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Star Wars Zero Company Injuries, Healing & Roster Guide

Manage Star Wars Zero Company injuries with Medbay healing, Bacta Tank timing and roster rotation, so a downed Operator does not derail your next mission.

Updated 2026-10-16
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To manage Star Wars Zero Company injuries, treat a downed Operator as both a combat rescue and a roster problem: Rally them when you can do so safely, then arrange recovery in The Den before the next risky deployment. Keep a replacement for the injured character's job rather than forcing your usual four into every mission.

Patch 1.2: read the death rule before choosing a replacement

EA's October 15 notes, checked October 16, distinguish injury limits from additional death risk:

Your campaign ruleDeployment decision
Default Three StrikesAn Operator already carrying two Injuries dies if defeated in tactical combat; heal or replace them before that risk
Two StrikesOne existing Injury makes the next tactical defeat fatal; rotate after the first Injury
Instant DeathPrevent the tactical defeat itself; no post-battle healing can recover the casualty
Static / Escalating Risk of DeathEven a healthy Operator can die on defeat; keep another Operator for each essential role

Operations injuries do not directly trigger these tactical-death effects or roll the additional death chance. They can still change the injury count you take into battle. Escalating death risk is a permanent per-Operator increase after surviving defeat; ordinary recovery should not be budgeted as a reset. Use the complete rule comparison for the 20/40/80% progression and Trick's Instant Death exception.

What causes the long-term risk?

EA's battlefield explanation describes an Injury when an Operator is Downed. Patch 1.2 identifies Three Strikes as the default: tactical defeat with two existing Injuries causes permanent death under that rule. Check your campaign's difficulty rules and the character's current injury display before deployment; a low health bar alone is not a reason to invent a Light/Severe/Critical tier.

Recovery decision table

Your next deploymentRecommended planWhy
A healthy replacement covers the same jobRotate the injured Operator into recoveryPreserve the veteran without leaving a squad gap
The injured Operator is essential to the next objectiveCheck available instant recovery and its cost firstAvoid relying on another down when the injury limit is close
Several core Operators need recoveryCompare the mission deadline with the Medbay queueThe most damaging absence is the missing job, not the most famous name
The team cannot afford another injuryUse safer routes, support and a fallback finisherPreventing a down costs fewer recovery resources than repeatedly repairing the roster

Medbay and Bacta Tank timing

EA describes standard Medbay beds as requiring a Cycle for recovery and the Bacta Tank as instant recovery. Patch 1.1 corrects repeated Bacta Tank use within the same Cycle. Inspect availability and cost in your save before planning to use it again.

Before launching a Tactical Mission, treat the required veteran if possible, prepare the replacement's weapon and Utilities, and revisit any expiring Operation that needed that Operator. The Den upgrades guide explains the facility tradeoffs.

Build a replacement by function

  • If Trick is unavailable, keep frontline pressure and a way to protect the objective.
  • If Luco is unavailable, check whether another Operator can reach or shoot the priority threat.
  • If your Medic is unavailable, carry compatible recovery items and keep a helper close enough to use them.
  • If your Scout is unavailable, revisit your Advantage budget before using Cly.

Use Best Squad to adjust a lineup without losing its purpose.

Sources and correction

Reviewed October 8, 2026 against EA's battlefield/facility overview and Patch 1.1. The previous exact wound tiers, healing percentages and claimed Intel-Operation medical fix were removed because those sources do not support them. The recovery priorities above are editorial decisions, not reported playtest measurements.

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