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Astromech Droids
September 9, 2026 at 09:42 AM
Removed a pre-release hedge now settled by the shipped game
Astromechs are Zero Company's droid units and one of the game's exotic classes. Unlike the other exotic classes, which are locked to a single authored character, the Astromech class is open: you build your own droids and can field several at once.
The astromech builder lets you shape your own droid down to its paint job, in the same spirit as the rest of Squad Customization. Recruiting astromechs requires funding the Droid Bay at the Den, which is one of the upgrade options available there.
Personality is part of the build as well as the paint job, so two astromechs on the same roster can read differently.
Astromechs unlock fairly early in the campaign. Once you can recruit them you can build a full team straight away, subject only to Hawks being required on story missions. The developers have been open about wanting to see all-astromech squads, so the build is intended rather than tolerated.

The class leans on support work and utilities rather than raw gunfire. Confirmed uses include:
Loading a droid with firebombs, thermal detonators, and droid poppers and turning it into a weapon.
Scanning the map to reveal a cloaked target.
Jettisoning a healing bacta stim to a wounded squadmate.
Astromechs are subject to the same rules as everyone else on the roster, including permadeath when it is switched on.
The trade-off is that an astromech has no basic attack at all. In exchange it carries three utility items with two uses each, where every other Operator carries one item with a single use. That makes the droid a walking supply of grenades and support tools rather than another gun.
One of those abilities has been shown in full. Impact Bomb is a fast action costing a single Action Point that throws an explosive grenade for 8 damage across a 3 metre area, and it can be used twice per combat.
Two of the class's named abilities, Built-in Comlink and Coordinated Support, hand an extra action straight to a teammate, which is the clearest expression of the support role: an astromech is often worth more for the turn it gives someone else than for anything it does itself. Buffing allies with Action Points is described as one of the class's main jobs.
Separatist battle droids stay enemies. There is no capture, hack, or salvage path that converts one into an Operator, and the design team has said plainly that it is not in the game. See Factions and Enemies for how droid armies actually behave in combat.
Pre-orders of either edition include the Crystalline Astromech Cosmetic Pack: an R3 droid, translucent crystalline astromech heads for the R4 and R5 variants, and the BR-1 droid, which debuts in this game. All of it is appearance only.
The pre-order pack, included with both editions, is entirely astromech cosmetics: an R3 droid, translucent crystalline heads for the R4 and R5 variants, and the BR-1 droid, a unit introduced with this game. None of it changes how a droid performs. See Release Date and Editions for the rest of the bonus content.
Fielding droids is also tracked by the game's achievements: one is awarded for completing a mission with four astromechs in the squad, and another for reaching the highest bond tier between two of them.