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.
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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 rule | Deployment decision |
|---|---|
| Default Three Strikes | An Operator already carrying two Injuries dies if defeated in tactical combat; heal or replace them before that risk |
| Two Strikes | One existing Injury makes the next tactical defeat fatal; rotate after the first Injury |
| Instant Death | Prevent the tactical defeat itself; no post-battle healing can recover the casualty |
| Static / Escalating Risk of Death | Even 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 deployment | Recommended plan | Why |
|---|---|---|
| A healthy replacement covers the same job | Rotate the injured Operator into recovery | Preserve the veteran without leaving a squad gap |
| The injured Operator is essential to the next objective | Check available instant recovery and its cost first | Avoid relying on another down when the injury limit is close |
| Several core Operators need recovery | Compare the mission deadline with the Medbay queue | The most damaging absence is the missing job, not the most famous name |
| The team cannot afford another injury | Use safer routes, support and a fallback finisher | Preventing 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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