Mechanic
Zero Company injuries and permadeath explained
When an Operator is downed they suffer an Injury. Three Injuries cause permanent death on standard difficulty. Allies can Rally a downed Operator to bring them back up. Permadeath is enabled by default, but it can be disabled in the settings — so the risk level is a choice you make before the campaign, not a fixed rule.
- Confidence
- Confirmed
- Verified
- 11 August 2026
- Version
- Pre-release evidence — retail verification pending
Three strikes
Injuries accumulate. A single downed Operator is a setback; the third one is permanent. That turns every risky position into a decision with consequences that outlast the mission.
Allies can Rally downed Operators, which is what stops one bad turn from ending a campaign run.
What it does to squad building
Permadeath is what makes the Medic's Injury prevention valuable in a way that raw healing numbers would not capture. It also puts a real cost on authored Operators: Tel-Rea Vokoss is the only Jedi Padawan Operator, and permadeath can remove access to her entirely.
A squad with no sustain and no Injury prevention is playable — it is just running without a safety net, and a planner should say so rather than pretend the risk is not there.
An Injury means zero health, not any damage
This is the detail that makes the system more forgiving than it sounds, and it is the one previewers with XCOM experience single out. You do not take an Injury from being shot. You take one from being reduced to zero health and downed.
In XCOM 2 a single unlucky hit could sideline a soldier for several missions, which pushed players towards reloading saves or rotating their favourites out. Here you are expected to take damage. One previewer played roughly eighteen hours and never felt the urge to reload, because there was always a way to recover a bad turn.
The practical consequence for building: a squad that can stabilise a bad turn is worth more than one that tries to avoid bad turns. Recovery is a design goal, so builds should be rated on whether they can absorb a mistake.
Healing costs a cycle, and a cycle is a mission
Injuries persist between missions until they are treated at the Den. A standard Medbay bed takes one full cycle; a Bacta Tank is instant but costs Credits.
A previewer reports that you can run only one full combat mission per cycle. If that holds, the two facts multiply: a cycle spent healing is a mission you do not run, and because missions and Operations expire, a mission you do not run may be content you never see.
You also cannot heal everyone at once. That makes the Medbay a rationing decision that shapes the rest of your planning rather than a menu you clear between fights.
Losing an Operator costs more than the Operator
A dead Operator takes their accumulated experience and every Bond they had built with them. A replacement recruited from the Den arrives with their own relationships at zero and has to rebuild from nothing.
That cost falls hardest on exactly the Operator you have invested most in, because the one you keep deploying is both the most developed and the closest to their third Injury. It is the strongest argument for spreading Bond investment across more than one pairing.
Hawks is the exception: Hawks cannot permanently die. Hawks falling ends the mission instead.
You can turn it off
Permadeath is enabled by default but can be disabled. That means build advice has to state which setting it assumes: a squad that is reckless under permadeath may be perfectly reasonable without it.
Difficulty appears to be a separate axis again. Previewers name normal, hard and expert tiers, one counts four settings in total, and an Ironman-style option that disables reloading saves is described separately from both. Exactly how these three switches relate is not yet clear.
Every build page on this site records the difficulty and permadeath assumption it was written against.
Confirmed
The rules as officially stated
- Downed Operators suffer Injuries.
- An Injury is taken on being reduced to zero health, not from damage generally.
- Three Injuries cause permanent death on standard difficulty.
- Injuries persist between missions until treated at the Den.
- A standard Medbay bed takes one cycle; a Bacta Tank is instant and costs Credits.
- Allies can Rally downed Operators.
- Hawks is the only Operator who cannot permanently die.
- A dead Operator's experience and Bonds are lost with them.
- Permadeath is enabled by default but can be disabled.
- An Ironman-style option disabling save reloading is described separately from permadeath.
Planning
What this means for squad building
- Warn when a squad has no Medic and permadeath is enabled.
- Rate builds for risk, not only for output.
- Rate builds on whether they can stabilise a bad turn, not only on whether they avoid one.
- Provide replacement suggestions for builds that depend on a specific authored Operator.
- Treat Injury avoidance as a scheduling advantage: a healing cycle costs a mission.
- Spread Bond investment across more than one pairing to limit what a single death costs.
- State the permadeath assumption on every build page.
Still unverified
The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.
- Whether Injuries carry stat penalties between missions.
- Whether an Operator can be killed outright from full health, or only through three separate downs. One previewer describes losing someone who was surrounded; another says a third fall within one fight is fatal, which would explain it without an outright-kill rule.
- Whether the three-Injury threshold is what the other difficulties use. The count of difficulty settings is no longer open — there are four — but what any of them changes is.
- Whether the three-Injury threshold changes on other difficulties.
- What a Bacta Tank costs in Credits, and how that compares with the value of a cycle.
- Whether Rally has an AP cost or a limit per mission.
Questions
Common questions
The way these come up in search, answered directly.
- Can you turn off permadeath in Zero Company?
- Yes. Permadeath is on by default and can be disabled in the settings.
- How many Injuries kill an Operator?
- Three, on standard difficulty.
- Can you revive a downed Operator?
- Yes — allies can Rally a downed Operator, and Trick can revive himself.
- What happens if Hawks is downed?
- The mission ends. Hawks is the only Operator who cannot permanently die.
- What difficulty settings does Zero Company have?
- Four — Story, Normal, Hard and Expert — plus a separate ironman option called Beskar Mode, and you can change difficulty between missions.
Related mechanics
Builds that depend on this mechanic
- Medic + Gunslinger Combat Stim ConfirmedOpen in Squad Builder →
- Anti-Droid Ion Squad TheorycraftOpen in Squad Builder →
- Heavy + Medic Frontline TheorycraftOpen in Squad Builder →
- Force Push + Sharpshooter Exposure TheorycraftOpen in Squad Builder →
- Tel-Rea Vokoss build TheorycraftOpen in Squad Builder →
- Expert difficulty squad TheorycraftOpen in Squad Builder →
- Beskar Mode squad TheorycraftOpen in Squad Builder →
- Starting squad hypothesis TheorycraftOpen in Squad Builder →
- Full Clone Trooper Squad TheorycraftOpen in Squad Builder →
- Full Astromech Squad TheorycraftOpen in Squad Builder →
- Taunt and Absorb Wall TheorycraftOpen in Squad Builder →
- Astromech Support TheorycraftOpen in Squad Builder →
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"
- Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again
Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026
Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters
- Star Wars Zero Company — official game page
Electronic Arts · Tier 1 — Official · accessed 15 August 2026
Supports: Release date of August 27; platforms given as PC, PlayStation and Xbox, without a console generation; "Turn-Based Tactics" in the page title; premise
- 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
- I played Star Wars Zero Company early — new gameplay and details
Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades
- 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
- Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive
ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction