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Zero Company Builds

The campaign

How many Injuries kill an Operator?

Three, on standard difficulty.

Confirmed
Confidence
Confirmed
Verified
15 August 2026
Version
pre-release (no retail build)

The short answer

Three, on standard difficulty.

In full

What that means when you are planning

An Injury is taken on being reduced to zero health, not from taking damage generally — so a full-health Operator who is never downed accumulates nothing, however much they are shot at.

Injuries persist between missions until they are treated at the Den. A standard Medbay bed takes one cycle, which is a real cost given that missions and Operations expire on a cycle timer. A Bacta Tank is instant and costs Credits instead.

That is the actual tension in the system: the cheap treatment costs you the thing you cannot buy more of.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • Whether the threshold differs on other difficulties.
  • What an untreated Injury does to an Operator's performance, beyond the accuracy penalty Fortitude cancels.

Next

Related questions

Can you turn off permadeath in Zero Company?
Yes. Permadeath is on by default and can be disabled in the settings.
Can you revive a downed Operator?
Yes — allies can Rally a downed Operator, and Trick can revive himself.
What are cycles in Zero Company?
The campaign clock. Completing a tactical mission advances the cycle, and missions and Operations expire after a limited number of them.

Where this is covered properly

Sources

  • Answering the Internet's Biggest Questions about Star Wars Zero Company

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage

  • Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts

    IGN · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover