Droideka
Shielded heavy unit. Ion effects are the reliable answer — the Separatist counter list names ion weaponry directly.
Zero Company fights across 14 worlds against 3 confirmed factions. Each faction has a distinct counter — bringing the wrong tool is what turns a routine deployment into a casualty report.
14 worlds, 3 organised enemies, and a different answer for each one. This page stays at unit level: what the thing in front of you does, and how to remove it. Factions & Allegiances covers who they are and why they are fighting.
Unit archetypes confirmed by public sources, with the practical answer to each.
Shielded heavy unit. Ion effects are the reliable answer — the Separatist counter list names ion weaponry directly.
Standard line infantry. Dies to sustained fire and flanking, but punishes operators caught out of cover.
Rare elite that has to be removed in a single hit. Plan a burst turn around it rather than trading shots across several turns.
Force-enhanced infantry backing the Coil. Priority targets — the faction counter is to kill them fast, not to out-grind them.
14 confirmed campaign locations. Mission availability and Zone Influence shift across these worlds as Cycles pass.
Practical rules that hold across every faction.
The notes above tell you what to bring. These are the tells and the answers once the firefight has already started.
Tell: Deploys behind a personal shield and needs a turn to unfold before it can answer fire.
Answer: Bring ion. A squad with no ion has to out-wait the shield, which spends the tempo the rest of the mission needs.
Tell: Cheap line infantry that arrives in numbers and does not break.
Answer: They lose to volume of fire and flanking, not to one big hit — spread the damage instead of overkilling a single droid.
Tell: A rare elite that punishes any plan built on attrition.
Answer: One-shot removal only. Confirm line of sight, set the burst up, then commit everything in a single turn.
Tell: The only archetype that gets stronger the longer the engagement runs.
Answer: Priority targets. Kill them on turn one or accept that every following round is harder than the last.