Difficulty
How hard combat is: enemy accuracy, effective weapon range, enemy damage, starting Bond levels and whether the Bacta Tank is available.
It does not decide whether an Operator can be lost permanently.
Guides / Difficulty
Zero Company gives you three separate settings, not one difficulty ladder: how hard combat is, whether Injuries can remove an Operator for good, and how easily campaign outcomes can be undone. This page separates them, then reports exactly what each rating changes in the production rule set.
How this page labels what it says · game version 1.1
Every number on this page is read from the difficulty rule set, which is the production source for difficulty comparison and mechanics. Where a rule is only stated in the game’s own text, the page quotes that sentence instead of converting it into a number it does not have.
Before a campaign starts, three settings sit near each other, and the most common mistake is reading them as one ladder. They answer three different questions.
Difficulty
How hard combat is: enemy accuracy, effective weapon range, enemy damage, starting Bond levels and whether the Bacta Tank is available.
It does not decide whether an Operator can be lost permanently.
Permadeath
Whether a third current Injury removes an Operator permanently. By default it is enabled, and it is locked once the campaign starts.
It does not restrict saving, and it does not change enemy stats or weapon range.
Full Permadeath guide →Beskar Mode
How permanent an outcome is: a single persistent save file that is constantly updated, with manual saving removed.
It is not a fifth combat rating, and it does not change enemy stats.
Permadeath vs Beskar →Combat difficulty ratings
Story
slot D2
Normal
slot D3
Hard
slot D4
Expert
slot D5
These four are the ratings the game presents as player choices, and they are the only ones this page shows as difficulty settings.
Rather than ranking the ratings, pick the experience. The answer is the setting that best matches what you selected — not an objective claim that one rating is better than another.
Pick one above. Nothing is preselected, because the honest answer depends on what you actually want from the run.
Every value below comes from the rating’s own description in the game’s string table, or from a recorded value in the difficulty rule set. Normal is the baseline, so Hard and Expert are compared against Normal rather than against Story.
| Rule | Story | Normal | Hard | Expert |
|---|---|---|---|---|
| Combat pressureCombat | Lower | Baseline | Higher | Highest player-facing rating |
| Enemy rulesEnemy | Easier — lower accuracy stated | Baseline | Stronger, more damage stated | Strongest, greatly enhanced damage stated |
| Effective weapon rangeRange | Baseline | Baseline | 75% of baseline | 50% of baseline |
| Starting BondsBonds | Baseline | Baseline | Lower (stated) | Much lower (stated) |
| Bacta TankRecovery | Available | Available | Disabled | Disabled |
| Can change laterCampaign | Yes — outside combat | Yes — outside combat | Yes — outside combat | Yes — outside combat |
| PermadeathCampaign | Separate setting | Separate setting | Separate setting | Separate setting |
| Beskar ModeCampaign | Separate setting | Separate setting | Separate setting | Separate setting |
The exact values behind the range, enemy and Bond rows are in the rule table further down. The quick table keeps the shape; the exact table keeps the numbers.
For players who want some challenging moments with lots of room for error. Enemies are easier to fight. An ideal experience for players new to this style of gameplay.
Best suited to
Recorded on Story only◈ Recorded value
Those two recorded values are the only difficulty-side numbers in the rule set that apply to Story. This page does not invent a percentage for how much easier the rating feels.
Baseline ruleset
Intended for players new to tactical games. Enemies deal normal damage with normal accuracy. Weapon ranges are generous and mistakes are easy to recover from.
Normal is the reference point, which is why every comparison on this page reads “Hard vs Normal” and “Expert vs Normal” rather than “Hard vs Story”. Nothing in the rule set modifies Normal: no range change, no Bond change, no Bacta restriction, no enemy accuracy change.
Enemy pressure
Baseline
Weapon range
Baseline
Starting Bonds
Baseline
Bacta Tank
Available
Best for: learning the systems without removing the game’s normal tactical structure. That is an intent match, not a verdict about the rating.
Hard is the first rating that changes campaign management rather than only combat. It is not “enemies have more health” — it moves range, relationships and recovery at the same time.
CombatCombat
RangeRange
Relationships and recoveryBonds
The rating’s own sentences◆ Shipped rule
Expert is not Hard with bigger numbers. It pushes the same four dimensions further at once, which is why it is best described as combat, relationship and recovery pressure together.
More dangerous enemy outputCombat
Stricter positioning standards.
More severe effective-range pressure: 50% of the baseline bandRange
Movement matters more, and long-range falloff is recorded here too.
Much lower starting BondsBonds
Cross Training and relationship-based benefits take more work to reach.
No Bacta TankRecovery
Injuries cost campaign time instead of Credits alone.
The correct one-line summary of Expert is “combat, relationship and recovery pressure”, not “enemies have more health”.
These are the rule changes the production data resolves for each rating. Story and Normal sit on the shared baseline, so only the ratings that move away from it print a value.
| Rating | Mechanic | Value | Source |
|---|---|---|---|
| StoryEnemy | Enemy accuracy cap | -0.35 | ◈ Recorded value |
| StoryEnemy | Enemy accuracy cap | -0.35 | ◈ Recorded value |
| HardRange | Effective weapon range | +0.75 | ◈ Recorded value |
| ExpertRange | Effective weapon range | +0.5 | ◈ Recorded value |
| ExpertRange | Long-range accuracy falloff | +0.9 | ◈ Recorded value |
| StoryCombat | Operator bonus damage | +4 | ◈ Recorded value |
| HardBonds | Starting Bonds | Initial bond levels between Operators are lower | ◆ Shipped rule |
| HardRecovery | Bacta Tank | Disabled | ◆ Shipped rule |
| ExpertBonds | Starting Bonds | Initial bond levels between Operators are much lower | ◆ Shipped rule |
| ExpertRecovery | Bacta Tank | Disabled | ◆ Shipped rule |
Anything the data does not resolve — most enemy stat tables, absolute modifiers and per-rank health — is left blank rather than filled in from a second-hand source.
Baseline values
These are the shared starting values the ratings modify, which is why Normal shows no change.
Not a difficulty setting
These sit in the same asset group but are enemy-rank bonuses. Counting them as difficulty changes would be misleading.
Only the four ratings EA presents as player choices are shown on this page.
Table rows that are not player ratings
1 further rows are defined in the difficulty rule table without being one of the four ratings the options screen offers. They are kept for verification only and are not listed here as difficulties you can select.
Partly, and less than the “more health” shorthand implies. The recorded enemy-side rule in the difficulty set is the Story accuracy change; the Hard and Expert enemy entries are stated as tougher enemies with more damage rather than a published stat table.
What is recorded on the enemy side◈ Recorded value
What this page will not print
The production data resolves no per-enemy, per-rating health table, so this page does not print one. The enemy-side values it does resolve are the Story accuracy change and the two enemy-rank health packages, which are a rank bonus rather than a difficulty setting.
Because difficulty is recorded across range, accuracy, damage and recovery at the same time, this page never compresses it into a single “X% harder” number.
The disabled Bacta Tank is the reason Hard and Expert change more than combat. Without instant recovery, an Injury stops being a spending decision and becomes a scheduling one.
| Rating | Bacta Tank | What the rule set says |
|---|---|---|
| Story | Available | No Bacta restriction is stated for this rating. |
| Normal | Available | No Bacta restriction is stated for this rating. |
| Hard | Disabled | The rating’s own description states the Bacta Tank is disabled. |
| Expert | Disabled | The rating’s own description states the Bacta Tank is disabled. |
On Hard and Expert an Injury stops being only a Credits problem and becomes a Cycle and roster problem: the only route back is a Bed, and a Bed costs campaign time.
That is why recovery Utilities and Medbay capacity carry more weight there, and why deploying an injured Operator is a scheduling decision rather than a spending decision.
Why does weapon positioning feel harder?
Effective weapon range is greatly reduced requiring aggressive maneuvering and careful planning
◈ CalculatedThe percentage shown here is this site’s arithmetic on the recorded multiplier. It is labelled calculated, not a printed game value.
There is no single “Expert is X% harder” score. The rating moves range, enemy pressure, Bonds and recovery together, and compressing that into one number would be meaningless.
Difficulty modifies the environment in which your weapon and range calculations operate. It does not rewrite the weapon’s own stats, and the full hit-chance model belongs to the Combat Calculator and the weapon pages.
This is the part most difficulty summaries leave out. Hard and Expert change where each Operator pair starts, which pushes everything built on Bonds later into the campaign.
Story
Baseline
Normal
Baseline
Hard
Initial bond levels between Operators are lower
Expert
Initial bond levels between Operators are much lower
The shipped descriptions state that starting Bonds are lower on Hard and much lower on Expert. They do not print a numeric starting offset, and the production data resolves none, so this page does not claim a tier count for it.
Quick answer
Yes — combat difficulty can be changed outside combat.
Story ↕ Normal ↕ Hard ↕ Expert. The two toggles next to it are a different matter: Permadeath is a campaign setting, and Beskar should be treated as fixed once the run starts.
| Setting | Change later? | What the game states |
|---|---|---|
| Combat difficulty | Yes — outside combat | Adjusts the overall challenge of STAR WARS Zero Company. Difficulty can be changed at any time outside of combat. |
| Difficulty achievements | Eligibility is lost | Changing difficulty level will result in losing eligibility for any difficulty-based Achievements. |
| Permadeath | No | It is a campaign setting, fixed for the run. The full rule is on the Permadeath page. |
| Beskar Mode | Treat as campaign-fixed | The mode establishes a single persistent save from the start; no shipped text offers a way to turn it back off. |
That is the difference worth carrying into the decision: the rating is a recoverable choice, and the toggles around it are what a campaign is actually committed to.
Beskar Mode is not part of Expert. Every row above is a real combination, and Beskar can be played on any of the four ratings.
| Combat difficulty | Permadeath | Beskar | What the run is |
|---|---|---|---|
| Normal | OFF | OFF | Standard combat, no permanent loss from Injuries, saves can be reloaded freely. |
| Normal | ON | OFF | Standard combat, permanent loss is possible, but an outcome can still be rolled back with a save. |
| Normal | ON | ON | The committed run without the enemy pressure: one persistent save and permanent loss on a Normal ruleset. |
| Expert | OFF | ON | Maximum combat pressure and a single persistent save, but the third-Injury removal rule is switched off. |
| Expert | ON | ON | The highest-pressure combination of the public settings: hardest combat, permanent loss and no rollback. |
Permadeath is not a rating
The STAR WARS Zero Company experience was crafted with the intention that Operators can die. By default it is enabled. Disabling this feature will prevent Operators from permanently dying when they receive a third Injury.
Beskar Mode is not a rating
Recommended for Advanced or Expert players. Beskar Mode maintains a single persistent save file that is constantly updated. This setting removes the option to manually save, making choices permanent. If disaster befalls the team the consequences are not reversible. When Operators die they cannot be recovered. If Hawks dies, any other critical squad member dies, or a crucial mission is failed in Beskar Mode the game is over.
Answer four questions about the run you want. The output is a suggested configuration with the reasoning attached — it is a match to your own stated preferences, not a claim about the best way to play.
Suggested configuration◇ Derived strategy
Combat Difficulty
Normal
Permadeath
Off
Beskar
Off
Combat Difficulty is the recoverable decision here: it can be changed outside combat, so an imperfect first pick is not permanent.
Permadeath and Beskar are the campaign-defining decisions. Decide those deliberately before the run starts.
These are example configurations, not instructions. Each one is a different game, and none of them is the “correct” setup.
Story-focused
The lowest irreversible pressure: the largest combat margin and no permanent loss.
Learn the systems
Learn builds, missions and the economy on the baseline ruleset with saves available.
Tactical challenge
Stronger tactical pressure while keeping retry flexibility intact.
Ironman-style run
Commit to a single persistent save. Beskar does not require Expert; the rating is chosen separately.
Maximum-pressure setup
The highest-pressure combination of the public settings. This is not presented as the recommended way to play.
Set both sides up the way you are considering. The table shows what actually differs, including the case where the combat rules are identical and only the save commitment changes.
Setup A
Setup B
| Rule | Setup A | Setup B |
|---|---|---|
| Combat pressureCombat | Normal | Expert |
| Effective weapon rangeRange | Baseline | 50% of baseline |
| Long-range falloffRange | Baseline | 0.9 |
| Enemy accuracy capEnemy | Baseline | Baseline |
| Operator bonus damageCombat | — | — |
| Starting BondsBonds | Baseline | Lower |
| Bacta TankRecovery | Available | Disabled |
| PermadeathCampaign | On — third Injury removes the Operator | On — third Injury removes the Operator |
| Save behaviourCampaign | Standard save and reload | Standard save and reload |
Two different ratings move range, enemy pressure, starting Bonds and recovery at the same time. That is why this comparison is a table rather than one “harder by X%” score.
Everything in this section is a strategy implication rather than a game rule. The ratings change the environment a plan operates in; they do not rewrite the abilities and weapons the plan is made of.
Builds
Story / Normal — more room for damage specialisation
With a generous range band and a recovery route available, a build can lean into damage output and experimental picks without the plan collapsing on one bad turn. This is a strategy implication, not a game rule.
Hard / Expert — survivability and control move up
When the effective range band is narrower and there is no instant recovery, the qualities that gain value are survivability, control, reliable Advantage use and positioning tools. Again: this site’s reading, not a stated rule.
What does not change
The ratings do not rewrite what an ability does or what a weapon rolls. They change the environment those values operate in, which is why an ability’s own numbers stay valid across all four ratings.
Operator builds →Squad and Bonds
Cross Training comes online later
Hard and Expert start each pair at a lower relationship state, so Bond-gated benefits such as Cross Training take more progression to reach. Plan for a squad that is not yet at full strength.
Cross Training →Role redundancy matters more
Higher enemy pressure and no instant recovery both make a single point of failure more expensive, so a squad with overlapping coverage absorbs a bad turn better than one built around a single carry.
Best squad →Bond-based setups need a note
A build that assumes a fully bonded pair is not wrong on Hard or Expert — it simply comes online later. That is the kind of difficulty note a build page can carry as the relationship data improves.
Squad Builder →Injury and economy pressure
If higher combat pressure results in more Injuries…
…then recovery competes with upgrades for Credits, and Medbay capacity becomes a scheduling constraint rather than a convenience. The game does not publish an injury-rate change per rating, so this is conditional on what actually happens in your run.
Credits →Roster depth gains value
When recovery costs a Cycle, a deeper roster keeps the mission schedule intact. Recruitment and Crew capacity are the levers that buy that depth.
Den upgrades →Recovery at the Den is a plan, not a purchase
With the Bacta Tank disabled, the question stops being what recovery costs and becomes how many Operators one Cycle can return to duty.
Den & Medbay →The hard part is knowing which parts of a plan come online later on a higher rating. Starting Bonds are the clearest example: nothing is removed, but a Bond-gated setup needs more progression before it is complete.
The shipped list carries a difficulty progression from an easy completion up to one that asks for Expert and Beskar Mode. Requirement wording below is the published text.
| Achievement | Requirement | Difficulty | Beskar | Permadeath |
|---|---|---|---|---|
| Hired Gun | Beat the game on Story or higher | Story+ | — | — |
| Veteran | Beat the game on Normal or higher | Normal+ | — | — |
| Operator | Beat the game on Hard or higher | Hard+ | — | — |
| Captain | Beat the game on Expert | Expert | — | — |
| Legend | Beat the game on Expert and Beskar Mode | Expert + Beskar | ✓ | — |
Do you need Permadeath for the Expert or Beskar achievements? The published requirement answers that directly, and so does the checker below.
Difficulty achievement checker
Compatible
Not compatible
None of the 5 difficulty achievements names Permadeath. The highest one asks for Expert and Beskar Mode.
The rule that catches people out
Changing difficulty level will result in losing eligibility for any difficulty-based Achievements.
Difficulty eligibility is decided by the rating you finish the run on. Because the rating can move outside combat, the honest advice is to settle the rating before the campaign if a difficulty achievement is part of the plan.
Current version note — 1.1◆ Shipped rule
This page does not repeat the launch-week save reports. Save problems belong to troubleshooting, and the Permadeath page owns the mode’s own rule.
You do not have to solve combat difficulty perfectly before your first mission.
| If you are… | Consider |
|---|---|
| First tactics game ever | Story or Normal |
| Some tactics experience | Normal or Hard |
| XCOM-style veteran | Hard or Expert |
| Here mainly for the story | Story |
| Want a challenge but the option to retry | Hard or Expert, Beskar off |
| Want to live with the outcomes | Any rating, Beskar on |
| Never want to lose an Operator for good | Permadeath off |
The rating can be changed outside combat, so a first pick that turns out too soft or too punishing is recoverable. The settings worth thinking about more carefully are the campaign-level ones that cannot be freely reversed.
Recoverable decision
Combat difficulty — changeable outside combat.
Campaign-defining decision
Permadeath and Beskar — decide these before the run starts.
Nothing about Bacta availability or Bonds is a first-playthrough blocker: Hard and Expert disable the Bacta Tank, which is a recovery constraint rather than a reason to avoid the rating you want.
Community experiences vary substantially with tactics-game experience, build knowledge, mission familiarity and whether Beskar and Permadeath are enabled.
This page does not present a community “best difficulty” and does not claim Expert is easy or brutal. Reports run in both directions, and neither is a rule.
Story-first player
Picks Story or Normal and keeps the toggles off.
Systems learner
Picks Normal, experiments freely, and decides the toggles later.
Tactics regular
Picks Hard or Expert with Beskar off for retry room.
Committed run
Picks the rating they enjoy and turns Beskar on for the save rule.
If you are unsure, start where you expect to enjoy the combat. The rating itself can be moved outside battle; the toggles next to it cannot.
Four player-selectable combat ratings — Story, Normal, Hard and Expert — plus two settings that sit beside them: Permadeath and Beskar Mode. The ratings and the two toggles are independent choices.
Four that the game presents as player choices: Story, Normal, Hard and Expert. Anything else in the data files is internal rule data, not a rating the options screen offers alongside those four.
There is no objectively best rating, and this page does not rank them. Hard is not “the right answer” and Expert is not a badge — the right rating is the one that matches the experience you want from combat, and it can be changed later.
Pick by intent: Story if you are here for the campaign, Normal to learn the systems, Hard if you already know tactics games, Expert only if you want the maximum player-facing combat pressure. Combat difficulty is recoverable, so this is a low-risk decision.
Story is described as having lots of room for error with enemies that are easier to fight. On the recorded side, Story is the only rating that adds operator bonus damage and reduces the enemy accuracy cap.
Normal is the baseline: normal enemy damage and accuracy, generous weapon ranges, and no recorded range, Bond or Bacta restriction. Every comparison on this page is measured against Normal rather than against Story.
Hard states tougher enemies that deal more damage, a reduced effective weapon range, lower initial Bond levels between Operators, and the Bacta Tank disabled. It is the first rating that changes campaign management, not only combat.
Expert states tougher enemies with greatly enhanced damage, a greatly reduced effective weapon range, much lower initial Bonds, and the Bacta Tank disabled. It is the highest rating a player can select.
Yes. The shipped options text states that difficulty can be changed at any time outside of combat. Changing it does forfeit eligibility for difficulty-based achievements, so settle it before the run if a difficulty achievement is part of the plan.
Yes. The Hard description states that the Bacta Tank is disabled, so recovery there is Beds and Cycles only.
Yes. The Expert description states the same thing, so instant recovery is not available on Expert either.
Yes. Hard and Expert reduce the effective weapon range in the recorded rule set, so more movement is needed to reach a good firing position. That is separate from a weapon’s own recorded range stats.
Yes. Hard states that initial Bond levels between Operators are lower, and Expert states they are much lower. The descriptions do not print a numeric offset, so this page does not claim one.
No. Permadeath is a separate setting with its own default, and no rating turns it on or off for you.
Yes. Difficulty changes the challenge; Permadeath changes whether a third current Injury permanently removes an Operator. Either can be set without the other.
No. Beskar Mode is a campaign modifier that maintains a single persistent save file. It is not a fifth combat rating and it does not change enemy stats.
Yes. Beskar can be enabled on any of the four ratings, including Story and Normal. Nothing ties it to Expert.
Yes. Expert and Beskar are independent, and Expert with Beskar off is one of the most common combinations because it keeps the option to retry a major mistake.
Yes. That combination keeps permanent loss in the campaign while standard save and reload behaviour stays available.
No. The two are separate. A single-save run does not require the third-Injury removal rule to be active.
Yes. The shipped list carries a difficulty progression from Story-or-higher up to a completion that asks for Expert and Beskar Mode, and changing the rating forfeits eligibility for the ones you had not yet met.
The highest difficulty completion asks for Expert difficulty and Beskar Mode. None of the difficulty achievements names Permadeath, so switching Permadeath on for a trophy is not required.
Only if maximum player-facing combat pressure is what you want from the first run. The rating is recoverable, so the safer pattern is to start where you expect to enjoy the combat and move it later.
You know what each rating changes and what the two settings beside it mean. These pages answer the decisions on either side of that.
/guides/difficulty · rules from the shipped game text and the difficulty rule set, priorities from this guide · version 1.1