A Downed Operator leaves the fight and receives an Injury. Rally can return them to the battle, but it does not erase that campaign consequence. The Injury rule says:
Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.
Choose the deployment from the current roster
Count the Operator’s Injuries, confirm the Permadeath state, check whether the Mission requires them, and verify whether a healthy substitute or recovery path exists.
Choose the current roster state
Select the situation that is true now. The answer decides whether to deploy, recover, substitute, or hold.
What does the roster show for the Operator needed by the next Mission?
No Operator is injured
Use the squad that best covers the Mission objective. No recovery decision is needed.
- Premise
- This answer applies when: No Operator is injured.
- Do now
- Read the squad limit and required Operators, then keep one developed reserve outside the preferred four.
- Why this answer
- A Downed Operator is incapable of continuing to fight and suffers an Injury. An Operator who suffers enough Injuries is permanently killed.
- Tradeoff
- Developing a reserve may bench a stronger favorite for one deployment.
- Alternative
- Return here after an Operator is Downed or the Mission requires a different job.
- If it fails
- The roster has only one Operator who can cover an essential job when that Operator becomes injured.
- Recovery
- Train a reserve for the missing job before another risky deployment.
- Done when
- The selected squad covers the objective and at least one reserve can replace a critical job.
- Next action
- Check the Mission squad and failure conditions.
One Injury, healthy substitute available
Bench the injured Operator and deploy the healthy substitute.
- Premise
- This answer applies when: One Injury, healthy substitute available.
- Do now
- Move the required job and its loadout to the substitute before launch.
- Why this answer
- Injured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.
- Tradeoff
- The substitute may have weaker development, but avoids another Injury and the current hit penalty.
- Alternative
- Use the required-Operator state if the Mission will not launch without the injured Operator.
- If it fails
- The substitute lacks the required job, equipment, or named Mission access.
- Recovery
- Choose another Mission or develop the substitute before returning to the risky deployment.
- Done when
- The Mission can launch with a healthy Operator covering the same required job.
- Next action
- Rebuild the four-job squad around the substitute.
One Injury, required Operator, Bacta available, recovery fits the timer
Delay this deployment and recover the required Operator first.
- Premise
- This answer applies when: One Injury, required Operator, Bacta available, recovery fits the timer.
- Do now
- Use a different live activity while the required Operator recovers, then reopen the Mission before its deadline.
- Why this answer
- Injured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.
- Tradeoff
- Waiting uses time that could have gone to another Mission or Operation.
- Alternative
- Use the expiring state when the live deadline arrives before recovery can finish. Use the unavailable state when the current difficulty disables the Bacta Tank.
- If it fails
- The recovery wait consumes the Mission's remaining window.
- Recovery
- Stop waiting and use the expiring required-Operator state before the deadline passes.
- Done when
- The Operator is available again while the required Mission remains live.
- Next action
- Open the exact Mission failure condition.
One Injury, required Operator, deadline comes first
Deploy the required Operator and make their survival the first constraint.
- Premise
- This answer applies when: One Injury, required Operator, deadline comes first.
- Do now
- Give the exposed objective work to a healthy ally, keep a safe Rally route, and use the injured Operator only for the named requirement.
- Why this answer
- Injured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.
- Tradeoff
- The Mission stays available, but the Operator carries the current accuracy penalty and another Downed risk.
- Alternative
- Use the recovery-open state when the live timer leaves enough time to recover first.
- If it fails
- The injured required Operator is sent into the same exposed role that caused the first Downed event.
- Recovery
- Break the attack line before Rally, then return the Operator to the protected requirement only.
- Done when
- The required Operator remains alive and completes the named Mission requirement.
- Next action
- Open the exact Mission failure condition.
Two Injuries, Permadeath on, another path is live
Bench the Operator. Injury 3 kills them permanently.
- Premise
- This answer applies when: Two Injuries, Permadeath on, another path is live.
- Do now
- Choose recovery, a healthy substitute, or another live activity before accepting a third Downed event.
- Why this answer
- 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.
- Tradeoff
- Protecting the Operator may give up the preferred squad or the current optional activity.
- Alternative
- Use the compulsory state only when the campaign cannot proceed without this Operator and no substitute exists.
- If it fails
- The Operator is Downed again and reaches the permanent-loss threshold.
- Recovery
- There is no roster recovery after permanent death under this rule. Rebuild the role with another Operator.
- Done when
- The Operator recovers or the campaign has a trained replacement for the same job.
- Next action
- Check which current Mission can be completed without this Operator.
Two Injuries, Permadeath on, campaign cannot proceed
Deploy the required Operator only for the named task and treat another Downed event as permanent loss at Injury 3.
- Premise
- This answer applies when: Two Injuries, Permadeath on, campaign cannot proceed.
- Do now
- Assign every exposed action to healthy allies and keep a safe Rally route to the required Operator.
- Why this answer
- 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.
- Tradeoff
- The campaign can advance, but the required Operator risks permanent removal.
- Alternative
- Bench the Operator immediately when recovery, another live activity, or a legal substitute becomes available.
- If it fails
- The injured Operator becomes the squad's exposed attacker and is Downed again.
- Recovery
- If the Operator survives, recover them before another deployment. Permanent death has no roster recovery under this rule.
- Done when
- The named requirement is complete and the Operator reaches the Mission finish alive.
- Next action
- Read the exact Mission objective and failure condition before launch.
Two Injuries, Permadeath off, healthy substitute available
Deploy the healthy substitute. The third-Injury death rule is off, but the injured Operator still carries the current penalty.
- Premise
- This answer applies when: Two Injuries, Permadeath off, healthy substitute available.
- Do now
- Move the required squad job and compatible equipment to the healthy substitute.
- Why this answer
- 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.
- Tradeoff
- The substitute may have weaker development than the injured Operator.
- Alternative
- Use the required state when no healthy Operator can satisfy the Mission gate.
- If it fails
- The plan treats Permadeath off as if Injuries no longer affect the Mission.
- Recovery
- Return the damage-critical work to a healthy Operator and recheck the legal squad.
- Done when
- The squad covers the objective without depending on an injured Operator's unreliable attack.
- Next action
- Check the exact Mission job before choosing the squad.
Two Injuries, Permadeath off, required Operator has no substitute
Deploy the required Operator, but assign attack-dependent work to healthy allies.
- Premise
- This answer applies when: Two Injuries, Permadeath off, required Operator has no substitute.
- Do now
- Use the injured Operator for the named gate or objective and keep a healthy Operator on damage and Rally duty.
- Why this answer
- Injured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.
- Tradeoff
- The preferred Operator remains in the squad with the current accuracy penalty and another recovery burden.
- Alternative
- Use a healthy substitute as soon as one can satisfy the required Mission gate.
- If it fails
- The plan depends on the injured Operator's attacks as if the Injury penalty were absent.
- Recovery
- Move attack-dependent work to a healthy ally and keep the required Operator protected.
- Done when
- The named requirement is complete without making the injured Operator the damage plan.
- Next action
- Read the exact Mission job before launch.
Bacta unavailable, healthy substitute or another live path exists
Use the healthy path instead of waiting for the Bacta Tank on Hard and Expert. Both descriptions explicitly disable it.
- Premise
- This answer applies when: Bacta unavailable, healthy substitute or another live path exists.
- Do now
- Deploy the healthy substitute or choose the other live activity without scheduling around disabled recovery.
- Why this answer
- Hard: Intended for players familiar with playing tactical games or players seeking a more challenging experience than normal. Enemies are tougher and deal more damage. Effective weapon ranges are reduced requiring more maneuvering and more risk. Initial bond levels between Operators are lower. The Bacta Tank is disabled. Expert: Intended for players with great expertise playing tactical games or players seeking the highest level of challenge for STAR WARS Zero Company. Careful tactics and planning are crucial on Expert difficulty. Enemies are tougher and deal greatly enhanced damage. Effective weapon range is greatly reduced requiring aggressive maneuvering and careful planning. Initial bond levels between Operators are much lower. The Bacta Tank is disabled.
- Tradeoff
- A deeper bench spreads Focus, equipment, and recruitment resources across more Operators.
- Alternative
- Use the required-Operator deadline state or compulsory two-Injury state when no healthy substitute or other live path exists. Use a recovery state only when the live difficulty description and Medbay show that recovery is available.
- If it fails
- The chosen healthy path expires, becomes illegal, or no longer lets the campaign proceed.
- Recovery
- Switch to the matching required-Operator state, then protect that Operator for the named task.
- Done when
- The healthy substitute or other live activity finishes without relying on the disabled Bacta Tank.
- Next action
- Check Upgrade Facility records for available Medbay capacity, not a disabled recovery rule.
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP's Injury protection is ready
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP's first Downed event can recover automatically and avoid the Injury at Talent tier 3.
- Premise
- This answer applies when:
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP's Injury protection is ready. - Do now
- Use the protection as a safety margin, not as permission to leave
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP exposed after recovery. - Why this answer
- Once per mission. Tier 3 returns
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP with Full Health and prevents the first Downed Injury. - Tradeoff
- The protection covers the first Downed event only. A later collapse uses the normal Injury rule.
- Alternative
- Switch to the used state immediately after the automatic recovery triggers.
- If it fails
- The plan assumes the protection can trigger more than once in the same Mission.
- Recovery
- Move
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP to safety after recovery and assign a separate Rally response for another Downed event. - Done when
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP finishes the Mission without a second Downed event.- Next action
- Check the exact Talent tier and post-recovery action.
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP's protection was used
Treat another Downed event as normal. The automatic recovery and first-Injury protection are no longer available.
- Premise
- This answer applies when:
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP's protection was used. - Do now
- Pull
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP out of the exposed route and keep a healthy Operator able to Rally. - Why this answer
- Once per mission
- Tradeoff
- Protecting
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP can reduce immediate pressure on the objective. - Alternative
- Return to ordinary roster planning after the Mission ends and the new Injury state is visible.
- If it fails
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP is Downed again while the squad still relies on the automatic Talent recovery.- Recovery
- Use Rally if the route is safe, then verify the recorded Injury after the Mission.
- Done when
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP reaches extraction or the Mission finish without another Downed event.- Next action
- Plan a safe Rally route if
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP falls again.
What Downed means
The current keyword text says: A Downed Operator is incapable of continuing to fight and suffers an Injury. An Operator who suffers enough Injuries is permanently killed. Rally says: Rallying a Downed Operator will restore them to the fight and allow them to take actions again. Rally changes the current battle. The Injury remains a campaign-level consequence.
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP is the explicit authored exception.
Trick · Unique TalentFor My BrothersThis Operator can automatically recover after being Downed in battle. Upgrading this talent improves this recovery effect.OperatorTrickProgression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP recovers once per mission. At tier 3, the first Downed event can avoid its Injury. Tier 4 can recover immediately with 1 AP when it triggers during your turn. After that recovery is used, another Downed state follows the normal rule.
Triage the rescue
Rally now only when the route is safe enough and the objective still needs that Operator. If the rescuer would create a second Downed event or abandon a mandatory objective, control the route first.
| Current question | Rally now | Stabilize first |
|---|---|---|
| Can the rescuer finish in safety? | Move when cover or control protects the end tile | Remove or control the enemy covering the route |
| Does the objective still need this Operator? | Rally when their actions are required | Preserve the healthy squad when the objective can finish without them |
| Will another Operator become exposed? | Use the route when the trade is controlled | Change the action order before committing |
A successful Rally that leads to an immediate second collapse has not stabilized the fight. After Rally, move the recovered Operator away from the same pressure when the rules allow it.
Count Injuries and failure rules
Current Injury rule
| Event | Immediate result | Campaign consequence |
|---|---|---|
| An Operator is Downed | They leave the fight until Rally returns them | They suffer an Injury |
| The Talent recovers |
Tier 3 or 4 prevents that first Injury | |
| Another Operator reaches Injury 3 with Permadeath on | The Operator is Killed-In-Action | The roster loses that Operator permanently |
| The Mission fails | Read the current Mission and campaign setting before choosing the next step | |
| A named Mission failure condition occurs | That Mission fails | The exact record defines the protected characters; it does not make every failure a campaign-ending result |
| A Beskar crucial loss occurs | The campaign ends under the Beskar rule |
Permadeath is enabled by default. The current description says disabling it prevents permanent death at the third Injury. Beskar Mode is separate: it uses one persistent save, disables manual saving, makes Operator deaths irreversible, and names three Game Over triggers.
Hard and Expert both say The Bacta Tank is disabled. On those settings, build the next squad around healthy reserves instead of assuming that recovery source is available.
Verify the roster after mission
Before choosing another Holotable entry:
- Confirm every Downed Operator’s current Injury count.
- Apply the Chance-To-Hit penalty stated by the current Injury description to the job they would perform.
- Check whether the current difficulty makes the Bacta Tank available.
- Replace an injured Operator when a healthy legal substitute covers the same required job.
- Reopen the substitute’s loadout instead of assuming equipment followed the role.
- Read the next Mission’s exact squad and failure condition before spending resources elsewhere.
If the observed roster state differs from the rule, stop planning from memory. Use the visible Injury count and current settings as the new starting point, then select the matching state above.
REFERENCES
References
Downed, Rally, Injury penalties, third-Injury death, Beskar Mode, difficulty recovery limits, Mission failure conditions, and Trick's Talent supply every fact used here.
Current game records and rules





