Star Wars Zero Company Injuries are long-term penalties gained when an Operator is Downed in a Tactical Mission. Reaching zero Health does not immediately remove the character from the fight: the Operator becomes Downed, gains an Injury and can be returned with Rally, but the Injury remains until it is treated back at The Den.
Managing Star Wars Zero Company Injuries matters because repeated downs can turn one bad mission into a campaign problem. With permadeath active, three Injuries can lead to permanent death, while even a surviving injured Operator can return to the next mission with reduced combat effectiveness.

How Star Wars Zero Company Injuries happen
An Operator gains an Injury when Health reaches zero and they enter the Downed state. Rally can restore the Operator to the current fight, but Rally does not normally erase the Injury that was just gained.
That means reviving someone is only the immediate battlefield solution. After the mission, check the roster and Medbay before deploying the same Operator again.
How to heal Star Wars Zero Company Injuries
- Return to The Den after the mission.
- Open the Medbay and select the injured Operator.
- Assign the Operator to an available Medbay Bed for normal treatment.
- Advance a Cycle for a standard Bed treatment to complete.
- Use the Bacta Tank when the live campaign rules allow immediate treatment and the extra cost is worthwhile.
- Add more medical capacity through Den upgrades if Injuries are becoming a bottleneck.
A standard Medbay Bed takes a Cycle to treat the Operator. The Bacta Tank is the faster option when available, but it costs more Credits and can be restricted by harder campaign settings.
How Medbay Beds work with Star Wars Zero Company Injuries
Assigning an Operator to a normal Bed commits the recovery to campaign time rather than instantly clearing the Injury. If the injured character is not required for the next Tactical Mission, this is usually the efficient route.
Additional Medbay Bed upgrades let more Operators recover at once. That becomes valuable after a difficult mission leaves several members of the company hurt.
Bacta Tank and Star Wars Zero Company Injuries
The Bacta Tank exists for situations where waiting a Cycle is more costly than spending additional Credits. It is especially useful when a required story Operator is injured and the next mission does not give you much room to rotate them out.
Check the live campaign rules before relying on it. Higher difficulties can restrict the instant-treatment route, making normal Bed planning more important.
Do Star Wars Zero Company Injuries affect combat?
Yes. An Injury is not merely a counter toward permadeath. Post-launch tooltips apply a Chance-to-Hit penalty while an Operator remains injured, which makes leaving the condition untreated a meaningful tactical disadvantage.
The practical result is that an injured damage dealer can miss more often even if their weapon and Focus build have not changed. Treat the Injury or rotate the character out when possible.
How many Star Wars Zero Company Injuries can kill an Operator?
With permadeath enabled, accumulating three Injuries can result in permanent death. The first down is therefore not automatically fatal, but repeatedly Rallied characters become increasingly dangerous to keep exposing.
If an Operator already has two Injuries, sending them into another high-risk mission creates a much larger campaign consequence than deploying a healthy replacement.
Can Trauma Kits prevent Star Wars Zero Company Injuries
A Trauma Kit changes what happens when an Operator uses Rally. The basic version returns the Downed ally fully healed, while improved versions can add a chance that the revived Operator does not receive the Injury.
That makes the item particularly valuable on a permadeath campaign. It still does not justify deliberately allowing characters to be Downed, but it gives the rescue action a better recovery outcome.
Best way to manage Star Wars Zero Company Injuries
Rotate hurt Operators, keep Medbay capacity ahead of the size of your company and avoid spending every Credit elsewhere when a required character needs treatment. A healthy substitute is often more useful than a favourite Operator carrying penalties into another dangerous mission.
Star Wars Zero Company Injuries turn tactical mistakes into campaign costs. Rally gets the character standing again, but the real recovery happens at The Den, where Beds, the Bacta Tank and sensible squad rotation stop one Downed state from becoming a permanent loss.
