Astromechs feeding Action Points into a single fast, mobile Operator like Cly can let that Operator chain attacks well beyond what a normal turn allows, generating enough Advantage from each hit to keep the loop going. As a Gunslinger, she can then stack up immense Onslaught damage, or set up a huge Electro Web team nuke." On the Ultimate: "for 10-6 Advantage (depending on upgrades), it grants extra Action Points to the entire squad, INCLUDING ITSELF, once per fight", producing "somewhere between five and eight extra actions across that turn". On the Talent: "once its ability tree is fully upgraded, the once-per-turn limit on that sharing disappears". Build advice names a Focus Point price no other source prints: "Built-In Comlink 2 (3 is ideal, but 13 Focus Points is a lot)". **One naming error, recorded rather than followed**: "If you unlock the Self Preservation passive you permanently boost a random ally's defense by +1 whenever you're attacked." That effect is Perfect Integration on the ability card `retail-htm-astromech` reproduces, and Self Preservation there grants the droid 1 AP after an Overwatch or Retaliation hit. The card is taken as correct and this sentence as a mix-up.
- All Star Wars Zero Company Focus Trees and Skills
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Every Focus Tree in one index, with a per-tier table for each ability. Jedi Padawan — Shockwave (Ultimate) "Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back. Costs 6 Advantage", six tiers of "18 Base DMG; Area Effect 5.0m" rising to "30 Base DMG; Area Effect 5.0m; Gain Harmony for each enemy hit"; Push (Standard) "Forcefully Pushes an enemy in the chosen direction, dealing Force Damage. +4 Impact damage for each object struck. Costs 1 AP", six tiers of 12, 13, 14, 15, 16, "18 Base DMG; also Disorients"; Nobel Stance (Final Action) "Increase Deflection by defending in place against Blaster Attacks... Increases Deflection Chance by +10% for each AP used", Cannot Upgrade; Padawan Training (Passive) five tiers "+30% Deflection Chance", "Movement +1.0m", "+10% Melee Critical Chance", "Equip a second Meditation", "Equip a third Meditation"; Move With The Force (Passive) "Tel-Rea can execute Vertical Jumps without climbing or using a ladder", Cannot Upgrade; and the fixed Talent Strong with the Force at five tiers, 2 stacks of Harmony rising to 6. Mandalorian Warrior — ElectroWeb Surge (Ultimate) "Costs 4 Advantage", six tiers 12 to 18 Base DMG; ElectroWeb Dart (Standard) "Costs 2 Advantage", six tiers of Effective Range 14.0m rising to 24.0m; Ruthless (Passive) five tiers "+2 Critical Damage" to "+6 Critical Damage"; Mandalorian Armor Training (Passive) "Cly gains base defense of 3 and a Jetpack, allowing her to execute free vertical transitions", Cannot Upgrade; and the fixed Talent Combat Jump at four tiers, "Jump up to 14m", 17m, 20m, "Jump up to 23m; inflicts 4 stacks of Burning". Astromech — Coordinated Support (Ultimate) "Grant all Operators 1 AP (Operators cannot have more than 3 AP)", six tiers costing 10 Advantage falling to 6 and granting 2 AP at tier 6; Enhanced Scanners (Standard) "All effected enemies are Scanned, negating all Defense and making those enemies easier to hit. Costs 1 AP", six tiers of Effective Range 14.0m to 24.0m with "Each target has a chance to be made Vulnerable" at tier 6; five passives marked Cannot Upgrade — Extended Storage and Storage Optimization both "All Utility Items that have limited uses can be used +1 additional time", Improved Motors "+1.0m Movement", Hardened Frame "+2 Defense", Built-in Thrusters "jump vertically without restrictions"; and the fixed Talent Built-In Comlink at three tiers, "+1 AP; 1 per turn", "2 per turn", "Unlimited". The eight standard Specialization tables reproduce the per-class guides already registered above. No Focus Point cost is given for any node. Bylined Hack The Minotaur