Gaming Guide

Star Wars Zero Company: Kith and Kin Mission Walkthrough (Defeat Gatanus)

How to clear the Pyke Strikers, keep Kabb alive, and bring down Gatanus with a four-Operator squad.

How to clear the Pyke Strikers, keep Kabb alive, and bring down Gatanus with a four-Operator squad.

Kith and Kin is a fight that punishes rushing. The mission asks you to kill Gatanus, but it also quietly hangs a second condition over the whole encounter: Kabb has to walk out alive. Between you and the boss sits a group of Pyke Strikers spread across a sandy industrial yard filled with things that explode and things that carry current.

Quick answer: Clear the Pyke Strikers first using the map’s electrical generators and explosive barrels to soften them, keep Kabb behind hard cover so he never drops, then focus all four Operators on Gatanus to finish the mission.


Kith and Kin mission requirements

Three conditions decide whether the mission ends in a win. Killing the boss alone is not enough if Kabb goes down along the way.

ConditionWhat it means in the fight
Eliminate GatanusThe boss is the primary objective and the mission’s end point.
Kabb must surviveTreat him as a protected unit, not a front-line brawler.
Defeat the Pyke criminalsThe Pyke Strikers guarding the yard have to be cleared out.

Squad roles for the Gatanus fight

A four-Operator team of Tesh Hawks, Kabb, Tel-Rea Vokoss, and Trick covers everything this map throws at you. Each one has a clear job, and sticking to those jobs is what keeps Kabb’s health bar untouched.

OperatorJob in Kith and Kin
Tesh HawksRanged trigger for hazards. Shoots generators and barrels from a safe distance.
KabbCalls for backup and feeds assist damage into whoever the squad is focusing.
Tel-Rea VokossCloses distance and finishes wounded targets with Lightsaber Strike.
TrickRepeating blaster clean-up on low-health Strikers.

Turn order that clears the Pyke Strikers

Before you spend a single action point, pan the camera across the yard. Check the HP value on every Pyke Striker and note where the generators and explosive barrels sit relative to enemy positions. The reads you take here decide which unit acts first.
Open with Tesh Hawks on an electrical generator standing next to a Pyke Striker. Select FIRE, confirm the target is inside the highlighted attack zone, and let the shock damage roll onto the enemy instead of spending a normal attack on them.
Combat view with a red enemy marker inside the attack zone and the FIRE action waiting on confirm
The FIRE prompt waiting on confirmation with a hostile marked inside the attack zone. Image: Respawn Entertainment
Move Kabb behind a solid crate rather than pushing him forward, then have him call for backup and apply assist damage to the same Striker. He contributes to the kill without ever being the closest body to a Pyke blaster.
Squad member crouched behind a black crate while allies trade fire across the desert industrial yard
Hard cover behind a crate is where Kabb should spend most of the fight. Image: Respawn Entertainment
Line Kabb up on an explosive barrel parked beside another Striker and detonate it. The burning damage keeps ticking on that enemy, which means the next Operator needs less to finish the job.
Hostile Pyke marked with a white icon while holding cover in the sandy industrial arena
A marked hostile holding cover in the yard, the kind of target barrels are meant for. Image: Respawn Entertainment
Push Tel-Rea Vokoss into melee range of a damaged Striker and use Lightsaber Strike. Check the hit chance before you commit, since a clean approach usually leaves her sitting at 100 percent.
The LIGHTSABER STRIKE ability selected against an enemy showing a 100 percent hit chance
Lightsaber Strike selected against a target at full hit chance. Image: Respawn Entertainment
Bring Trick up along the highlighted movement path, which costs 1 AP, and use his repeating blaster to remove the last wounded Striker. Ending the turn with the Pyke line broken is what opens the door to Gatanus.
Blue movement path drawn across the battlefield with the MOVE command listed at 1 AP
The MOVE command showing a 1 AP cost as the squad repositions. Image: Respawn Entertainment

How to finish Gatanus

Gatanus is a health pool, not a puzzle. Once the Strikers are gone, the fight becomes a focus-fire exercise: stack Kabb’s assist damage onto whichever Operator has the best angle, use Tel-Rea for the high-percentage melee swings, and keep Hawks and Trick shooting from behind cover.

Reuse whatever hazards are still standing. An unspent generator or barrel near the boss’s position is free damage that costs you nothing in health, and there is no reason to save them for a later turn that may not arrive.

Tip: recheck the enemy HP readout every round. It tells you whether a target dies to Trick’s blaster this turn or needs Tel-Rea’s strike first, and that single decision is usually the difference between a clean turn and an exposed one.


Confirming the mission completed

When Gatanus goes down with every Pyke Striker already cleared and Kabb still standing, the mission resolves and the squad extracts. The clean tell is the objective list closing out with no failed condition attached to Kabb.

Two things cause a failed run here. The first is losing Kabb, which invalidates the objective no matter how much damage you did to the boss. The second is pushing an Operator out of cover for a marginal shot while Strikers are still alive, since return fire in the open is what puts a unit into the danger range in the first place.

After the fight, head back to the Den before committing another Cycle. That is where injuries get treated and where you will see what the mission changed on the Holo Table, and it is a much cheaper habit than discovering a wounded roster halfway into the next deployment.