Gaming Guide

Star Wars Zero Company: How the Never Ending Mando Build Works

The action-point loop behind Cly Kullervo's infinite-turn Mandalorian squad, including talents, droid support, and the mods that scale damage.

The action-point loop behind Cly Kullervo’s infinite-turn Mandalorian squad, including talents, droid support, and the mods that scale damage.

Turn length is the real resource in Star Wars Zero Company, and the Never Ending Mando squad is built around never running out of it. The setup puts Cly Kullervo in the Mandalorian seat as the only damage dealer that matters, then uses two Astromechs and a support hybrid to keep shoveling action points into him until the map is empty. It is not a burst build. It is a loop that gets longer the more things you kill.

Quick answer: Give Cly Kullervo the Warrior and Gunslinger focus trees with Onslaught and Quick Draw V, run two Astromechs with Built-in Comlink III and Coordinated Support VI to feed him AP, and move using Combat Jump IV so repositioning costs Advantage instead of action points.


The action point loop that keeps the turn alive

Everything else is decoration. The build works because Cly spends action points slower than the squad generates them, and because his movement is paid for with a separate currency entirely.

Quick Draw V costs 1 AP and hands that point straight back when the shot secures a kill, so against chaff it is effectively free. Combat Jump IV lets him relocate up to 23 meters using 2 Advantage rather than AP, which means crossing the map never eats into his shooting budget. Meanwhile the droids top him back up.

SourceWhat it gives back
Quick Draw VCosts 1 AP, refunds 1 AP on a kill
Built-in Comlink IIIAstromechs hand their own AP to Cly, up to the 3 AP cap
Coordinated Support VI+2 AP to every squad member, which can then be funneled onward
Behind the LinesCross-training bond, extra AP refund on kills
Pinpoint ParadeCross-training bond, extra AP refund on critical hits
Combat Jump IV23 meters of movement paid with 2 Advantage, not AP

Note: the 3 AP ceiling is the one hard limit here. Comlink transfers cannot push Cly above it, so dumping every droid’s points into him at once wastes them. Feed him in small amounts, between kills, as the pool drains.


Why damage climbs the longer you shoot

Infinite turns would be pointless if the shots stayed weak. Onslaught, the Gunslinger passive, adds +1 primary blaster damage for every attack made during a single turn. Attack twenty times and the twentieth shot lands far harder than the first, which is exactly why the build snowballs into the late game instead of falling off.

The Custom Ergonomic weapon mod stacks with that scaling, so the two together turn a long turn into a genuine damage multiplier. Enemies that would normally survive a Mandalorian volley at the start of a fight get deleted midway through one.


Squad composition and specializations

Four bodies, one shooter. Cly Kullervo takes Warrior and Gunslinger, which is where Quick Draw V, Onslaught, Keen Eye IV, and Ruthless V live. Dantics Hawks runs a Medic and Heavy hybrid, applying Strong Stimulant buffs and holding enemy attention. The two Astromechs, F-8 and N4R-M8, exist purely as AP batteries.

UnitRole and key picks
Cly KullervoMandalorian damage dealer. Warrior and Gunslinger trees, Combat Jump IV, Quick Draw V, Onslaught, Keen Eye IV, Ruthless V, Unstoppable V
Dantics HawksMedic and Heavy hybrid. Strong Stimulant, Combat Stim VI, Intimidating Posture, Bulwark V, Fearless Leader VI
F-8Astromech support. Built-in Comlink III, Open Fire II
N4R-M8Astromech support. Coordinated Support VI, Built-in Comlink III

Cly’s tree is where most of the build’s identity sits, so spend focus points there first. Quick Draw V and Onslaught are the two picks that make the rest function, and neither is optional.

Cly Kullervo's Warrior and Gunslinger focus trees with Quick Draw and Onslaught highlighted
Cly Kullervo’s specialization screen, where the Warrior and Gunslinger trees supply Quick Draw V and Onslaught.

Hawks does the unglamorous work. Strong Stimulant keeps the squad buffed, and taunting through Intimidating Posture pulls fire onto him at the end of the turn, which is the moment Cly is most exposed after burning his position on a long shooting spree.


Astromech access and the Droid Repair Bay

You cannot field the droid half of this squad until the Droid Repair Bay is unlocked, so that facility should be an early priority on the ship. Once it is running, both Astromechs slot in and the Comlink chain becomes available.

Upgrade Facilities menu with Black Market selected and two empty build slots shown
The Upgrade Facilities screen, with Black Market already completed and two build slots still open for facilities such as the Droid Repair Bay.

Weapons, mods, and utility items

Cly’s primary blaster is the only weapon that benefits from Onslaught stacking, so mod it first and treat everything else as support gear. Grenades and visors cover the situations where a straight shot will not clear a target.

  • Weapon mods: Custom Ergonomic and Lightning Cycler on the primary blaster
  • Optics: Assassin’s Scope and Stalker Scope
  • Utility: Targeting Visor Mk. III, Experimental Repulsor Units, Storage Optimization, Pico-5
  • Throwables: Prototype Imploder and standard grenades for clustered enemies

How to pilot a single long turn

Open with Hawks. Apply Strong Stimulant to the squad and get his positioning sorted before Cly moves, since he will be the one holding the line once the shooting starts.
Fire Coordinated Support VI from the Astromech carrying it. That hands +2 AP to everyone on the squad, including the other droid, which turns both of them into a reservoir you can draw from later.
Start Cly on the weakest targets on the board. Quick Draw V refunds its own cost on a kill, so opening against low-health enemies lets him build Onslaught stacks without spending anything.
Reposition with Combat Jump IV rather than walking. The 23-meter relocation costs 2 Advantage instead of AP, so use it every time a better firing angle exists.
Top Cly up with Built-in Comlink III only when his AP dips. Transfer in small increments so nothing is lost against the 3 AP cap, and let the Behind the Lines and Pinpoint Parade refunds cover the gaps.
Once the AP well is genuinely dry, close the turn with Hawks taunting. That parks incoming fire on the unit built to absorb it instead of the Mandalorian standing in the open.

Why the loop stops early

When a turn ends sooner than expected, it is almost always one of a few things. Quick Draw V only refunds on a confirmed kill, so leading with tanky targets drains AP with nothing coming back. Comlink transfers that would push Cly past 3 AP are wasted. And Combat Jump IV needs 2 Advantage available, so spending Advantage elsewhere strands him without free movement.

You will know the loop is working when Cly keeps acting after his starting points are gone and the Onslaught bonus is still climbing. That is the state the whole squad exists to maintain, and once the build comes together in the late game, it is enough to clear entire maps before the enemy gets a turn at all.