Star Wars Zero Company modifiers let players change how the tactical campaign works before starting a new game. Patch 1.2 adds options covering death, Injuries, Health, Advantage, Bonds and restrictions on upgrading your squad. EA lists 20 named choices in seven groups, including the standard defaults rather than twenty additional switches.
You can combine the rules with Story, Normal, Hard or Expert difficulty. They are also separate from Beskar Mode, which controls whether you can reload old saves. The new modifiers begin affecting the game only once you’ve finished the opening tutorial.
How to enable Star Wars Zero Company modifiers
Start a new campaign, open Difficulty Settings → Additional Campaign Options and select your preferences. Choose your rules before beginning the playthrough. The Star Wars Zero Company modifiers are not intended as a way to rewrite the rules of an existing saved campaign in progress.
There is no cost or add-on purchase involved. The options arrived in the free October 15 update and are designed for players who want different rules on repeat playthroughs.

All 20 Star Wars Zero Company modifiers and their effects
Injury limits, Death Risk and Health each have a default option and two alternatives. The Bond, Advantage, Tactical and lockout groups add further restrictions. Some are much tougher than others: permitting missed Assist Shots is a smaller change than permanently losing a character after one defeat.
Injury limits
| Modifier | Effect |
|---|---|
| Instant Death | Defeated Operators die instantly in Tactical Missions, except Trick who can survive one downing. |
| Two Strikes | Second tactical downing kills an Operator with a previous Injury. |
| Three Strikes | Default. Third tactical downing kills an Operator with two Injuries. |
Death risks
| Modifier | Effect |
|---|---|
| No Risk of Death | Default, without an extra random death chance. |
| Static Risk of Death | 20% death risk whenever an Operator is defeated in tactical combat. |
| Escalating Risk of Death | 20%, then 40%, then 80% as tactical defeats accumulate; stays at 80%. |
Health
| Modifier | Effect |
|---|---|
| Standard Health Increases | Default, +1 maximum Health per 3 Focus Points. |
| Reduced Health Increases | +1 maximum Health per 6 Focus Points. |
| No Health Increases | No maximum Health gain from Focus Points. |
Bonds
| Modifier | Effect |
|---|---|
| No Cross Trainings Between Disliked Pairs | Cross Training blocked until Bond Level 4. |
Advantage
| Modifier | Effect |
|---|---|
| No Advantage from Area Attacks | Area-attack damage cannot generate Advantage. |
| No Advantage from Assist Attacks | Assist Attack damage cannot generate Advantage. |
| Reduced Advantage from Damage | Advantage generated by damage has a 50% success chance. |
Tactical
| Modifier | Effect |
|---|---|
| Assist Shots Can Miss | Normal ranged accuracy applies to Assist Shots. |
| Enemies Can Critically Hit | Enemies have 5% crit chance with +8 damage. |
| No Perfect Shots | Your ranged hit chance never exceeds 99%. |
Respec restrictions
| Modifier | Effect |
|---|---|
| Locked Talent Respec | Cannot change Talents. |
| Locked Tactical Respec | Cannot change primary or secondary Specialization. |
| Locked Weapon Respec | Cannot change weapons, apart from Trick’s required story switch. |
| Locked Recruitment Refresh | Cannot manually refresh the recruit pool; cycle refresh continues. |
Star Wars Zero Company modifiers: Galaxy Map Operation exceptions
The new Instant Death, Two Strikes and random death risk calculations activate when an Operator is defeated during a Tactical Mission. They do not automatically kill someone merely because they acquire an Injury on a Galaxy Map Operation. Those Galaxy Map Injuries also don’t increase the Escalating Risk of Death percentage.
For the normal Three Strikes setting, a tactical defeat after two earlier Injuries kills the Operator. An additional random death risk can make permanent loss possible earlier, including the Static 20% chance and the escalating 20%, 40% and 80% chances. Our permadeath guide explains the consequences.

Best Star Wars Zero Company modifiers for experienced players
Start with No Perfect Shots, Assist Shots Can Miss or Reduced Health Increases if you want encounters to be less predictable without changing the entire roster system. Once you’ve mastered the core mechanics, Instant Death and Locked Tactical Respec make every decision matter for the rest of the campaign.
The Star Wars Zero Company modifiers also affect which builds remain viable. If you lock weapon changes or recruitment refreshes, choosing a balanced team at the beginning becomes more important. Avoid selecting every restriction simply because you already completed Expert once.
Are Star Wars Zero Company modifiers another difficulty setting?
No. The four named challenge settings still decide broad combat difficulty. Beskar Mode still restricts save reloads. These campaign choices change individual mechanics, so a player on Normal may turn on permanent death restrictions while another playing Expert keeps the default injury rules.
You’ll get more out of the Star Wars Zero Company modifiers by choosing rules that change the way you want to play rather than blindly setting every option to its harshest value. They don’t change the story missions themselves.
Related Guides
Official source: EA’s Zero Company Update 1.2 patch notes.
