Combat & recovery system
How Injuries Work in STAR WARS Zero Company
A Down does not end an Operator — it starts a decision that runs all the way through the campaign: Rally them back into the fight now, or take them off the roster, pay the Medbay and lose a Cycle. This page tracks that decision from the moment Health reaches zero to the moment the Injury is gone.
Injury state machine
Full Health
The Operator is deployable.
Health reaches 0
A Downed Operator is incapable of continuing to fight and suffers an Injury. An Operator who suffers enough Injuries is permanently killed.
Rally
Rallying a Downed Operator will restore them to the fight and allow them to take actions again.
+1 Injury stays
Rally puts the Operator back in the fight. It does not remove the Injury they took going down.
Medbay
Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.
Bed
One Cycle
Bacta
Instant
All Injuries removed
Permadeath on
- Clear
0 Injuries
Nothing on the record.
- Caution
1 Injury
A reduced combat output, and one Injury further along.
- Danger
2 Injuries
With Permadeath enabled, one more Down is permanent death.
- KIA
3 Injuries
The Operator is lost for the run.
What do you need to answer?
Short answer
Does Going Down Mean Death?
This is the part of the system players usually meet the hard way: a Down looks like a death, and it is not one.
- No. Losing all Health makes the Operator Downed: they suffer an Injury and cannot take actions.
- Another Operator can Rally them back into combat, but the Injury stays on the record.
- With Permadeath enabled, a third Injury is permanent death. Without it, Injuries stack but do not kill.
Going down
Getting back up
When it is fatal
✦ Permadeath is enabled by default, so the third-Injury threshold above is the normal experience rather than an optional mode. Rally is the difference between a bad turn and a lost Operator, which is why the rest of this page is about treatment timing rather than about the Down itself.
Rules that get misread
Are Three Injuries Total Across the Campaign?
No. Injuries are a current stack on the Operator, not a campaign-wide death counter. Treatment clears the stack, so two Injuries taken in two Missions are gone after one Medbay visit.
Current stack
- 1Mission A+1 Injury
- 2Mission B+1 Injury
- 3Current2 Injuries
- 4Medbay0 Injuries
Not a lifetime counter
If Injuries were a campaign total, healing would never matter and a long campaign would kill every Operator eventually. Clearing the stack is what makes the third-Injury rule survivable.
Only the Injuries an Operator is carrying right now count towards the third-Injury rule.
Combat action
What Does Rally Do?
Rally is the combat answer to a Down. It is not the recovery answer.
Rallying a Downed Operator will restore them to the fight and allow them to take actions again.
What Rally restores
- The Operator takes actions again
- They stay in the fight for the rest of the Mission
What Rally leaves alone
- The Injury taken when they went down
- The accuracy penalty that Injury applies
- The count towards the third Injury
A Downed Operator is incapable of continuing to fight and suffers an Injury. An Operator who suffers enough Injuries is permanently killed.
Utility answer
Can You Prevent the Injury When Rallying?
A Trauma Kit does not prevent the Down itself — it changes what the Rally leaves behind. The higher marks add a chance that the Rallied ally walks away with no Injury at all.
Trauma Kit
Tier 1
When this Operator Rallies a Downed ally, that ally returns to action Fully Healed.
Trauma Kit Mk. II
Tier 2
When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured.
Trauma Kit Mk. III
Tier 3
When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 25% chance the healed ally is not Injured.
Trauma Kit Mk. IV
Tier 4
When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 33% chance the healed ally is not Injured.
Carried by Tel-Rea in the collected data. The family does not stop the Down — it changes what the Rally leaves behind.
Consequences
What Does an Injury Affect?
Treat the Injury as a campaign object rather than a stat debuff. Five things change, and only one of them is arithmetic.
Combat accuracy
Injured Operators have a Chance-To-Hit penalty.
Death risk
The third Injury is fatal while Permadeath is enabled.
Operation decisions
Assigning an Injured Operator will result in Negative Bonds across the company
Roster availability
A Bed takes the Operator out of Missions and Operations for the Cycle.
Treatment needs
The stack has to be cleared at the Medbay before it disappears.
Accuracy penalty
Injured Operators have a Chance-To-Hit penalty.
The collected strings describe the size of that penalty differently, so this page states that the penalty exists and leaves the number open. Nothing is picked or averaged.
While an Operator has Morale, they ignore the Chance-To-Hit penalties from Injury.
Roster decision
Should You Deploy an Injured Operator?
One Injury is a trade. Two Injuries is a bet on the Operator's life while Permadeath is enabled.
1 Injury
Moderate — The Operator fights at reduced accuracy and is one Down away from the danger zone.
Deploy if
- The role is difficult to replace in the squad you have.
- The Mission matters more than the risk — a story beat, an expiring Operation, a reward you are chasing.
- Treatment would cost you a Cycle you need for something else.
Heal if
- A good substitute is available and already geared.
- The next Mission is optional, so nobody has to be fielded now.
- You are on Hard or Expert, where the Bacta Tank cannot cover an emergency.
2 Injuries
Critical — With Permadeath enabled, another Injury kills the Operator permanently.
Deploy if
- The Mission cannot be delayed and this Operator is the only one who can do it.
- You accept that a Down ends the Operator for the rest of the run.
Heal if
- Anything can be healed, and a dead Operator cannot be.
- The Mission is optional or expiring content you can afford to miss.
- You are treating a Campaign-ending risk, not a stat penalty.
✦ The two lists are strategy built on the rules above, not rules the game states. The system only cares about the count and the setting; which of those you can afford is your call.
Decision tool
Should I Heal This Operator?
Answer six questions and the page gives you the treatment plan and the reasoning behind it. Every weight is printed, because this is a checklist rather than a simulation.
Current risk
Critical
A third Injury would be fatal.
Recommendation
Heal before you deploy.
Checklist score 6
Why
- Two Injuries with Permadeath on: the next Down is permanent.
- You said this Operator is required for the next Mission.
- No replacement is available, which raises the value of keeping them deployable.
- Critical Mission: the deployment matters.
Treatment options
Heal all Injuries on this Operator. This takes up 1 Bed Slot and takes 1 Cycle to complete. This Operator will not be available for Missions or Operations this Cycle. The Bacta Tank is the alternative.
The D3 description does not disable the Bacta Tank.
✦ The score is a reading of the answers above, not a survival probability. A third Injury is fatal or it is not; there is no percentage in between.
Find who covers the role if you bench them →Recovery
How the Medbay Works
The Medbay allows Operators to recover from Injuries sustained during dangerous Missions or Operations. Standard beds require one cycle to heal, while the Bacta Tank provides instant recovery. Injuries negatively impact combat stats and must be treated carefully— accumulating three Injuries results in permanent Death.
One facility, two treatments. Both clear every Injury on the Operator; they differ in what they cost you besides Credits.
- Medical Bed
- Heal all Injuries on this Operator. This takes up 1 Bed Slot and takes 1 Cycle to complete. This Operator will not be available for Missions or Operations this Cycle.
- Bacta Tank
- Instantly heal all injuries on this Operator. This takes this cycle's Bacta Tank Charge.
- Bacta charge
- The Bacta Tank allows an operator to recover injuries instantly but it can only be used once per cycle.
- Removing a patient
- Interrupt this Operator’s healing and remove them from their bed. Costs will be refunded.
Assigning an Operator to a Bed or the Bacta Tank costs Credits, and the collected records do not resolve the base price. This page prints the cost-reduction upgrades and the direction of the cost, never a number it cannot show.
Comparator
Bed vs Bacta Tank
The real price of a Bed is not Credits. It is the Operator's absence for the whole Cycle.
| Rule | Medical Bed | Bacta Tank |
|---|---|---|
| Removes | All Injuries | All Injuries |
| Recovery | One Cycle | Instant |
| Available this Cycle | No — benched for the Cycle | Yes |
| Capacity used | 1 Bed Slot | The Cycle’s Bacta charge |
| Bacta charge used | No | Yes — one per Cycle |
| Cost | Credits | More Credits than a Bed |
| Availability | Any difficulty | Disabled on Hard and Expert |
Choose a Bed when…
- A replacement can cover the next Mission.
- Nothing urgent is waiting on the Operator this Cycle.
- You want to keep the Bacta charge for an emergency.
- More than one Operator is injured and you have the Beds.
Choose the Bacta Tank when…
- The Operator is needed immediately and cannot lose the Cycle.
- The Mission window is closing and a Bed would miss it.
- A core Operator is carrying 2 Injuries and the charge is the only way to keep them.
- You are not on Hard or Expert, where the Tank is disabled.
✦ Version note: Patch 1.1 fixed the Bacta Tank being usable more than once in the same Cycle. The current behaviour is one charge per Cycle.
Difficulty
Bacta Availability by Difficulty
Where the difficulty descriptions say the Bacta Tank is taken away, this page says so. Where a description is silent, this page stays silent too.
D1 · Story
AvailableThe D1 description does not disable the Bacta Tank.
D2 · Story
AvailableThe D2 description does not disable the Bacta Tank.
D3 · Normal
AvailableThe D3 description does not disable the Bacta Tank.
D4 · Hard
DisabledThe D4 description states that the Bacta Tank is disabled.
D5 · Expert
DisabledThe D5 description states that the Bacta Tank is disabled.
D6 · Absolute
Not statedThe D6 description never mentions the Bacta Tank, so this page does not claim either way.
The Bacta Tank is a Medbay system, so a difficulty description only mentions it in order to remove it. Hard and Expert do exactly that; the tiers below them do not, and the tier above Expert is described in one line that never addresses it. The collected table lists six tiers and two of them carry the same Story label, so every row above is shown with its own identifier rather than by label alone.
Difficulty Guide →Capacity
How Many Operators Can the Medbay Heal?
One Bed is the base. Each Medical Bed upgrade adds a slot, so the Medbay turns a bad Cycle into a roster-planning problem.
Medical Bed II
Bed
BedThe Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.
Medical Bed III
Bed
Bed
BedThe Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.
Medical Bed IV
Bed
Bed
Bed
BedThe Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.
The base Medbay holds one Operator, and the upgrades above are the only route to more. Several Injuries in the same Cycle is the situation where that ceiling starts to decide your squad.
Cost
Cheaper Medical Supplies
Two Networking upgrades reduce what a treatment assignment costs. Their own text states the amount; the base price does not appear anywhere in the collected records.
Cheaper Medical Supplies I
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
Cheaper Medical Supplies II
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
✦ Each of the two upgrades reduces the assignment cost by 150 Credits. Whether the two reductions stack into a single 300 Credit reduction is not stated by the upgrade text, so this page does not add them together.
Strategy layer
Operation Injury Risk
Operations carry their own injury chance, and it is configured rather than random: Low, Medium, High and Always. This is the part of the injury system that happens away from the squad.
Low
20%
Base injury chance on an Operation carrying this label.
Medium
33%
Base injury chance on an Operation carrying this label.
High
50%
Base injury chance on an Operation carrying this label.
Always
100%
Base injury chance on an Operation carrying this label.
If You Took the Same Operation Twice
Odds on this setup
- Chance of no Injury across all 2
- 25.0%
- Chance of at least one Injury
- 75.0%
If each check is independent, the chance of coming through Operation after Operation without an Injury is the chance of a clean single Operation multiplied by itself. The game does not state that the rolls are independent, so treat this as arithmetic on the published number, not as a promise about your next Operation.
✦ An Operation coming through clean several times in a row is what these numbers predict most of the time. It is not evidence that the risk labels are inactive.
Which Operations Can Cause Injuries?
21 of the 198 collected Operation records carry an injury risk label. The rest are marked with no injury risk (113) or carry no injury label at all (64).
A Friendly Wager
Optional Operation
Low 20%
Named Operators: Jae Mordant, Tel-Rea
No required specialization tag on this record.
Bomis Sabotage
Optional Operation
Medium 33%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Circuit Psychology
Optional Operation
Medium 33%High 50%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Cleaning House
Optional Operation
Low 20%
No named Operator requirement in the collected data.
Requires: Astromech, Scoundrel
Dendrophobia
Optional Operation
Medium 33%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Diced and Sliced
Optional Operation
Low 20%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Double Tap
Optional Operation
Low 20%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Dumpster Diving
Optional Operation
Low 20%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Gravitational Payout
Optional Operation
Medium 33%
No named Operator requirement in the collected data.
Requires: Soldier
Ingress Oblige
Main Operation
Medium 33%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Intergalactic Aid
Optional Operation
Low 20%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Job Ain't Done
Main Operation
Medium 33%
Named Operators: Cly Kullervo, Hawks, Kabb Uppercut, Luco Bronc, Tel-Rea
No required specialization tag on this record.
Limb for Luck
Optional Operation
Medium 33%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Need-to-Know Basis
Optional Operation
Low 20%
Named Operators: Hawks, Trick
No required specialization tag on this record.
Postwar Water
Optional Operation
Low 20%
Named Operators: Jae Mordant
No required specialization tag on this record.
Quid Pro Quo
Main Operation
Medium 33%
Named Operators: Hawks, Jae Mordant
No required specialization tag on this record.
Secondhand Goods
Optional Operation
Medium 33%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Shili Outbreak
Optional Operation
High 50%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Stolen Goods
Optional Operation
Medium 33%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Strange Liaisons
Optional Operation
Low 20%
No named Operator requirement in the collected data.
No required specialization tag on this record.
Subjugation Desolation
Optional Operation
Low 20%
Named Operators: Luco Bronc
No required specialization tag on this record.
Risk modifier
Cautionary Intel
One Networking upgrade reduces the injury chance on Dangerous Operations. Its wording is quoted exactly and not converted into a new probability here.
Cautionary Intel
Reduces the chance of Injuries on Dangerous Operations by 20%
Risk reduction -20% (game description)
Why no final chance is shown
The upgrade text says "by 20%" without saying whether that is 20 points off the chance or 20 percent of it. The game description is reproduced exactly; the post-modifier chance is not calculated on this page.
Strategy
Should You Send an Injured Operator on an Operation?
Operations are where an Injury stops being a combat problem and becomes a company problem.
The warning the game shows
- Assigning an Injured Operator will result in Negative Bonds across the company
- Assigning an injured Operator to a dangerous task has affected opinions
What it changes
- Bonds across the company, not only with the assigned pair
- Whether the Operation is worth the relationship cost
Where the detail lives
- Operations cost Intel and are chosen at the Holotable
- Bond outcomes are tracked on the Bonds pages
Operations are non-combat encounters you may engage with to advance the campaign, collect resources or enhance The Den and Crew. Operations always cost Intel. Whenever 2 or more Operators are assigned to an operation they will gain Bond with each other. However, assigning an Injured Operator on a Dangerous Operation will negatively impact morale across the team.
Campaign timing
Can I Afford to Bench This Operator?
The hard question is not how to heal an Injury. It is whether a Cycle without that Operator costs you something you cannot get back.
Question 1
How many Injuries
2 Injuries is the threshold that matters, not the one that costs accuracy.
Question 2
What the next Cycle needs
A required specialization, a required Operator, or an Operation only they can staff.
Question 3
When the content expires
Expiring content is the one thing a Cycle in the Medbay can cost you outright.
Question 4
Who replaces them
A geared substitute makes a Bed cheap; an empty slot makes it expensive.
Question 5
Which treatment is open
A Bed costs the Cycle. The Bacta charge costs Credits and keeps the Operator deployable.
This page cannot read your save, your roster or your Mission list. It can only tell you which of those five questions decides the answer — the Missions hub answers the timing half.
Scheduler
Plan Injury Recovery
Mark who is injured, how many Beds you have and whether the Bacta Tank is open. The plan goes to the Operator you said you need first, then to the deepest Injury stack.
Who is injured
This Cycle
No injured Operator selected, so no Bed is assigned.
Nobody is injured on this roster, so nothing needs a Bed this Cycle.
Capacity this Cycle: 2
✦ The scheduler sorts by what you told it, not by who shoots hardest. It cannot read your save, so a plan here is only as good as the four answers you gave it.
Droids
How Do You Heal Injured Droids?
Droids are not Operators, and the Medbay will not touch them until the Den says it can.
Droid Repair Bay
Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.
Until that upgrade is built, an injured Droid has no repair path at the Medbay, so the fix is a Den decision rather than a treatment decision. It is also what opens Droid recruitment.
Consequence
Injuries & Permadeath
Two things bring an Operator to the third Injury, and this page only owns one of them.
What this page covers
- The Down, the Injury it leaves, and the stack it joins
- The Medbay treatment that clears the stack
- Why a 2-Injury Operator is the one to bench
What belongs to the Permadeath page
- What the setting changes and when it is locked in
- Character-specific rules and special cases
- How difficulty and campaign rules interact with death
Setting text
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.
Data notes
What This Page Does Not Print
Four questions about this system have an honest answer that is not a number. These are them.
What is the exact Chance-to-Hit penalty from an Injury?
This page states that the penalty exists and does not print a number. Two shipped strings describe it differently, so the value stays open until the tactical modifier is re-checked on its own. Nothing is averaged or picked for you.
How much does Cautionary Intel reduce Injury chance?
The upgrade says it reduces the chance of Injuries on Dangerous Operations by 20%. That sentence does not say whether 20% is taken off the chance or off the points, so the reduced chance is not calculated here. The game description is quoted exactly.
Why is there no base Medbay price?
The collected upgrade records do not resolve the numeric purchase or assignment costs. Cost-reduction upgrades are printed because their own text states 150 Credits; the base price is left blank rather than estimated.
Where do the Operation injury chances come from?
They are the game’s configured injury settings: Low 20%, Medium 33%, High 50% and Always 100%. An Operation carries one of those labels in its own data, and this page shows the label the Operation carries.
✦ A missing number is a data problem that gets fixed once, on its own, rather than a guess that quietly becomes wrong everywhere it is quoted.
Questions
Injuries FAQ
What happens when an Operator reaches 0 HP?
A Downed Operator is incapable of continuing to fight and suffers an Injury. An Operator who suffers enough Injuries is permanently killed.
Does Downed mean dead?
No. A Downed Operator is out of the fight and carries an Injury, but they are still in the company. Another Operator can Rally them, and the Medbay can clear the Injury afterwards.
What does Rally do?
Rallying a Downed Operator will restore them to the fight and allow them to take actions again. Rally does not heal the Injury that the Down caused, so the Operator returns to the fight carrying it.
Does Rally remove an Injury?
No. Rally only returns the Operator to action. Only Medbay treatment removes Injuries — a Bed over a Cycle, or the Bacta Tank instantly.
How many Injuries can an Operator have?
Two are survivable. A third Injury is Killed-In-Action while Permadeath is enabled, which is the default setting. With Permadeath disabled the Operator keeps going instead of dying.
Do Injuries reset?
Treatment resets them. A Medbay visit removes all Injuries on that Operator, so the count you are carrying is a current stack rather than a lifetime total.
Are three Injuries total for the whole campaign?
No. The third-Injury rule counts the Injuries an Operator currently has. Clearing them at the Medbay resets that count, which is why healing a 2-Injury Operator is about the next fight rather than about history.
How do you heal Injuries?
At the Medbay. Assign the Operator to a Bed for a Cycle, or use the Bacta Tank for instant recovery. Both remove all Injuries on that Operator.
How long does the Medbay take?
A Bed takes one Cycle and holds one Bed Slot. The Bacta Tank is instant and uses that Cycle’s Bacta charge.
Does the Medbay remove all Injuries?
Yes. Both treatments clear the Operator’s whole Injury stack, not one Injury at a time.
Can injured Operators go on Missions?
Yes. An Injury does not take the Operator off the roster. Treatment is what makes them unavailable: a Bed benches them for the whole Cycle.
Can injured Operators do Operations?
Assigning an Injured Operator will result in Negative Bonds across the company Nothing in the collected records stops the assignment itself; the game warns about the relationship cost instead.
How does the Bacta Tank work?
Instantly heal all injuries on this Operator. This takes this cycle's Bacta Tank Charge.
How many times can the Bacta Tank be used?
The Bacta Tank allows an operator to recover injuries instantly but it can only be used once per cycle. One charge per Cycle, and Patch 1.1 fixed the Tank being usable more than once in the same Cycle.
Is the Bacta Tank disabled on Hard?
Yes. The Hard difficulty description states that the Bacta Tank is disabled, so treatment there is Beds and Cycles only.
Is the Bacta Tank disabled on Expert?
Yes. The Expert description states the same thing. On the difficulty tier above Expert the description does not mention the Bacta Tank at all, so this page does not claim either way.
How do you get more Medbay beds?
Medical Bed II, III and IV each add a slot, taking the Medbay from one Operator at a time up to 4. They are Den upgrades, so they cost Credits and a Build Slot.
How do you reduce healing cost?
Cheaper Medical Supplies I and II each reduce the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits. Whether the two reductions stack is not stated by the upgrade text.
What is Low Operation injury risk?
Low is a 20% configured chance that an assigned Operator is Injured.
What is Medium injury risk?
Medium is a 33% configured chance. It is the label most Main Operations carry.
What is High injury risk?
High is a 50% configured chance, and Always is 100% — an Operation carrying that label injures by design.
Does Cautionary Intel reduce Injury chance?
Yes. The Networking upgrade Cautionary Intel reduces the chance of Injuries on Dangerous Operations by 20%. The exact reduced chance is not printed here because the wording does not resolve how the 20% applies.
Can Operations permanently kill Operators?
An Operation can Injure an assigned Operator. Whether that Injury joins the same stack the Medbay clears, and therefore whether it can be the third one, is not stated in the collected data, so this page treats the Operation-to-death path as unconfirmed rather than as a rule.
How do you heal injured Droids?
Droid Repair Bay unlocks repairing Injured Droids at the Medbay. Without it, Droids cannot be repaired there.
What happens at 2 Injuries?
Nothing happens by itself — the Operator keeps fighting with the accuracy penalty. What changes is the margin: with Permadeath enabled, the next Down is permanent, so a 2-Injury Operator is the one to bench before a hard Mission.
Can I avoid an Injury by restarting the fight?
That is a save-and-reload question rather than a system rule. The injury system does not care: whether the Injury is on the record is whatever the campaign state says when the fight ends. This page tells you how the system works so you can decide for yourself what a reload is worth.
Next step
What Should You Decide Next?
I need the death rules
Permadeath →
What the third Injury does, and what the setting changes.
I am fixing the Medbay
Den Upgrade Priority →
Where Beds, Cheaper Medical Supplies and Cautionary Intel sit in a build order.
An Operator is benched
Best Squad →
Who covers the capability the injured Operator takes off the field.
I am planning the Cycle
Missions →
Check what is available and what expires before you commit a Bed.
Every rule on this page comes from the game's own injury configuration and its published strings. 198 Operation records were checked for an injury label; none of the chance values here are estimates.