Zero CompanyDatabank
Campaign modifiers
Campaign rules

Campaign modifiers

Update 1.2 added fourteen rules you can set when you start a new campaign, on any difficulty, from Additional Campaign Options on the difficulty screen, and moved the Permadeath toggle into the same menu. They take effect once the tutorial is over and stay with that campaign.

Injuries & Operator Death

PermadeathThe STAR WARS Zero Company experience was crafted with the intention that Operators can die. Disabling this feature will prevent Operators from permanently dying when they receive too many injuries.
Operator InjuriesCustomize the number of injuries Operators can suffer before death during tactical combat. These settings do not affect injuries received during Operations on the Holotable.Three Strikes (default): An Operator defeated in tactical combat that already has 2 Injuries is killed.Two Strikes: An Operator defeated in tactical combat that already has any number of Injuries is killed.Instant Death: An Operator defeated in tactical combat immediately dies, regardless of how many Injuries they have suffered. WARNING: This may make certain encounters extremely difficult to complete. While enabled, this option modifies the behavior of Trick's For My Brothers ability. Additionally, this option removes the Trauma Kit utility from the game.Instant Death also swaps Trick's For My Brothers for a version that turns his first defeat each mission into a Downed state, gives Baker and Rex their own copies, and filters the Trauma Kit out of three Black Market tables and four operation reward tables.
Risk of DeathIntroduces a persistent chance that being defeated in combat results in the immediate death of the Operator. Injuries received during Operations on the Holotable cannot kill Operators in this manner.None (default): There is no randomized chance for death. Operators are only killed when suffering too many injuries in combat according to the selected setting.Some Risk: An Operator defeated in tactical combat has a 20% Chance to immediately die instead of being downed.Rising Risk: An Operator defeated in tactical combat has a 20% Chance to immediately die instead of being downed. Additionally, when an Operator is downed in tactical combat, this risk permanently increases to 40%, and then to 80%. Injuries received during Operations on the Holotable do not affect the risk of death.The risk sits on the operator as a status effect at 20%, 40% or 80%. It carries over between missions and shows on the Personnel screen.

Advantage Rules

Advantage GenerationCustomize the rate at which Advantage is gained from damaging enemies in combat.Full (default): Each time an Operator damages an enemy, there is a 100% Chance to gain Advantage.Half: The battlefield can be an unpredictable place. Each time an Operator damages an enemy, there is only a 50% Chance to gain Advantage.
No ADV from Area AttacksWhile enabled, area attacks such as grenades, flamethrowers, and scatterguns will no longer generate Advantage. While disabled, these attacks generate Advantage for each target damaged.Off by default.
No ADV from Assist ShotsWhile enabled, assist attacks will no longer generate Advantage. While disabled, assist attacks generate Advantage.Off by default.

Tactical Modifiers

Assist Shot Can MissWhile enabled, assist shots from teammates are no longer guaranteed to hit and are subject to standard chance-to-hit rules. While disabled, assist shots always hit.Off by default.
Enemies Can Critically HitWhile enabled, enemy ranged and melee attacks can critically hit with a base 5% Chance and a critical damage bonus of +8. While disabled, enemy attacks do not score critical hits.Off by default.It works through one effect on every enemy that adds 5% critical chance and sets critical damage to 8.
No Perfect ShotsWhile enabled, all Operator ranged attacks have a maximum chance-to-hit of 99%. Now this is Zero Company, youngling. While disabled, all Operator ranged attacks have a maximum chance-to-hit of 100%.Off by default.It caps each operator's maximum accuracy at 0.99, so a shot the game would show at 100% shows 99%.

Progression

Operator HealthCustomize the rate at which Operators gain additional maximum health based on their Focus Point progression.Full Health Gain (default): Operators gain +1 Health for every 3 Focus Points they have earned.Half Health Gain: Operators gain +1 Health for every 6 Focus Points they have earned.No Health Gain: Operators do not gain any additional health based on their total Focus Points. WARNING: This option substantially increases the game's difficulty. Certain encounters may be exceptionally difficult while this setting is enabled.
No Low Bond Cross TrainingsWhile enabled, Operators do not receive Cross Trainings from bond level increases until they reach Bond Level 4. While disabled, Operators receive a Cross Training from all bond level increases.Off by default.

Specializations

Locked Recruitment RefreshWhile enabled, recruits available in the Recruitment Facility cannot be refreshed. While disabled, recruits available in the Recruitment Facility can be refreshed without limit.Off by default.
Locked TalentsWhile enabled, Operators are not permitted to change their Talent Specialization within the Focus Tree interface. While disabled, eligible Operators can change Talent Specializations at any time.Off by default.
Locked SpecializationsWhile enabled, Operators are not permitted to change their Primary or Secondary Tactical Specialization within the Focus Tree. While disabled, eligible Operators can change Tactical Specializations at any time.Off by default.
Locked Weapon RespecWhile enabled, Operators may not change their Weapon Specialization in the Armory. The customize appearance interface remains available. While disabled, Operators may change Weapon Specializations at any time.Off by default.The patch notes add one exception: Trick can still change weapons once, after his story switch.

The six difficulty settings, and what each changes underneath its blurb, are on the campaign systems page. What else 1.2 changed is in the patch notes.