STAR WARS Zero Company permadeath

STAR WARS Zero Company Permadeath

STAR WARS Zero Company permadeath: Downed adds an Injury, three can kill, Hawks is immune, Rally stands them up, and you can turn permadeath off. Medbay first.

Injuries, Rally, and the permadeath toggle explained.

~6 min read

At A Glance

Searching star wars zero company permadeath or turn off permadeath? In STAR WARS Zero Company, HP to zero means Downed plus an Injury. Stack three Injuries and that Operator can permanently die while the toggle is on. Hawks is immune. You can turn permadeath off in settings. Rally gets them back into the fight; Medbay treats the stack. Verified August 28, 2026. Steam.

FactDetail
Focus keywordstar wars zero company permadeath
Also ranks forturn off permadeath · injuries
PlatformSteam · Epic · PS5 · Xbox Series X|S
ModeSingle-player only
TriggerHP 0 → Downed + Injury
Death ruleThree Injuries can permanently remove the Operator
HawksImmune to permadeath; still required on story missions
ToggleCan turn permadeath off in settings
In-fight recoverAlly Rally — they re-enter with the Injury
Heal InjuriesMedical Facility / Medbay in The Den — assign a bed
CampaignStory continues if someone dies
VerifiedAugust 28, 2026

How do Injuries stack to permadeath?

This is not “one KO and they are gone.” STAR WARS Zero Company permadeath is a three-strike Injury stack. Each time an Operator hits zero HP they go Downed and take an Injury. Injuries cut combat stats on later deploys until you treat them. Stack three while permadeath is on and that Operator can be removed for the rest of the run.

STAR WARS Zero Company Downed Operator Injury stack UI
StepWhat happensWhat you do
HP reaches 0Downed — no actionsDo not leave them in the open
Injury appliedStack +1; stats suffer laterPlan Rally this turn if an ally can reach
Still DownedEnemies can pile onRally before the next enemy volley
Return to The DenInjury persistsAssign Medbay — building the room is not enough
Third Injury (toggle on)Permanent death possibleMemorial in The Den; story adapts

Injuries are not Medkit HP

A Medkit utility can top off low health before the bar hits zero. It does not clear an Injury you already took. Injury treatment is a Den job after the mission, not a belt item mid-fight.

Operations count

Text Operations can injure or worse depending on the choice. A “safe” Holotable card is still an Injury risk. Mission types: missions.

If three strikes feels too XCOM for a first run, the next section is the setting everyone searches for.

Can you turn off permadeath in STAR WARS Zero Company?

Yes. Public Q&A and launch coverage confirm a settings toggle — Ironman-style, not a forced permadeath campaign. Search volume for “you can turn off permadeath right” is the actual player question. You do not have to lose Trick on mission three to prove you “play it correctly.”

SettingWhat you getWho it is for
Permadeath on (default in public copy)Three Injuries can delete an OperatorPlayers who want run-defining stakes
Permadeath offNamed Operators stay availableFirst campaign, Bond / story completion
Story either wayNarrative continues if someone diesNo game-over from a single KO

Turn it off before the first story mission if you care

Do not wait until an authored Operator is already at 2/3. Flip the setting in the client, then play. This wiki will not shame the off position — Bonds and Cross Training are a long investment.

Off does not mean immortal in the fight

Downed and Injuries still exist as combat friction. You still Rally, still lose a body for the rest of that map if nobody reaches them, still want Medbay. The toggle is about permanent removal, not about skipping cover.

Rally is the in-mission half of the same loop.

Next: Cycle habits

Matched by build plan, shared topics, and guide progression — not random related links.

How does Rally work after a Downed Operator?

A Downed Operator cannot spend AP. A standing ally can Rally them so they re-enter the fight and use Action Points again. Rally does not erase the Injury that the KO just applied. It is a combat save, not a Medbay.

  • Do01See the Downed state — they are not dead yet
  • Do02Move a healthy ally adjacent / into Rally range (confirm in client)
  • Do03Spend the Rally action — they stand and can act again
  • Do04Get them into cover immediately; they are still injured
  • Do05After extract, assign Medbay — do not redeploy the stack “because Rally worked”

Who should Rally

Anyone who can reach this turn. A Medic is nice; a Scout or Assault who is already mid-map is better than a Heavy who cannot walk the distance. Leaving a Downed body in the open is how one Injury becomes a wipe.

Rally is AP you did not plan

Budget a spare AP or a short walk when you push a fragile spec. Overwatch cones that prevent the KO are cheaper than Rally after the fact. AP rules: combat.

The exception to the whole death stack is the protagonist.

Is Hawks immune to permadeath?

Yes — public coverage treats Hawks as immune to permadeath. Hawks is still the customizable protagonist and is typically required on story missions. You can Down Hawks and take combat pain; you do not lose the campaign lead the way you can lose Trick, Luco, or a custom hire.

Operator typeCan permadie? (toggle on)Notes
HawksNo — immuneRequired on story missions; customize spec freely
Authored (Trick, Tel-Rea, Cly, …)YesStory adapts; Bonds with them can vanish
Custom mercenariesYesReplaceable, but you still lose that kit and Focus spend

Immune is not a license to facetank

Hawks Downed still costs a body this fight and still burns Rally AP. Story missions that require Hawks become awkward if Hawks is on the floor for three turns. Play cover anyway.

The memorial is for everyone else

The Den memorial records fallen Operators — missions run, enemies killed, what unit took them out. Use it as a reminder, not a goal. Roster context: operators.

Treatment lives in The Den. Building the room is not the same as using it.

When should I treat Injuries in The Den?

Treat before the next deploy, especially at 2/3 on an authored Operator. Credits also buy weapons, mods, and hires — so you will not always instant-heal the whole roster. Prioritize named story bodies, then your only Medic, then custom DPS.

STAR WARS Zero Company Medbay bed treatment in The Den
SituationAction
0 InjuriesDeploy as planned
1 Injury, authoredMedbay if Credits allow; else easier Holotable card
2 Injuries, authoredDo not field them on a story / Extreme card — sit and treat
Custom at 2/3Sit or treat; they are replaceable but Focus is not free
Just built MedbayOpen the terminal and assign a bed — it does not auto-heal

Assign the bed

Launch-week habit: players upgrade Medical Facility and assume treatment starts. You select who gets a bed. Extra beds are a later upgrade — buy them when you are actually stacking Injuries, not on Cycle one.

Economy vs Ironman

Credits spent on Medbay are Credits not spent on Crew Quarters or mods. That is a real trade. Cycle spend order: tips. Den facilities: the den.

FAQ

Does the story stop if an authored Operator dies?

No. Public copy says the narrative continues and adapts. Hawks cannot permadie. Everyone else can, if the toggle is on.

Is STAR WARS Zero Company permadeath like XCOM Ironman?

It is optional permadeath with a three-Injury stack, not a forced Ironman campaign. You can turn it off in settings.

Does Rally remove the Injury?

No. Rally stands them back up in that fight. The Injury still counts. Treat it in The Den Medbay.

Can Operations cause Injuries?

Yes. Text Operations can injure or kill depending on the choice. Read the card; it is not a free Holotable click.

Where do I heal Injuries?

Medical Facility / Medbay in The Den. Assign a bed after you build the room. Exact credit costs stay client-side — we do not invent prices.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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