star wars zero company astromech class guide
Learn the star wars zero company astromech class, droid builder rules, support abilities, utility loadouts, recruitment, and squad limits for squad planning.
What is the Astromech class
The Astromech class is the flexible Exotic Class in STAR WARS Zero Company. It belongs to droids created through the in-game droid builder rather than to one named story Operator. Different unit types have different abilities and their own personalities, so the class represents a group of droid configurations rather than one fixed character sheet.
Astromechs are the exception to the normal Exotic Class lock. They unlock early, and a full Astromech team is possible once they can be recruited. Hawks is required on story missions, while every other squad slot can always be an Astromech.
Astromech role in a squad
Astromechs can fill support and crowd-control roles. Utility-focused loadouts include firebombs, thermal detonators, and droid poppers, while the exact unit type that provides each tool remains To be confirmed.
The class can help other Operators use their turns more effectively. Droid actions can grant Action Points, scan enemies, or improve utility capacity, while grenade tools give the Astromech a direct way to influence a group. The final ability list and rank values are To be confirmed.
Astromechs fit a team that wants a flexible support slot. A droid can reveal or weaken several enemies, add a utility response, and then leave the most important target for a damage Operator. Its value depends on the selected unit type and the mission’s threats, so one universal Astromech build is not confirmed.
Astromech abilities and Talents
Built-In Comlink is the Universal Talent restricted to Astromechs. It can give an ally an Action Point, and an Action Point cap is also shown. The final amount, cap, rank progression, and target rules are To be confirmed.
Enhanced Scanners scans affected enemies and makes them easier to hit by removing some Defense. This can support a Sharpshooter or Gunslinger turn, yet the exact area and duration are To be confirmed. Use it as a setup direction rather than a final numerical instruction.
Coordinated Support can grant Action Points to Operators. It is most useful when several allies can convert the extra resource immediately, while the droid itself may give up a damage or utility action to provide it. The final target count and cost remain To be confirmed.
Extended Storage is associated with an additional use for limited Utility items. The effect makes an Astromech more attractive on a mission where repeated grenades or support tools matter, although the full list of affected items has not been confirmed. Developer cited droid loadouts include firebombs and thermal detonators, with their final limits still under review.
Impact Bomb is an Astromech grenade ability. Its Action Point cost and damage value are To be confirmed. Astromechs can use offensive utility while keeping their support identity.
How to recruit and field Astromechs
Astromechs come from the droid builder and are not tied to one named story character. Astromechs unlock early in the game, but the exact campaign point and recruitment menu sequence are To be confirmed. Once the class becomes available, multiple droids can be fielded together.
A full droid squad still follows the story requirement for Hawks. Story missions require Hawks, so an Astromech team means Hawks plus Astromech slots rather than a campaign that removes him. Outside that requirement, every remaining squad slot can be an Astromech.
The selected unit type should follow the mission. A scanner helps when hidden or distant enemies are the problem, a support droid helps when Action Points or utility uses are scarce, and a crowd-control droid helps when several enemies share a dangerous area. The exact mapping between unit type and ability is To be confirmed.
Astromech with standard Specializations
Astromech is an Exotic Class, so it should not be treated like Assault, Medic, or Scout. Standard Operators can respec into any standard class, while exotic roles remain restricted by their class rules. Astromechs instead vary through the droid builder and their own ability package.
The squad can still combine the roles. Scout can generate Advantage and reveal threats, Medic can preserve a damaged droid team, and Heavy can hold enemy attention while Astromechs use utilities. Sharpshooter and Gunslinger can convert a scan or Defense reduction into a stronger attack, though the exact cross-class values remain To be confirmed.
Building around the mission
Start by deciding whether the squad needs information, extra actions, or a way to control a crowded position. A scanner-oriented Astromech can reveal enemies and reduce Defense for the attack that follows. A support-oriented droid can make Built-In Comlink and Coordinated Support matter when an Operator’s turn depends on one more Action Point. A utility-oriented droid can carry tools that answer a group of enemies, although the exact unit and item mapping remains To be confirmed.
The droid builder changes how a replacement slot can serve the campaign. A standard Operator brings a named class package, while an Astromech slot can be chosen around the mission’s immediate need. Different unit types have different abilities and personalities, so two droids in the same campaign can serve different jobs. The final builder menu, unit names, and configuration limits are To be confirmed.
When several Astromechs are fielded together, give each one a distinct task. One can prepare targets with scanning, another can preserve Action Point or utility support, and another can handle crowd control with its available tools. Hawks remains required on story missions, so the droid-focused squad still needs to reserve the required story slot for him. Any stacking rules for repeated support effects and the final squad-size rules are To be confirmed.
Astromech advantages and limits
The strongest confirmed advantage is roster flexibility. Astromechs can be created in multiple configurations and fielded together, unlike Jedi Padawan and Mandalorian Warrior, which are tied to Tel-Rea Vokoss and Cly Kullervo. That makes Astromechs a useful option for players who want to experiment with the squad’s support and utility layer.
The main limit is incomplete public information. No final unit table, full ability ranks, or confirmed answer for every utility item is available. Treat a droid build as a mission specific choice until those details are visible in the current game.
What remains To be confirmed
Astromechs unlock early and can fill every non-Hawks slot once available. Built-In Comlink is restricted to Astromechs. Final Action Point values, scanner behavior, utility limits, unit names, recruitment timing, and the complete droid builder menu remain To be confirmed. Image numbers should not be published as permanent values.
For now, build Astromechs around the job the squad lacks. Use a support configuration when allies need extra actions, a scanner when information is the barrier, or utility and crowd control when the map compresses several threats into one area. The final unit matrix will determine the best specific configuration.
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