Gaming How-To

Star Wars Zero Company: How to Destroy the Experimental Reactor

A clean route through the reactor sabotage, from the opening advance to getting all four operators out alive.

A clean route through the reactor sabotage, from the opening advance to getting all four operators out alive.

Destroy the Experimental Reactor is a sabotage job, and sabotage missions in Star Wars Zero Company always end the same way. You plant explosives on the target, then you get everyone out. The reactor itself is never the hard part. The hard part is the walk back, because the moment the charges go down, fresh droids start arriving between your squad and the extraction point.

Quick answer: Push the squad forward in cover, wipe the B1 and B2 droids around the reactor with area damage and melee, plant the charges, then move all four operators into the evacuation zone on the right side of the map while one unit holds Overwatch to slow the reinforcements.


Mission objectives, squad, and enemies

The briefing runs three objectives in sequence, and the second and third only appear once the one above them is done. Nothing here asks you to clear the map, so kills are a means to an end rather than the goal.

ElementDetail
ObjectivesDESTROY THE EXPERIMENTAL REACTOR, then PLANT THE CHARGES, then EVACUATE ALL OPERATORS
SquadJae Mordant, Cly Kullervo, Tel-Rea Vokoss, and Trick
EnemiesB1 Battle Droids, B2 Super Battle Droids, and BX Droid Commandos
CompletionAll four operators standing inside the evacuation zone

Every enemy on the map is a Separatist droid, which makes this a good mission for anything with an ion or shock effect. The B1s die to almost anything, including a single Blaster Pistol shot, so they are cheap to remove with leftover Action Points. B2 Super Battle Droids and BX Droid Commandos are the units worth spending real abilities on.


Abilities to hold for the reactor fight

Four tools do most of the work here. Everything else on the bar is filler by comparison, at least until the evacuation phase starts.

AbilityWhen it earns its cost
Impact BombDroids bunched around the same crate or wall segment
Lightsaber Strike / Brutal StrikeFinishing wounded droids next to the reactor without spending a full turn shooting
Combat JumpClosing distance across open ground in one action instead of two moves
OverwatchCovering the retreat once the charges are down

Electroweb Dart III, Electroweb Surge II, Shockwave II, and Noble Stance also sit in the squad’s kit and are worth cycling through when the big abilities are on cooldown. Just do not save them so carefully that you finish the mission with a full bar and two dead operators.


Clearing the yard around the reactor

Move up as a group rather than sprinting one unit ahead. Remember that your first move of a turn covers noticeably more ground than the second or third, so plan the long jump first and keep enough Action Points left over to shoot.
Movement range shown in blue around a selected operator with the MOVE action costing 1 AP
The blue movement area shows how far a unit can reach for 1 AP. Image: Bit Reactor
Prioritise B1 Battle Droids first. They are fragile enough that a single shot usually removes one, which thins the volume of return fire before the enemy turn without burning cooldowns.

Check the silhouette on every unit before you end the turn. Blue means the operator is in cover, orange means they are exposed, and even a B1 will land shots on an exposed target. The first enemy turn comes back with grenades as well as blaster fire, so a unit standing in the open is the one that ends up in the MedBay.

Droids with red health bars return fire across an industrial yard filled with vehicles and cargo crates
The enemy turn answers with grenades and blaster fire across the yard. Image: Bit Reactor
Once the droids stack up behind the same piece of cover, drop an Impact Bomb on the cluster. This is the single biggest swing in the fight, and it is worth waiting one extra turn for a tighter grouping instead of using it on two stragglers.
Close out the survivors near the reactor with melee. Brutal Strike and Lightsaber Strike both finish damaged B2s cleanly, and using them saves the ranged units their Action Points for anything still standing at distance.
The BRUTAL STRIKE melee option highlighted while targeting a droid in tactical combat
Brutal Strike selected against an adjacent droid. Image: Bit Reactor

Planting the charges

With the immediate area clear, walk an operator onto the experimental reactor and use the plant action. The objective tracker flips to EVACUATE ALL OPERATORS as soon as the charges are set, and that is also the cue for the map to start spawning fresh droids.

Do not plant with your last Action Point of the turn if the rest of the squad is still scattered. The reinforcement warning fires immediately, and you want everyone already pointed toward the exit when it does.

A red REINFORCEMENTS INCOMING warning marks where new droids will arrive on the map
The reinforcements warning marks exactly where the next wave enters. Image: Bit Reactor

Getting all four operators to the evacuation zone

Turn the squad toward the evacuation zone on the right side of the map and start moving straight away. Reinforcements in this game like to arrive between you and the exit, so ground you cross early is ground you do not have to fight through later.
A blue traversal path leads an operator toward a building entrance as droids appear ahead
A traversal path routes the squad toward the exit side of the map. Image: Bit Reactor
Leave one unit on Overwatch each turn, covering the lane the new droids walk down. Overwatch is normally a poor fit for sabotage missions because it rewards standing still, but here it buys the rest of the squad a free turn of movement by tripping the wave as it arrives.
Fight only what stands directly in the path. Anything to the side of the route can be ignored, since the mission ends on positioning rather than on a body count.
Combat HUD showing BACKUP AVAILABLE as the squad pushes through droids in a sandy industrial area
A Backup prompt during the final push toward extraction. Image: Bit Reactor
Walk each operator into the evacuation zone and end the mission there. If someone is downed on the way, they can still be carried into the pickup area, so a knocked-out squadmate is not an automatic loss.

How to confirm the mission is complete

The mission resolves the instant the fourth operator stands inside the evacuation zone. Until then the objective stays listed as EVACUATE ALL OPERATORS, which is the fastest way to check whether someone has been left behind mid-fight.

Two things usually stop the mission from ending. One operator is still short of the zone by a tile or two because their second move of the turn was shorter than expected, or a squadmate went down outside the zone and nobody picked them up. Both are movement problems, not combat ones, so count your operators inside the zone before you spend another turn shooting.

Note: droids that escape a mission alive come back stronger in later encounters, so if the exit is already secure and you have spare Action Points, spending them on the last stragglers is not wasted.

Treat the whole thing as a timed walk rather than a battle and it goes smoothly. The reactor is a two-second action at the halfway point, and everything before and after it exists to make sure four operators are standing on the same patch of ground when the charges are counted down.