Star Wars Zero Company Campaign Modifiers: Choose Your Rules
Set Star Wars Zero Company Campaign Modifiers at campaign creation. Compare death rules, Advantage limits and respec locks, with practical settings advice.
Quick answer
Start a new campaign, open Difficulty Settings β Additional Campaign Options, and select your modifiers. They activate after the tutorial. For a first run, choose Normal with default modifiers; add one rule group at a time on repeat campaigns.
Menu route and rules come from EA Patch 1.2. The recommended combinations below are our planning advice.
On this page7 sections
Enable Star Wars Zero Company Campaign Modifiers when starting a new campaign, through Difficulty Settings β Additional Campaign Options. They take effect after the tutorial. You cannot add them to your ongoing campaign through this setup route. For a first run, use Normal and default modifiers; on a repeat run, choose the kind of challenge you want before stacking restrictions.
How to enable them and confirm your choice
- Install Patch 1.2 or later and begin a new campaign.
- Open Difficulty Settings and select Additional Campaign Options.
- Choose injury limits, death risk and any optional restrictions.
- Check your respec and recruitment choices before confirming: those locks affect how you can repair a weak roster later.
- Complete the tutorial before expecting the new rules to apply.
EA makes these options available on any difficulty. Ordinary difficulty selection is a separate decision; see Story, Normal, Hard, Expert and Beskar. The official setup instructions specify campaign creation, so plan the modifiers as a commitment for that run.
Instant Death, Two Strikes or Three Strikes?
| Injury rule | When tactical defeat becomes permanent death | How to prepare |
|---|---|---|
| Three Strikes, the default | The Operator is defeated while already carrying two Injuries | Heal or rotate a twice-injured veteran before another risky deployment |
| Two Strikes | The Operator is defeated with at least one existing Injury | Treat the first Injury as a reason to change the next deployment |
| Instant Death | A tactical defeat kills the Operator regardless of previous Injuries | Prevent the down itself; a later recovery plan cannot save the casualty |
Injuries from Galaxy Map Operations do not directly trigger these tactical-death rules. They can still leave an Operator injured before the next fight, so inspect the roster after an Operation.
Trick has a specific Instant Death exception: EA says For My Brothers lets him be defeated and injured once in a Tactical Mission. A second defeat in that mission kills him. Keep a rescue or defensive action available after the first down instead of treating his talent as unlimited protection.
Static and escalating death risk
The additional risk setting answers a different question: can a tactical defeat kill an Operator before the injury limit?
| Risk choice | Announced behavior | Decision it changes |
|---|---|---|
| No Risk of Death | Death follows the chosen injury-limit rule | Judge deployment risk primarily by injury count |
| Static Risk of Death | Every tactical defeat carries a 20% permanent-death chance | A healthy recruit can still be lost; keep replacements for important roles |
| Escalating Risk of Death | Starts at 20%; surviving a defeat raises that Operator's future risk to 40%, then 80%; it stays at 80% | Track who survived a down, rather than judging the roster only by current health |
Operation injuries neither roll this extra death chance nor increase escalating risk. EA describes the escalating increases as permanent; do not expect routine Medbay recovery to reset that risk. Recovery planning still matters for injury limits.
Which rules affect your build?
| Rule group | Options and effect | Practical response |
|---|---|---|
| Health progression | Default: +1 maximum HP per 3 Focus Points received; reduced: per 6; none: no Focus-based HP gain | With slower growth, reserve protection and avoid assuming a veteran can absorb a later enemy turn |
| Bonds | No Cross Trainings Between Disliked Pairs delays Bond-based Cross Training until Bond Level 4 | Keep intended training partners together when useful; don't budget an unlock before the required relationship level |
| Advantage from area attacks | Grenades, scatterguns and flamethrowers stop generating Advantage through damage | Fund the shared pool through another eligible action before committing an area-heavy turn |
| Advantage from assists | Backup shots and Easy Mark stop generating Advantage through damage | Keep assists for damage, but remove their expected resource contribution from your budget |
| Reduced Advantage from Damage | Eligible damaging attacks have only a 50% chance to add Advantage | Reserve resources already held; use a fallback if a planned gain fails |
| Assist Shots Can Miss | Assists use normal ranged hit rules | Leave an alternate finisher for an enemy that an assist might not kill |
| Enemies Can Critically Hit | Enemy ranged and melee attacks gain a 5% chance of a critical for +8 damage | Account for that damage margin before ending a turn in enemy reach |
| No Perfect Shots | Operator ranged hit chance is capped at 99% | Keep a recovery action even when the preview looks nearly certain |
The optional area/assist/damage rules sit alongside the baseline Patch 1.2 Scout changes. A campaign with default modifiers still has the new Tactical Timing ranks and Cly limits. See Hawks and Cly before choosing an Advantage-focused team.
Respec and recruitment locks: decide before investing
- Locked Talent Respec: the roster's talents cannot be changed. Pick a talent for the role you expect the recruit to keep.
- Locked Tactical Respec: primary and secondary Specializations cannot be changed. Cover missing roles with another Operator rather than planning a later class swap.
- Locked Weapon Respec: weapon changes cannot be confirmed. Check each recruit's weapon before hiring; EA gives Trick one permitted change after his mandatory switch.
- Locked Recruitment Refresh: manual refresh is disabled, while the automatic refresh at each Cycle remains. Check the current pool before advancing the Cycle if you need a specific role.
Recruitment now costs 100 Credits per Operator under Patch 1.2. A replacement can be affordable but still unsuitable when a lock prevents the intended weapon or class change. Use The Den priorities to plan capacity and recovery as well as the hiring fee.
Recommended combinations by the experience you want
These are editorial starting points derived from the rules, not tested difficulty presets.
| Your goal | Suggested choices | Tradeoff and preparation |
|---|---|---|
| Learn the campaign | Normal; default modifiers; Beskar off | Keeps room to learn interactions; choose Permadeath separately for the roster experience you want |
| Make injuries matter more | Two Strikes; No Risk of Death; ordinary saves | A first Injury changes deployment, without adding an early random-death roll; keep healthy reserves |
| Reduce resource snowballing | Keep default death rules; enable No Advantage from Area Attacks first | Area attacks remain useful for damage, but require a different resource plan; add further restrictions after learning that change |
| Commit to a roster identity | Locked Tactical Respec; retain weapon and recruit refresh flexibility | Class choices matter for the run while weapons and new hires can still solve gaps |
Stacking Instant Death, enemy criticals and unreliable assists removes several recovery margins together. Choose that combination only if a tactical mistake or unlucky roll ending an Operator's campaign is part of the challenge you want.
Source and review
Checked October 16, 2026 against EA's official Patch 1.2 rules. English option names are retained for menu matching. Rules and numbers above are attributed to EA; preparation steps and combinations are our original recommendations. We have not independently tested interactions between every possible modifier combination.
More in Guides
Continue exploring
Related guides
Guides
Find Star Wars Zero Company guides for beginner combat, classes, Hawks, Den upgrades and Campaign Modifiers. Choose the next step for your current squad.
Beginner Guide
Use this Star Wars Zero Company guide to plan three-AP turns, safe shots, squad roles and Den spending, with clear choices for your first Patch 1.2 campaign.
Classes & Specializations
Compare all Star Wars Zero Company classes, including eight standard Specializations, four locked paths, ideal squad roles, weapons, talents, and pairings.
The Den Upgrades
Choose Star Wars Zero Company The Den upgrades with Patch 1.2 cost comparisons, a practical spending order, 100-Credit recruits and Build Slot planning.