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Full Astromech Squad Build

An all-droid company, officially confirmed as possible — with the same story-mission caveat and one open question about Ion.

Theorycraft
Confidence
Strongly supported
Verified
4 August 2026
Version
pre-release (no retail build)

Build summary

Players who want the most distinctive squad the game allows.

Campaign phase
mid
Difficulty
Standard, permadeath enabled
Game version
pre-release (no retail build)
Strong against
mixed

This build has not been tested

The game has not been released. Every mechanic cited below is confirmed, but the combination of them is our reasoning rather than anything played. It will be re-tested and re-labelled after 27 August 2026.

Loadout

The four bays

Weapon choices are role-based. No weapon statistics have been published, so treat them as starting points rather than optimised picks.

  1. Bay 1

    Astromech

    Medicpistol

    Sustain. Whether astromechs suffer Injuries the same way organic Operators do is unknown, which makes this slot the most interesting open question in the build.

  2. Bay 2

    Astromech

    Gunslingerpistol

    Multi-target output and the Combat Stim target.

  3. Bay 3

    Astromech

    Heavyrepeater

    Frontline anchor.

  4. Bay 4

    Astromech

    Scoutrifle

    Setup and mobility, filling the fourth slot without adding another Advantage spender.

Reasoning

Why it works

Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.

  • EA has confirmed that Astromechs can support a full themed team once their recruitment options unlock.
  • Species and faction do not provide superior weapon proficiency, so an all-droid squad is not mechanically penalised for the theme.
  • The composition keeps the confirmed Combat Stim and Gunslinger pairing.

Execution

Example opening turn

An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.

  1. Step 1

    Identical to the Combat Stim squad: buff the Gunslinger, hold with the Heavy, use the Scout for positioning.

Strengths

  • Officially confirmed as possible.
  • The most novel and shareable squad the game supports.
  • No proficiency penalty for the theme.

Weaknesses

  • Hawks is required for story missions, so this is a skirmish-only squad in its pure form.
  • Ion weapons are specifically recommended against droids — whether that applies to your own astromechs is unknown and could be a serious liability.
  • Whether astromechs can take every Specialization is unconfirmed.
  • Requires an unlock at an unpublished point in the campaign.

Alternatives

Safer and more aggressive versions

Including what to do when an authored Operator in this squad is permanently lost.

For story missions
Field Hawks plus three astromechs.
If astromechs are Ion-vulnerable
Avoid this squad against Separatist droid forces entirely, since Ion is the confirmed counter in that matchup.

How this will be verified

After launch, confirm when astromech recruitment unlocks, whether astromechs take extra damage from Ion weapons, whether they suffer Injuries, and which Specializations they can take.

Mechanics this build depends on

Other builds

Sources