Gaming How-To

Star Wars Zero Company: How to Clear Eradicate the Droid Remnants

The exact enemy order, ability picks, and overwatch setup that finish the Separatist base objective without losing an operator.

The exact enemy order, ability picks, and overwatch setup that finish the Separatist base objective without losing an operator.

The Separatist base fight in Star Wars Zero Company pairs a primary objective, “SECURE THE SEPARATIST BASE,” with a sub-objective printed just beneath it, “ERADICATE THE DROID REMNANTS.” That second line is the one that matters mechanically. The base does not count as secured until every droid on the map is destroyed, including the wave that arrives partway through the fight.

Quick answer: Destroy every droid on the field, then hold position and destroy the reinforcement wave that enters through the blast doors. When the last droid falls, the sub-objective clears and the mission ends immediately — there is no evacuation step.


What the eradicate objective actually requires

Most missions in the game let you finish without wiping the board. This one does not. The HUD tracks the primary objective at the top left with the sub-objective sitting under it, and the sub-objective is a straight kill count against every hostile unit present.

Two things follow from that. First, letting a droid survive and escape is a real cost — units that get away come back stronger in later encounters. Second, the reinforcement wave is not optional cleanup you can skip by rushing the exit. It is part of the count.

The deployment for this fight is a four-slot clone squad: Cly Kullervo, Trick, Fred, and Hawks. Hawks is required on story deployments, and the other three cover heavy ordnance, close assault, and mobile flanking respectively.


Droid roster and kill priority

Five droid types appear across the encounter. Handling them in the wrong order is what turns a clean run into a rescue operation, so treat the table below as your target list rather than shooting whatever the game auto-targets.

DroidThreat and how to answer it
DroidekaDeploys a deflector shield that must be stripped before health damage lands. Stack attacks from multiple operators in one turn, then finish it with sustained fire such as Trick’s DC-17m repeater.
BX Droid SniperHigh single-target damage from range. Close the gap rather than trading shots — Fred’s Bull Rush slams straight into it.
MagnaGuardDurable melee unit that arrives with the reinforcements. Layer debuffs like Sweeping Salvo on it and add melee charges to wear it down.
B2 Super Battle DroidTougher than a standard droid and hits harder. Debuff it before committing to a straight exchange of fire.
B1 Battle DroidLowest priority. Heavy cover negates their critical hits entirely, so leave them until the dangerous units are gone or sweep them with area damage.

Note: droids are the Separatist Alliance’s whole army, and Ion weaponry is the efficient counter against them across the campaign. If you have Ion mods available in the loadout screen, bring them to this fight.


Clearing the first droid group

Move the squad forward into heavy cover before firing anything. Cover cuts incoming blaster damage and shuts off critical hits from B1 Battle Droids, which is most of what is shooting at you in the opening turns.
Command wheel with the 1 AP Move action selected, showing a covered position in range
The Move action costs 1 AP and the game marks which covered positions are in range. Image: Electronic Arts
Open with Trick’s DC-17m anti-armor launcher on the tightest cluster of droids. The grenade damages several units at once and softens the group before anyone has to expose themselves.
Push Fred up to finish a wounded droid, then spend his remaining AP on Grit II. The buff makes him invulnerable through the enemy phase, so the droids waste an entire turn shooting a target they cannot hurt.
Break the Droideka’s shield with combined fire. Call for Backup lets a nearby teammate add their attack to another operator’s shot, which is the fastest way to strip the shield inside a single round. Once it drops, sustained repeater fire ends the Droideka.
Send Cly wide with Combat Jump to reach high ground, then apply Electroweb Dart and Electroweb Surge. High ground improves accuracy, and the Electroweb attacks shock droids while chipping their health from an angle the enemy line is not covering.
Tactical view showing a highlighted destination tile as an operator repositions toward cover
Repositioning Cly along the flank before spending Advantage on an Electroweb attack. Image: Electronic Arts
Pull Hawks back if anyone is hurt and apply Combat Stim. The stimulant patches up a damaged operator mid-fight, which matters here because the reinforcement wave is still ahead of you.

Setting overwatch before the reinforcements arrive

The game warns you that reinforcements are incoming before the doors open. That warning is your cue to stop advancing and start preparing, because the fresh droids walk into a fixed choke point.

Squad trading fire with a marked droid beside industrial tanks on the snowy base exterior
The warning that reinforcements are on the way appears at the end of an enemy turn. Image: Electronic Arts
Reposition every operator so the blast doors sit inside their firing arc, with cover between them and the doorway. Do not stand directly in front of the opening.
Spend each operator’s leftover AP on Overwatch, aiming the cones across the door. An operator on Overwatch fires automatically at anything that moves or acts inside the marked area during the enemy turn.
Clone troopers holding cover behind crates with an enemy droid marked in red across the yard
Overwatch cones set across the approach to the reinforcement doors. Image: Electronic Arts
Let the wave trigger your reaction shots as it enters, then answer with area damage. Fred’s Impact Bomb hits grouped droids in the doorway, and Hawks’ Sweeping Salvo debuffs the heavier units that survive.
Focus the MagnaGuard once the smaller droids are down. Stack the Sweeping Salvo debuff, then commit melee charges to close it out rather than trading ranged shots turn after turn.
Command wheel open on a clone operator moving into position against the MagnaGuard
Closing the distance on the MagnaGuard before spending AP on a melee charge. Image: Electronic Arts
Sweep the last one or two droids with a grenade. A final area attack from Fred is usually enough to remove whatever is left standing.

How to confirm the base is secured

The moment the last droid is destroyed, the sub-objective in the top-left HUD resolves and the mission ends on the spot. You do not need to walk the squad to a pickup area, and there is no separate confirmation prompt to accept.

If the mission has not ended, a droid is still alive somewhere on the map. Two situations account for nearly every case of this. Either a unit is sitting outside your current line of sight behind terrain, or the reinforcement wave has not fully spawned yet and you are waiting on an enemy turn that has not resolved.

Tip: if a run goes badly, you can restart the mission from the game menu and redeploy the same operators. That is worth doing before accepting a downed squadmate, since each knockdown adds an injury and three injuries kill an operator permanently when permadeath is switched on.


Ability reference for this fight

AbilityOperator and use
Fire DC-17m Anti-ArmorTrick. Opening area damage against clustered droids.
Fire DC-17m RepeaterTrick. Sustained fire to finish a shield-stripped Droideka.
Grit IIFred. Grants invulnerability, absorbing an entire enemy phase of fire.
Bull Rush IVFred. Charges into a target; used to slam the BX Droid Sniper.
Impact BombFred. Area damage against the reinforcement group at the doors.
Combat Jump IVCly Kullervo. Repositions to high ground for the accuracy bonus.
Electroweb Dart / Surge IVCly Kullervo. Shocks and damages droids from the flank.
Sweeping Salvo IIIHawks. Debuffs heavier units such as the B2 and the MagnaGuard.
Combat Stim VHawks. Restores a damaged operator between waves.
Call for BackupAny operator. Adds a nearby teammate’s attack for extra damage in one turn.

Each operator gets three action points per turn to move, attack, and use abilities, and the strongest abilities in that table spend Advantage points, which build as you damage enemies. That is the underlying budget for the whole fight — spend early AP on cover and positioning, bank Advantage through the first group, and have it ready when the blast doors open.