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Permadeath
June 21, 2026 at 11:35 PM
Tied permadeath to the three-Injuries mechanic, Downed/Rallied recovery, and the Memorial; clarified the standard-difficulty wording
Permadeath is one of the defining features of STAR WARS Zero Company. When a squad member is lost in combat, that loss can be permanent. The character is gone from the rest of the campaign, and any bonds, skills, and history built up with them go too.
Losing all health does not kill an Operator outright. Instead the Operator is Downed and takes an Injury, and a Downed Operator can still be Rallied by an ally. Injuries hurt combat stats and stack, and a third Injury results in permanent death on standard difficulty. Managing Injuries between fights, through the Den Medbay, is part of keeping a squad alive across a campaign.
Because Operators can be lost for good, every encounter carries real weight. A reckless push into the open or a misjudged flank does not just cost a turn, it can cost a person. This is what gives the tactical layer its tension: you are not only trying to win, you are trying to bring everyone home.
Hawks is the exception to the rule. If the leader falls, the mission ends and you try again, rather than losing the protagonist forever. Companions and custom Operators do not get that protection. Losing one changes the story rather than ending the run, and the narrative continues without them. The Den keeps a Memorial that honors Operators who fell, where you can review their stats and accomplishments.
On higher difficulties the pressure increases further, pairing permadeath with limited saves so that mistakes cannot simply be reloaded away. That combination pushes players to plan carefully, value their squad, and accept that some losses are meant to stick. Players who prefer a gentler experience can lean on the lower difficulty settings.