Gaming Guide

Star Wars Zero Company: How to Defeat the Coil Forces in Raid the Slugrat HQ

A turn-by-turn plan for clearing every Coil unit, breaking the Droideka's ray shield, and keeping Tel-Rea Vokoss alive.

A turn-by-turn plan for clearing every Coil unit, breaking the Droideka’s ray shield, and keeping Tel-Rea Vokoss alive.

“Raid the Slugrat HQ” is a Coil-heavy fight with two conditions running at once. You have to wipe out every hostile on the map, and Tel-Rea Vokoss has to walk away from it. She starts the encounter separated from the rest of the squad, which is exactly the setup that gets her killed if you push her forward looking for early lightsaber kills.

Quick answer: Pull Tel-Rea back toward Hawks, Trick, Fred, and Jae on turn one, hold high ground with overwatch, use grenades on clustered Coil units, then focus every attack on the Droideka’s ray shield the turn it deploys so it never gets a second regeneration.


Raid the Slugrat HQ objectives and fail conditions

Two objectives sit in the top-left corner for the entire encounter. There is no timer and no console to interact with, so the only thing that ends the fight is an empty enemy list.

ObjectiveWhat it means in practice
DEFEAT THE COIL FORCESEvery Coil unit on the map must be destroyed, including reinforcements that arrive mid-fight.
TEL-REA MUST SURVIVEIf Tel-Rea Vokoss goes down and stays down, the mission fails regardless of how the rest of the squad is doing.

Note: because Tel-Rea is a survival objective rather than a normal operator, treat her health bar as the mission timer. Every turn she spends in the open without cover or an active deflection stance is a turn you can lose the run.


Squad roles for the encounter

The fight is built around one durable front-liner, two ranged damage dealers, and a medic who never leaves the back line. Tel-Rea sits slightly ahead of the ranged pair once she has rejoined the group.

OperatorJob in this fight
Tesh HawksLongarm blaster from range, plus Combat Stim III and Medpac Mk. II to keep the squad topped up. Also the unit that finished the Droideka’s ray shield.
FredFront-line body. Bull Rush II for close enemies, invulnerability stacks to soak the final attacks, and revives when someone goes down.
Jae MordantBlaster rifle damage and grenades. Sweeping Salvo III clears a cone of grouped enemies.
TrickRepeating blaster and Rocket Strike IV for clustered reinforcements.
Tel-Rea VokossLightsaber Strike up close, Push II to drag enemies out of cover, Noble Stance to deflect incoming blaster fire.
PICO-5Astromech support in the back line.

Opening turns: regroup, then take the high ground

Spend Tel-Rea’s first turn moving back toward the rest of the squad. She begins the encounter ahead of everyone else, and an isolated Jedi is the single easiest way to lose this mission. Do not spend her opening AP on an attack.
Push Fred and Trick into the first line of cover and open on the nearest targets. The Coil B1 Battle Droids in front are low-value and die quickly, which clears the approach lane before the tougher units close in.
Radial ability menu open in combat, with a 3 AP ability highlighted before the player commits an action
The radial menu shows the AP cost of each ability before you commit, so you can check whether an operator still has enough left for overwatch. Image: Bit Reactor
Move the squad up to the raised positions and throw an Impact Bomb into the first cluster of Coil units. Grouped enemies are the cheapest damage you will get all fight, and the blast also strips the cover they were about to use.
Isometric view of the warehouse fight with the squad trading fire against several red-marked Coil units around cover
The warehouse floor funnels Coil units into a few approach lanes, which is what makes area damage so effective here. Image: Bit Reactor
Finish Hawks’ turn by firing the longarm blaster and then setting overwatch with whatever AP is left. Anything that walks into that cone on the enemy turn takes free damage before it can reach your line.

On the first enemy turn the Coil forces advance and open fire. This is where Noble Stance earns its slot, since Tel-Rea deflects incoming blaster bolts instead of eating them at full value.

Squad member sheltering behind blue-lit crates as Coil enemies with red health bars close in
Holding cover during the enemy turn keeps the squad’s health high enough that the medic can spend turns shooting instead of healing. Image: Bit Reactor

Resonance: why every Coil kill makes the survivors stronger

Coil units share a mechanic called Resonance. When one of them dies, a surviving Coil enemy gains a stack. Stacks build up to three, and at three stacks that unit surges, which heals it, raises its damage, and unlocks abilities it did not have before. Surged enemies can retaliate, turn invisible, or reach you in melee from farther away than their normal range suggests.

The practical rule is simple. Once a unit reaches three stacks, it becomes your next target no matter what else is on the field. Kill order matters more than raw damage output here, and Push II is useful for dragging a stacked enemy out of cover so two or three operators can finish it in one round.


Handling reinforcements and the Coil Captain

Partway through, Coil reinforcements arrive and the fight gets crowded fast. Coil Enforcers press in close, Coil Strikers work at range, and a Coil Captain adds Ambush II to the mix. Keep the medic in the back and burn a grenade on the incoming group while they are still bunched together.

Action menu open on the Coil Captain during Raid the Slugrat HQ while the squad picks a target
Selecting an ability against the Coil Captain, one of the higher-priority targets once reinforcements land. Image: Bit Reactor

This is also the point to start spending Tesh Hawks’ turns on sustain rather than damage. Combat Stim III and Medpac Mk. II keep Fred and Tel-Rea above the threshold where a single surged attack can drop them. Fred’s Bull Rush II works well on Enforcers that make it into melee range, and Tel-Rea’s Lightsaber Strike cleans up anything already softened by blaster fire.

Large metal double doors being pushed open onto a smoke-filled industrial area
The doors leading deeper into the Slugrat HQ, where the second half of the encounter plays out. Image: Bit Reactor

Breaking the Droideka’s ray shield

The Droideka arrives with the reinforcement wave and rolls into position before deploying its ray shield. That shield is omni-directional, so there is no flanking angle that bypasses it, and it regenerates at the start of each turn until the droid is destroyed. Chip damage from one operator accomplishes nothing.

The turn the ray shield goes up, commit everything to it. Blaster fire, Sweeping Salvo III, Rocket Strike IV, and Force abilities all count toward stripping it. You are looking for the RAY SHIELD DESTROYED prompt on screen.
Once the shield is down, keep hitting the Droideka in the same turn if you have AP left. Any turn you let pass without killing it hands the shield back at full strength.
Expect a knockdown. The Droideka hits hard enough to floor an operator, so use a nearby squadmate to revive them immediately rather than continuing the attack with a body on the ground.

Tip: hold at least one heavy ability in reserve for this moment. Firing Rocket Strike IV or Sweeping Salvo III into a group earlier feels good, but the Droideka is the one target where a single wasted turn costs you the whole shield again.


Clearing the last Coil units and confirming the win

With the Droideka gone, only a handful of Coil Enforcers and a final Coil Striker remain. Their Resonance stacks are at their highest here, so put invulnerability on your front-liner and let the surged enemies waste their attacks on a target that cannot be hurt. Fred tanking the last Enforcer while the ranged operators finish the Striker is the cleanest close.

Combat HUD during the final wave as the squad trades fire with the remaining Coil units in the industrial arena
The last exchange of the encounter, with an invulnerability buff absorbing the final Coil attacks. Image: Bit Reactor

The mission resolves the moment the last Coil unit is destroyed. The objective list clears and the encounter ends on the spot, so there is nothing left to interact with once the field is empty. If the fight has not ended, one enemy is still alive somewhere on the map.

Common reasons the fight goes wrong

  • Tel-Rea advances alone on the first turn and takes concentrated fire before the squad can support her.
  • A Coil unit reaches three Resonance stacks and is left alive, then surges and closes the distance in a single turn.
  • The Droideka’s ray shield is only partially damaged, so it fully regenerates on the next turn.
  • A downed operator is left on the ground instead of being revived, which cuts your damage exactly when the reinforcement wave lands.

Played patiently, the encounter is a defensive one. Hold elevation, force the Coil to come to you through overwatch cones and grenades, spend the medic’s turns on sustain rather than damage, and save your biggest abilities for the Droideka. Tel-Rea’s Force abilities are best used to reposition enemies for the rest of the squad, not to open new fights on her own.