Twenty operators and four astromechs: what to decide on day one
Full Roster asks for 20 operators in a single campaign and sits at 0.22%. None of the roster trophies can be improvised at the end: bonds rise by fielding the same pair mission after mission.
And it counts towards Full Roster, *Angry Beeps*, Dress Code, Signature Flair, Fully Geared, Where Credit Is Due, There Will Be No Bargain, required for the platinum.
Recruit wide from the start
Sign Here — 73.86%. Recruit an operator. It comes on its own. But it pays to understand who you recruit and when, because three more trophies hang off it.
Full Roster — 0.22%. Recruit 20 operators in a single campaign. That number is the fact this trophy contributes: a full roster is twenty. And the 0.22% says most people finish the campaign with a far shorter team, because the game does not force you to over-recruit.
Then there are the bonds, which are not in this guide but depend on the same thing: Thieves With Honor asks you to bond two custom operators with each other, and Beep Boop asks the same of two astromechs.
What unites all four is one rule: none of them can be improvised at the end. Bonds rise by fielding the same pair mission after mission, so if you reach the campaign's last stretch with a bare roster and no fixed pairings, those trophies slide into the next run.
The practical consequence is simple: recruit wide from the start even if you do not field everyone. Spare operators cost you nothing, and they are what make Full Roster and Thieves With Honor possible.
The four astromechs: one mission that serves two trophies
**\*Angry Beeps\* — 0.43%. Complete a mission using 4 astromechs**.
The fact this trophy contributes is that a full droid squad is not a theoretical possibility: it is a configuration the game supports and lets you take into a complete mission.
And there is an overlap worth exploiting here. Beep Boop asks you to bond two astromechs with each other, and bonds rise by fielding the same pair mission after mission. So when you assemble the four-droid squad, keep two of them fixed and keep fielding them together afterwards: the mission that gives you Angry Beeps also gets the bond moving.
Also pick a short and simple mission for this. A squad of four astromechs is not a balanced composition, and on Expert with Beskar you do not want to be experimenting on a story mission.
Customising and buying: four menu trophies
Dress Code — 74.73%. Customise a member of Zero Company. It pops the moment you enter the editor and change anything: a colour, a helmet, whatever.
It is worth doing early for a practical reason, not an aesthetic one: if you are going for the platinum you will recruit twenty operators and field fixed pairs across the whole campaign for the bonds. Telling them apart at a glance on the tactical board stops being a whim when half your roster looks the same.
Signature Flair — 66.92%. Customise a weapon. It is the weapons version of the above: enter the menu and change something.
Fully Geared — 0.11%. Equip 4 mods to a weapon. The fact it contributes is that a weapon takes at least four mods at once, and that 0.11% suggests gathering four for the same weapon takes a fairly advanced campaign. It is not a trophy you chase: it is one that arrives.
Where Credit Is Due — 55.97%. Buy something at The Black Market, one of the strategy layer's shops. Spending once is enough.
There Will Be No Bargain — 0%. Unlock the Hutt Roulette prize three times. The Hutt Roulette is another system known only from this list, and the trophy reveals something about it: the prize is repeatable, it does not run out on the first pull. Being silver and asking for three repetitions, it suggests each spin costs resources or strategy-layer time.
The trophies involved
Each one links to its section inside the full Star Wars: Zero Company trophy guide.