OptionalGameplay

STAR WARS Zero Company Permadeath and Injuries Guide

How optional permadeath works, Rally, the three-injury rule, campaign risk, and when to turn it off.

This article is currently shown in English while the localized version is being prepared.
游戏官网
Official Zero Company tactical combat screenshot
STAR WARS Zero Company游戏官网

Quick answer: permadeath is enabled by default but optional. EA lets you turn it off. With permadeath active, a downed Operator can be Rallied back into combat but takes an injury; official guidance states that three injuries result in death under the standard injury system.

Downed is not immediately dead

When health reaches zero, an Operator goes down. A teammate can use Rally to return them to the fight. The injury is the long-term cost. This creates a window where squad positioning and recovery actions can save a valuable character instead of turning every zero-health event into an instant permanent loss.

Why three injuries matter

StarWars.com's guide says each time a character goes down they gain an injury and three injuries lead to death when permadeath is enabled. That makes repeated risky revives a campaign decision. An Operator who survives the current map may still become too damaged to use aggressively in the next mission.

You can turn permadeath off

EA's FAQ explicitly supports toggling permadeath off. New tactics players can learn systems without permanent roster loss, while experienced players can keep it on for higher emotional and strategic stakes. Neither choice is treated as an invalid way to play.

Permadeath and Bonds

Losing an Operator can also mean losing a developed build and a network of Bonds/Cross Training progress. That is why permadeath becomes more meaningful later in a campaign. Protecting a veteran is not just protecting their current damage output.

Practical survival strategy

Prioritize objectives over optional cleanup, keep Rally routes open, avoid ending turns exposed just to squeeze out one extra attack, and rotate injured Operators when the strategic layer gives you room. If a mission has already gone badly, the menu also allows restarting the mission according to StarWars.com's beginner guidance.

When to disable it

Turning permadeath off makes sense if your main goal is learning the tactical rules, seeing authored character content or experimenting with unusual builds without losing a campaign investment. Keeping it on is better for players who want recovery decisions, roster depth and retreat-style thinking to carry real consequences. Because the option is officially supported, neither setting requires a trainer or save edit.

Restarting versus accepting a loss

StarWars.com's guide notes that missions can be restarted. That creates a separate player-choice layer: accept the injury/death as part of the campaign story, or replay the tactical map. A guide should describe both options rather than implying that permadeath forces ironman-style acceptance of every mistake.

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