Latest Update: August 24, 2026 – Categories: Star Wars Zero Company
This Ultimate Astromech build and class guide for Star Wars Zero Company covers the best items, abilities, talent, and squad for the game’s roving buff machine, updated through launch on August 27, 2026.

Related SWZC
- All Story Characters
- Complete Classes Guide
- Character Creation
- All Focus Trees/Skills
- All Species Explained
- Weapons & Mods Guide
Star Wars Zero Company is a turn-based tactics game set in the final days of the Clone Wars. The protagonist, Hawks, leads a group of mercenaries through cinematic missions and manages a base of operations between fights. Developed by Bit Reactor and published by Electronic Arts, this is a gritty XCOM-meets-Star Wars game.
In Star Wars Zero Company, builds are shaped by decisions you make from character creation. Your operator picks a class (Specialization), a weapon type, a talent, a secondary class (Secondary Specialization) that unlocks later, and a Focus Tree path. This guide walks you through all the important decisions, choices, and companions you want to select for the Ultimate Astromech build.
Work in progress: this is a pre-release guide written from official EA materials, press previews, and community Q&A. It goes live before launch and is updated on the day the full game releases, August 27, 2026, once final ability values and Focus Tree data are confirmed.
Star Wars Zero Company Astromech Build & Class Summary
The Astromech is different from every other class in Zero Company. Specifically, they cannot use standard blasters or other damaging weapons as other classes would. Instead they can carry with them 3 different utility items, and further upgrades to their focus tree provides extra charges for those items. Consider your Astromechs to be a roving support unit, focused on group utility rather than an offensive power house. Note, you can still equip your Astromech with grenades for times when you need a little extra damage to finish off an enemy, but damage is definitely not the focus of this unique class.
Here’s what you can expect from the Astromech Class Build:
| Field | Value |
| Class | Astromech |
| Combat role | Healing, Utility (shares AP), and Grenades |
| Weapon Specialization | No Equipped Weapons |
| Secondary Specialization | NA |
| Talent Specialization | Built-in Comlink (fixed talen) |
| Best synergy partner | Any |

How to Unlock The Astromech Class
Astromechs are not recruited the way custom human or alien operators are in Zero Company. Instead, you build them from scratch at the Droid Bay facility inside the Den. At the Droid Bay you choose your droid’s chassis from the available models: the R2 series, R3 series, R4 series, and the BR-1, a new droid design created specifically for Zero Company by Bit Reactor that does not appear elsewhere in Star Wars universe. Each chassis has its own visual identity, and the Crystalline Astromech Cosmetic Pack included with all pre-orders adds the R3 droid and translucent crystalline head variants for the R4 and R5 units alongside the BR-1 as additional cosmetic options.
Also, unlike the Jedi Padawan and Mandalorian Warrior exotic classes, which are locked to a single named authored character, the Astromech class is not tied to any one unit. Every droid you build at the Droid Bay runs the Astromech class, which means you can have multiple Astromechs in your squad at once if you choose to. EA confirmed that all three remaining squad slots can be filled with Astromechs on non-story missions, since only Hawks is required. That makes a full droid squad a real option for players who want to lean into the support and explosive utility, plus lots of bleeps and bloops!
Astromech Class Abilities
Astromech’s in Star Wars Zero Company focus on utility, and as such their toolkit centers around empowering your group with things like bonus AP while also debuffing nearby enemies with their Scanners.
Specialization abilities can be further upgraded by earning Focus and spending it on the Operator’s Focus Tree.
| Ability | Effect | Upgrades |
|---|---|---|
| Coordinated Support (Ultimate) | Grant all Operators 1 AP (Operators cannot have more than 3 AP). | Tier 1: Costs 10 Advantage Tier 2: Costs 9 Advantage Tier 3: Costs 8 Advantage Tier 4: Costs 7 Advantage Tier 5: Costs 6 Advantage Tier 6: Costs 6 Advantage; Grants all Operators 2 AP. |
| Enhanced Scanners (Standard) | All effected enemies are Scanned, negating all Defense and making those enemies easier to hit. Costs 1 AP | Tier 1: Effective Range 14.0m Tier 2: Effective Range 16.0m Tier 3: Effective Range 18.0m Tier 4: Effective Range 20.0m Tier 5: Effective Range 22.0m Tier 6: Effective Range 24.0m; Each target has a chance to be made Vulnerable. |
| Extended Storage / Improved Motors / Hardened Frame / Storage Optimization (Passive) | Allows Utility Items to be used multiple times, increases Astromech movement, increases Astromech’s defense. | Tier 1: +1 Use to Utility Items Tier 2: Movement +1.0m Tier 3: +2 Defense Tier 4: +1 Use to Utility Items |
| Built-in Thrusters (Passive) | Allows this Operator to jump vertically without restrictions. | Unconfirmed |
Astromech Class Abilities Explanation
Coordinated Support (Ultimate)
Coordinated Support grants every operator on the squad 1 AP simultaneously, with no cap other than the 3 AP maximum each operator can hold. It costs 10 Advantage at tier 1 and drops to 6 Advantage at tier 5. The Tier 6 upgrade however is massive, now granting 2 AP to all Operators instead of just 1 for the same cost. On squads that can generate a lot of Advantage (grab a Scout) this becomes a massive advantage.
Enhanced Scanners (Standard)
Enhanced Scanners costs 1 AP, applies the Scanned status to all enemies within its effective range, and negates their Defense entirely, making every attack against those targets in the turn more likely to land regardless of cover or range penalties. Effective range starts at 14 meters at tier 1 and scales to 24 meters at tier 6. The tier 6 upgrade also adds a chance to apply the Vulnerable status to each scanned target, which causes the next attack against them to critically hit.
The debuff component of the Astromech kit is often overlooked here, but it is extremely powerful. Look to upgrade the Enhanced Scanner ability as soon as possible to unleash its full potential on your enemies and watch your team’s damage spike!
Extended Storage / Improved Motors / Hardened Frame / Storage Optimization (Passive)
This is a four-tier combined passive that improves different aspects of the Astromech’s capabilities at each upgrade rank rather than scaling a single stat or bonus. 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 Utility Item bonus at tiers 1 and 4 have the most impact, but honestly all the upgrades here are great!
Built-In Thrusters (Passive)
Built-In Thrusters allow the Astromech to jump vertically without restrictions as part of normal movement. The exact AP cost, height limit, and interaction with other movement abilities are unconfirmed in official pre-launch materials and will be updated once the full game is available.
The confirmed function mirrors Cly Kullervo’s jetpack in removing the terrain constraint that forces ground-bound operators to spend AP navigating around elevation changes. For an Astromech whose primary job is staying within range of allies to deliver Coordinated Support and Enhanced Scanners, the ability to reach elevated positions or cross vertical obstacles freely means it is never bottlenecked by map geometry and can more easily seek cover to escape enemy fire.
Astromech Talent Specialization
Unlike other Custom Operators, the Astromech’s Talent is fixed and cannot be changed to anything else. Built-in Comlink grants 1 AP to any ally at the cost of 1 AP. This is limited to one use per turn at Tier 1 and upgrades to 2 uses per turn at Tier 2, and unlimited uses at Tier 3.
![]() Built-In Comlink (Astromech Only) | Grant an ally AP. Costs 1 AP to use. | Tier 1: +1 AP; 1 per turn Tier 2: +1 AP; 2 per turn Tier 3: +1 AP; Unlimited |
For more information check out our full list of Star Wars Zero Company Talents.
The Advantage System

Advantage is a shared, squad-wide pool: you gain +1 each time the squad damages an enemy, and it caps at 10. Ultimates are the biggest spends, so managing the pool is central to every turn. Outside that base income, only the Scout’s Combat Recon and Tactical Timing generate extra Advantage.

Hawks can spend Advantage to refresh one squadmate’s Action Point once per turn, and the Soldier’s Sabotage talent costs Advantage too.
Best Weapon for the Astromech

Unlike other classes in Star Wars Zero Company, the Astromech is not equipped with standard weapons. For offensive potential, you’ll be limited to utility items that deal damage such as grenades, which we cover in the next section.
Best Consumables and Battlefield Items

The Astromech is your Utility specialist in Zero Company, meaning that consumable items is their main thing. Some recommended items are listed below, and we will continue to update this list after release.
- Combat Stim: your own Standard ability, not something you receive. Grant Stimulant to your biggest damage dealer for 2 turns (Max Health, Melee Damage, Ranged Damage); the confirmed pairing is buffing a Gunslinger before Open Fire.
- Grenades: thrown explosives you equip and use in combat. Impact Bomb is a confirmed example (a 1 AP throw dealing 8 damage); developer-cited options also include thermal detonators, droid poppers, and firebombs.
- Med Kit: healing items used in the field, and your Lifesaving Measures passive makes every Medpac you use restore an additional +10% Health, so you are the most efficient Medpac user in the squad.

Astromech Build Focus Tree priority (progression order)
Progression runs on Focus Points, earned mainly from Bonds, spent in a tiered Focus Tree at least five tiers deep. Abilities upgrade in ranks (I to IV), with higher ranks costing more and improving the effect, so keep your Astromech in a steady core rotation to protect Focus income.
For the Astromech, you’ll want to spend your Focus points early on their Fixed Talent called Built-In Comlink, which essentially spends your AP to give it to an ally. This is a huge advantage if you have powerful damage classes on your team, potentially letting them get off one more attack, or you could spend it on a Scout to generate more Advantage which the Astromech can use to build up even more AP. Infinite AP loop anyone?
Best Astromech Secondary Specialization
It’s not confirmed at this point whether the Astromech class has a Secondary Specialization option like other classes do in Star Wars Zero Company. My guess is no, but that we may unlock more Astromech abilities at this point.
Best Party Composition and Squad Synergy

Squads deploy four operators, and Hawks is mandatory in story missions. The Astromech makes everyone else better by sharing AP, though you must have extra AP or Advantage to do so. With this in mind consider the following squad mates to pair best with your Astromech
- Primary DPS: a Gunslinger (custom recruit), or Luco Bronc (Sharpshooter). Feed your DPS AP to gain even more attacks every round to take down enemies.
- Frontline: Tel-Rea Vokoss (Jedi Padawan), or a Heavy. Keeps enemies off you so you can keep healing.
- Scout: generates the most Advantage in Zero Com, allowing your Astromech to pump out even more AP to team mates.
Avoid running a Medic if possible as you can build in extra healing items to your Astromech or run a secondary specialization medic on another build.
How to play the Astromech (turn-by-turn)
We will update this section upon launch. However, you get three AP per turn (Action Points). This can be used for all of your activities, including movement. Your goal will be to spend AP wisely by moving into position, firing, and using consumables when appropriate.
Keep your squad topped up on AP, transferring to nearby units in need whenever possible using your Built-In Comlink. At the start of a turn also debuff nearby enemies with your Enhanced Scanner to make your allies weapons more effective. Finally, as your team generates Advantage, rip off your Coordinated Support ultimate at key moments to grant a massive AP influx for your entire squad to decimate your enemies in a single round.
Star Wars Zero Company Astromech Build FAQ
1. Is the Astromech good in Star Wars Zero Company?
Yes, the Astromech will be an excellent addition to any Zero Company squad. Keep in mind that your primary focus is on support and utility, so you will want some strong squad members that can deal damage and take hits for you.
2. Can you play a full squad of Astromechs?
Yes. You can run a with a full squad of customized droids/astromechs in Star Wars Zero Company. The exception to this is story missions which require the use of Hawks, the game’s main character.
3. Can Astromechs use weapons?
No, Astromechs cannot use standard weapons in Zero Company like Blasters or Repeaters. Keep in mind you can still equip offensive utility items such as grenades to deal damage when needed.
4. Can I build a custom Astromech?
Yes, Astromechs are completely customizable visually. Once you unlock the class by building the Droid Bay at the Den, you choose your droid’s chassis from the available models: the R2 series, R3 series, R4 series, and the BR-1, and can also choose from multiple custom heads, parts, and paint jobs.
Change log and updates
- v1.1 – August 24, 2026 – updated Weapons link.
- v1.0 – August 21, 2026 – Created initial build guide and class descriptions.
More Star Wars Zero Company Guides and Builds
- Zero Company All Talents List
- Zero Company Planets Guide
- Hawks Build and Character Guide
- Cly Kullervo Build and Character Guide
- Jae Mordant Build and Character Guide
- Kabb Uppercut Build and Character Guide
- Luco Bronc Build and Character Guide
- Tel-Rea Vokoss Build and Character Guide
- Trick Build and Character Guide
- Astromech Build and Character Guide




