Gaming How-To

Infiltrate the Prisoner Exchange: How to Disable the Coil Explosives

The four-charge objective in Star Wars Zero Company has a seven-turn limit, a strict survival rule, and one blocking condition most squads miss.

The four-charge objective in Star Wars Zero Company has a seven-turn limit, a strict survival rule, and one blocking condition most squads miss.

The prisoner exchange on Storm Basin turns into a race the moment the objective flips to “DISARM THE COIL EXPLOSIVES 0/4.” Four charges sit on a circular platform, a timer counts down, and an HMP Droid Gunship starts painting the ground with lethal bombardment markers. Anakin Skywalker, Tesh Hawks, and Luco Bronc all have to walk away from it.

Quick answer: Move an operator into each of the four marked explosive zones and end a full turn standing inside with no enemies in that zone. All four charges must be cleared within the seven-turn limit, and Anakin, Hawks, and Luco must survive.


Disarm rules and fail conditions for the Coil explosives

Disarming is a positioning task, not an ability check. The mission text spells it out plainly: “Disarm the Coil explosives and save Storm Basin by moving to the adjacent zones before Time runs out.” An operator moves into a zone, the turn ends, and the charge is defused.

The catch is the blocker. “Enemies standing within the zone will prevent you from disarming the bombs properly,” so a Coil Striker or Brute parked on a charge cancels the whole play. Kill it or push it out first, then occupy the space.

ParameterDetail
ObjectiveDisarm the Coil Explosives 0/4
Time limit7 turns
Survival requirementHawks, Anakin, and Luco must all survive
Disarm conditionOne operator ends a full turn inside the zone
BlockerAny enemy standing inside that zone
Main hazardHMP Droid Gunship bombardment on marked ground
Enemy typesCoil BX Droid Sniper, Coil Enforcer, Coil Brute, Coil Striker

Which operator abilities carry the objective

Three operators, four zones, seven turns. That math only works if two of them double up, which means movement economy matters more than damage. Force Push is the standout tool here because the platform has open edges, and an enemy shoved over one is gone instantly instead of soaking up two turns of shooting.

OperatorWhat to use it for
Anakin SkywalkerForce Push to knock enemies off platform edges and clear an occupied zone in a single action; Ultimate Lightsaber Throw for tougher targets
Tesh HawksGranting extra action points to allies, which buys the movement needed to reach a distant zone in the same turn
Luco BroncOverwatch and Combat Gas to hold the approach lanes while the other two sit still on charges
Combat screen highlighting a ranged Coil Enforcer as operators move around the explosive zones
A ranged Coil Enforcer targeted while the squad repositions around the charge zones on the platform.

Turn-by-turn route around the platform

Open with Anakin and deal with the Coil BX Droid Sniper. A Force Push over the platform edge removes it outright, which stops chip damage from landing on operators you cannot afford to lose.
Move the squad left along the ring toward the first pair of zones. Spend movement early rather than trading shots, because the seven-turn clock punishes any turn spent standing still.
Operator moving along a blue highlighted path past cover and objective markers
The blue movement path traces the route around the ring toward the next charge zone.
Set Luco on Overwatch and drop Combat Gas across the lane the Coil units are pushing through. Luco is your holding piece; he keeps pressure off the two operators who will be standing on charges and doing nothing else.
When the HMP Droid Gunship arrives and starts marking the ground, re-plan every movement path before committing. Marked tiles down operators outright, and a downed Anakin, Hawks, or Luco is a failed mission.
Clear the enemy sitting on the first charge with Anakin, then finish his turn inside that zone. Force Push is ideal here because it empties the tile and leaves Anakin with the action points to step in.
Ultimate Lightsaber Throw selected while red bombardment zones cover the battlefield
Ultimate Lightsaber Throw queued up while the gunship’s red bombardment markers cover parts of the platform.
Send Hawks into the second zone and end his turn there. Ignore the reinforcements filtering in unless one of them steps onto a charge you still need.
Walk Hawks straight from the second charge to the third while Anakin breaks off toward the final zone. This is where Hawks’ extra action points earn their keep, since a single point of movement can be the difference between arriving this turn and burning another one.
Action point meter showing a MOVE AP1 prompt during the disarm run
The action point meter with a one-point move queued, the cheapest way to reach the next zone in time.
Finish with Anakin standing in the fourth zone before turn seven ends. The counter ticks to 4/4 and the objective completes on the spot.

Surviving the HMP Droid Gunship bombardment

The gunship is the one thing on this map that can end a run instantly. Its warning is explicit: “The HMP Droid Gunship will bombard the area for lethal damage. Stay out of the areas it marks on the ground, or your Operators will be Downed by its rocket fire!”

Treat marked ground as impassable for that turn, including any explosive zone caught underneath it. If a charge is sitting inside a bombardment marker, disarm a different one first and come back once the marker clears. Losing a turn is recoverable; losing an operator is not.


How to confirm a charge is defused

Confirmation appears on the battlefield itself. “Charge defused” pops over the operator standing in the zone, and the objective tracker climbs from 0/4 toward 4/4. If the turn passes and neither of those changes, the disarm did not register.

Charge defused message on screen with an operator standing inside the objective area
The “Charge defused” confirmation after an operator holds position inside a marked zone.

There are only a few reasons the counter refuses to move. An enemy is still standing inside that zone. The operator moved out or was pushed off the tile before the turn ended. Or the operator never fully entered the marked area and is sitting one tile short of it.


Note: reinforcements arriving mid-fight are a distraction, not a second objective. You do not need to clear the platform to finish this one, so shoot only what is blocking a zone or threatening one of the three operators who must survive.

Play it as a movement puzzle with a body count attached and the seven turns are more than enough. Anakin’s pushes open the zones, Hawks chains two charges back to back, and Luco keeps the rest of the Coil from ever reaching the ones you are standing on.