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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.

Updated 2026-10-16

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

  1. Install Patch 1.2 or later and begin a new campaign.
  2. Open Difficulty Settings and select Additional Campaign Options.
  3. Choose injury limits, death risk and any optional restrictions.
  4. Check your respec and recruitment choices before confirming: those locks affect how you can repair a weak roster later.
  5. 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 ruleWhen tactical defeat becomes permanent deathHow to prepare
Three Strikes, the defaultThe Operator is defeated while already carrying two InjuriesHeal or rotate a twice-injured veteran before another risky deployment
Two StrikesThe Operator is defeated with at least one existing InjuryTreat the first Injury as a reason to change the next deployment
Instant DeathA tactical defeat kills the Operator regardless of previous InjuriesPrevent 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 choiceAnnounced behaviorDecision it changes
No Risk of DeathDeath follows the chosen injury-limit ruleJudge deployment risk primarily by injury count
Static Risk of DeathEvery tactical defeat carries a 20% permanent-death chanceA healthy recruit can still be lost; keep replacements for important roles
Escalating Risk of DeathStarts 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 groupOptions and effectPractical response
Health progressionDefault: +1 maximum HP per 3 Focus Points received; reduced: per 6; none: no Focus-based HP gainWith slower growth, reserve protection and avoid assuming a veteran can absorb a later enemy turn
BondsNo Cross Trainings Between Disliked Pairs delays Bond-based Cross Training until Bond Level 4Keep intended training partners together when useful; don't budget an unlock before the required relationship level
Advantage from area attacksGrenades, scatterguns and flamethrowers stop generating Advantage through damageFund the shared pool through another eligible action before committing an area-heavy turn
Advantage from assistsBackup shots and Easy Mark stop generating Advantage through damageKeep assists for damage, but remove their expected resource contribution from your budget
Reduced Advantage from DamageEligible damaging attacks have only a 50% chance to add AdvantageReserve resources already held; use a fallback if a planned gain fails
Assist Shots Can MissAssists use normal ranged hit rulesLeave an alternate finisher for an enemy that an assist might not kill
Enemies Can Critically HitEnemy ranged and melee attacks gain a 5% chance of a critical for +8 damageAccount for that damage margin before ending a turn in enemy reach
No Perfect ShotsOperator 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.

These are editorial starting points derived from the rules, not tested difficulty presets.

Your goalSuggested choicesTradeoff and preparation
Learn the campaignNormal; default modifiers; Beskar offKeeps room to learn interactions; choose Permadeath separately for the roster experience you want
Make injuries matter moreTwo Strikes; No Risk of Death; ordinary savesA first Injury changes deployment, without adding an early random-death roll; keep healthy reserves
Reduce resource snowballingKeep default death rules; enable No Advantage from Area Attacks firstArea attacks remain useful for damage, but require a different resource plan; add further restrictions after learning that change
Commit to a roster identityLocked Tactical Respec; retain weapon and recruit refresh flexibilityClass 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.

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