Astromechs are great support Operatives in Star Wars Zero Company. We’ll show you how to unlock them, explain their abilities, and which ones you should prioritize when leveling.
How to unlock Astromechs?
To unlock the ability to recruit Astromechs, you’ll need to have The Den reach Den Level 2, then pay 2,000 credits at the Upgrade Facility to build he Droid Repair Bay.
You should be able to start repairs by Cycle 5 and by Cycle 6. When built, talk to M-3VO near the Medbay to find your new best buddy, BR-1!

Astromechs are strong support Operatives that can have multiple uses of limited-use Utility Items, restore AP to your teammates, and offer buffs to help with offense, survival, and utility.
They also come with a fun bonus, all 3 of their Utility Slots are unlocked by default. This helps make up for their lack of offensive and defensive measures they have early on, making them great utility to fill in whatever gaps you need!
This comes with the tradeoff that they cannot use conventional blaster weapons, scatterguns, or ion blasters. Due to this, they can never have a chance to ask for an Assist.
Astromech Talent: Built-In Comlink
The Astromech’s key ability is also their only available Talent, Built-In Comlink. While expensive to level up at 8 and 13 Focus Points, it’s well worth it as the 3 extra AP per turn is helpful an ally that needs it.
You’re essentially recycling AP with this action. You sacrifice 1 AP from your Astromech to give 1 AP to an ally.
Built-In Comlink (Fast Action)
Grants an ally +1 AP
Patching Up an Astromech
This ability does not appear in the Personnel menu, but Astromechs have the ability to repair themselves through Self Repair. As it’s not seen in the Personnel menu, it has no levels that can be increased.
There are no other means to restore health on an Astromech as items such as Medpacs or the Medic‘s Combat Stims have no effect on droids.
Self Repair (Final Action)
Conduct a self-repair routine that Repairs 50% of the Astromech’s Max Health.

Self Repair restores an additional 25% Max Health for every AP used beyond 1. Using 2 AP heals 75% Max Health, and 3 AP restores 100% Max Health.
Astromech Abilities and Mechanics
Along with Built-In Comlink, Astromech droids come with three abilities: Extended Storage, Enhanced Scanners, and Coordinated Support.
Extended Storage (Passive)
All Utility Items that have limited Uses can be used +1 additional time.
This is a great ability that helps give the Astromechs more support or offensive actions. Utilities such as Grenades, Medpacs, Flamethrowers, and Gas Dispensers can gain an additional use.
This offers freedom to turn your Astromech into a mobile artillery unit, a Medpac dispensary, or an AoE attacker with the Flamethrower and Gas Dispenser.

Unfortunately, the Astromech cannot equip certain Utilities such as the Scattergun, Ion Blaster, or Custom RSKF-44.
Each level of this ability provides a different passive that are not strictly tied to an Extended Storage except for one.
Improved Motors
For 4 Focus Points, the second level up will increase the Astromech’s Movement by 1 meter. This is total movement and is not to be confused with First Movement.
Hardened Frame
For 6 Focus Points, the third level up will increase the Astromech’s Defense by +2. While they won’t be a team’s main tank, extra durability is a nice bonus as you aim to unlock the next level.
Storage Optimization
For 10 Focus Points at level7 4, all Utility Items that have limited uses can be used +1 additional time. This effect stacks with Extended Storage, allowing things like Grenades to be used three times per combat.
Enhanced Scanners (Fast Action)
All affected enemies are Scanned, reducing Defense and making those enemies easier to hit.
All affected targets will lose 4 Defense and attackers against them gain a 20% chance to hit. Increasing this ability’s level will increase its range up to 24 meters. At max level, Scanned enemies are Vulnerable and the next attack them will be a critical hit.
This ability’s effects makes it great for wiping up large groups of enemies during one turn. At the cost of 1 AP, this is a fantastic ability to make groups of enemies squishier than a Hutt.

Coordinated Support (Special Action)
Grant all Operators +1 AP.
Didn’t get enough AP from Built-In Comlink? This will grant ALL Operators 1 AP for 6 Advantage.
Each level lowers its Advantage cost, capping at 6 Advantage at level 5. At max level, it grants 2 AP to your Operators instead of 1.
This is extremely useful if you need everyone to run away towards an extraction point, or to let certain specializations such as the Gunslinger to rack up damage.

There is no range limit to this ability. Regardless of where your Operators are on the map, they’ll get the bonus AP.
Analytics Abilities and Mechanics
After completing the mission Casualties of War of The Umbaran Connection arc, the Analytics specialization is unlocked for Astromechs in lieu of not having other specializations available.
Self Preservation (Passive)
When the Astromech is hit by an Overwatch or Retaliation attack it gains +1 AP.
A rather specific ability, this encourages you to use the Astromech to cross through Overwatch zones. Since Astromechs lack specializations that other Operators have, they can be seen as more disposable, taking on risks you might not send other Operators on.
Like the Extended Storage passive, each level in Self Preservation adds a new passive ability.
Telemetry
Unlocked for 6 Focus Points, this increases Chance-To-Hit by 5% for all Operators on the team. More accuracy is always great, this is worth getting if you like having an Astromech on your team.
Perfect Integration
Unlocked for 12 Focus Points, this increases a random teammate’s Defense by +1 for the rest of combat when the Astromech is attacked.
This has less priority as while it’s useful, you can’t control who gets the Defense bonus. At the cost of 12 Focus Points, you can use that for other abilities.
Deep Target Scan (Fast Action)
Conducts an intensive analysis on an enemy. Scans and Spots the target and removes all Evasion.
This is a solid utility when focusing on a particularly annoying enemy. For 1 AP, it provides the effects of an Auto Range Finder while combining it with the effects of Enhanced Scanners.
You can use this on Elite and Boss enemies, or Coil that are empowered. You won’t encounter Evasion that often, but it’s a nice bonus if you need it.

Magnaguards are a type of enemy that can gain Evasion, negating this buff will make them less troublesome.
Predictive Analytics (Special Action)
All allies gain +2 Defense for the rest of the turn. Nothing beats these odds.
For 8 Advantage, you give your team 2 to 6 Defense for the rest of the turn. This is only useful if you don’t have a tank on your team drawing aggro. Ideally, you should use tactics where you have squishy Operators avoid damage as much as possible.
Astromech Ability Leveling Priority
With the wide assortment of abilities available, it can be hard to choose which to upgrade for the Astromech given their unique kit. We recommend the following priority order:
- Upgrade Built-In Comlink to level 2
- Max out Coordinated Support
- Upgrade Extended Storage to level 2
- Max out Built-In Comlink
- Max out Enhanced Scanners
It’s going to be hard to fully upgrade every ability the astromech has access to, so prioritizing their AP granting abilities is a safe bet to let you make the most of your actions.
Until Built-In Comlink is maxed out, you can restore all AP of an Operator by using Built-In Comlink twice, followed by Hawks’ Pico-5 ability.
The additional movement speed from level 2 Extended Storage will help the astromech run away or get into position to disrupt enemies with grenades.
Choosing Enhanced Scanners over Deep Target Scan is much more useful especially when it’s maxed out. Making groups of enemies in a large radius vulnerable for 1 AP? It’s too good to pass up!
If you have more single target damage and want to make the most out of that more often, go with Deep Target Scan.
Recommended Utilities
As the Astromech lacks any offensive options by themself, it’s good to give them a Flamethrower. Unlike utilities such as grenades or medpacs, these can be refreshed each turn.

If you have another astromech on the team, you’ll be able use all 2 to 3 uses of a Flamethrower!
Aside from that, a grenades such as Impact Bombs, Thermal Imploders, Thermal Detonators, and Concussion Grenades are great choices for AoE damage and generating Advantage.
While the third slot can be filled with a Utility of your choice, you can’t go wrong with a Smoke Bomb. These are good for messing with groups of ranged enemies or snipers. While it makes it harder to hit them (unless Spotted), it’s harder for them to hit your allies as well.
Cross Training Priority
Focus Points, there’s so many useful abilities the Astromech provides that require so many Focus Points. As they cannot use conventional weapons, get Grenade Damage and First Movement upgrades for a more aggressive build.
If you’re constantly worrying about your astromech getting scrapped, prioritize Max Health and Cover Bonus as they aren’t the most durable things in the galaxy despite being made of metal.
Achievements
There are two achievements related to the use of Astromechs: Beep Boop and *Angry Beeps*
Beep Boop
Beep Boop is acquired when you reach a Very High Bond between two Astromechs. One way you can increase bond between two astromechs is to have one lose 1 AP, have the other give it AP with Built-In Comlink, and repeat this between the two until they’re out of uses for the turn.
*Angry Beeps*
*Angry Beeps* requires you to complete a mission using 4 Astromechs. This is better saved for a side mission without a required Authored Operator.
Go for Sabotage or Rescue missions where you go in, complete the objective, and get out. Avoid Combat missions as they’ll be more difficult to complete with Astromechs.
Upgrade Built-In Comlink and Coordinated Support to make the most of your actions with more AP. Grenades and Flamethrowers will be your go-to Advantage generators, so use the grenades wisely and on as many targets per grenade.





