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Star Wars Zero Company Builds: Operators & Squad Plans

Choose Star Wars Zero Company builds by squad role, compare seven Operator guides, plan AP and Advantage, and swap teammates with an interactive squad planner.

Updated 2026-10-17
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Choose Star Wars Zero Company builds by the problem your squad needs to solve: Trick for frontline pressure, Tel-Rea for repositioning, Kabb for a prepared melee finish, Cly for linked-target control, Jae for low-health cleanup, and Luco for ranged damage. Use a Medic or Scout Hawks to cover the support job your other three picks leave open.

Build rules to check in Patch 1.2

Cly now has three Darts and one Jump per turn. Astromechs have three Comlink uses at maximum rank and two Self-Repairs per combat. Scout's Tactical Timing ends at 80%, with generation restricted to ranged and melee attacks. Budget the turn from existing AP and Advantage, then keep a useful ordinary attack if a passive gain fails.

EA's October 15 Patch 1.2 announcement was checked October 16. These are baseline changes. Optional Campaign Modifiers can further restrict generation, assists and respecs; check them before following a class-swap recommendation.

Choose an Operator guide

Operator or recruitStarting directionUse when your squad needs
TrickSoldier / HeavyA durable frontline and area pressure
Tel-Rea VokossPadawan / WayseekerForce positioning for a planned follow-up
KabbHeavy / SoldierA melee finisher with an Uppercut kill refund
Cly KullervoWarrior / ScoutElectroWeb setup and an Advantage plan
Jae MordantAssault / GunslingerCleanup under the current Final Shot threshold
Luco BroncSharpshooter / ScoundrelRanged pressure with Combat Gas timed to useful shots
Custom Astromech supportBuilt-In Comlink and mission UtilitiesOne extra AP on the ally whose action changes the turn

Meevo/M-3VO is the Caisson's crew droid; the support guide explains the separately recruited Astromech. Talents and recruitment are not interchangeable between those characters.

Plan four jobs before four talent trees

Deployment briefing · Patch 1.2

Plan your four-Operator squad

Choose recruited Operators and Hawks’ current specialization. Custom recruits can fill more than one slot; named Operators can appear once.

Read role guide →
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Campaign Modifiers affecting this plan

Mark the rules already enabled in your save. These controls only adjust planning advice.

Check all modifier rules →

Roles to check

  • Setup / AdvantageSelected
  • Damage / finishingSelected
  • Control / protectionCheck
  • AP transferCheck
  • Ally healingSelected
  • Scout Tactical Timing tops out at 80% in Patch 1.2 and applies to ranged/melee attacks. A possible proc is not Advantage already in the pool.

Role labels describe the linked recommended builds and the selected primary specialization. Confirm secondary trees, talents, recruitment, injuries and mission eligibility in your save; this planner does not calculate damage or validate a complete build.

Loading saved squad…

Use the planner to change Hawks’ specialization, add custom recruits, mark active Campaign Modifiers, and share the result. Changes save in this browser; a shared link loads its configuration without replacing your saved squad until you edit it. Check setup, damage, control, AP support and ally healing separately. These are planning roles, not hidden game stats. If your squad already has two reliable finishers, another expensive ultimate can compete for Advantage while a Medic or Scout solves the actual bottleneck. See four example squads and replacement rules.

Spend AP and Advantage on the same plan

Each Operator starts with three AP. The AP guide explains movement, variable weapon costs and Overwatch. Advantage is shared, so spending it with one Operator can prevent another's setup.

A practical sequence is to pick the target first, prepare its health or position, then commit the finisher. Kabb's Uppercut refunds its activation AP on a kill; wall contact alone does not establish that refund. An Astromech's Built-In Comlink spends one AP to grant one ally AP. Check those conditions before moving either unit into danger.

For Cly and Luco, reserve the shared resource for the action that matters to the objective. A turn can fail even when each build is individually sound if both assume they get the same remaining Advantage.

Change the build when the mission changes

  • An unreachable target: swap a close-range slot for a Sharpshooter rather than forcing a dangerous approach.
  • Repeated injuries: keep a reachable Medic and a healthy replacement; consult recovery planning.
  • An attack is one AP short: compare a shorter move against Comlink support before changing the whole damage tree.
  • An objective requires an Operator: meet the mission condition before optimizing the optional slots.

In Personnel, change one priority at a time and inspect the new costs. Compare whether the revision reaches a target, avoids an injury or secures the objective. A single large damage number does not answer all three questions.

Sources and review

Base role sources checked October 8, 2026: EA's gameplay and facilities guide, the Epic Operator guide, and the ability records linked on the individual pages. Patch 1.2 rules were checked October 16. Planner mission requirements and repeated Astromech slots were checked October 17 against the EA developer Q&A. Pairings and squad comparisons are editorial recommendations. Review dates describe source checks, not independent playtests; update records keep patch scope separate.

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