Guides

Star Wars Zero Company Difficulty Levels Explained

This Star Wars Zero Company difficulty levels guide compares Story, Normal, Hard, Expert, Beskar Mode, permadeath, mission risk, and the best starting setup.

Field guide ·

The four Star Wars Zero Company difficulty levels are Story, Normal, Hard, and Expert. Story prioritizes the campaign, Normal is the accessible default, Hard removes the Bacta Tank's instant injury recovery and increases tactical pressure, and Expert is the most punishing standard setting. Permadeath and Beskar Mode are separate options, while Risky, Dangerous, and Extreme describe individual mission threat rather than the campaign setting.

Story, Normal, Hard, and Expert Compared

The supplied official guide confirms that difficulty can be adjusted outside combat and that the game is designed for newcomers as well as tactics veterans. It does not publish a numerical modifier sheet, so the practical descriptions below combine the official accessibility statement with two post-launch guides and the captured Expert playthrough. Exact enemy scaling should be checked in the current in-game setup screen before a run.

SettingIntended experienceRecovery rule supported by supplied material
StoryNarrative-first play with the lightest standard challengeBacta Tank available according to post-launch guides
NormalAccessible default for players learning the systemsBacta Tank available according to post-launch guides
HardHigher-pressure tactics for genre veteransBacta Tank disabled; injuries use standard Medbay recovery
ExpertHardest named campaign settingBacta Tank disabled; stricter tactical pressure than Hard

ScreenRant reports that Hard raises enemy durability and damage, reduces the squad's effective weapon range, lowers initial bond levels, and disables the Bacta Tank. It says Expert applies the same kinds of changes more severely, but neither supplied official page gives values for those modifiers. The direction of those changes is useful guidance, while any exact percentage is Pending confirmation (待确认).

Campaign Difficulty Is Not Mission Threat

Risky, Dangerous, and Extreme are the threat ratings attached to Tactical Missions at the Holotable. StarWars.com's guide tells players to compare that rating with which operators are healthy and available before deploying. An Extreme mission can therefore appear inside an Expert campaign, as demonstrated by the supplied Expert gameplay video, without “Extreme” becoming a fifth campaign difficulty.

This distinction matters because the two labels answer different questions. Story through Expert controls the campaign-wide rules and pressure, while the mission rating warns about the selected assignment. Check both before launch, especially when the squad has injuries or a small healthy roster.

How Injuries and the Bacta Tank Change Difficulty

An operator who goes down gains an injury when rallied, and the official guide says a third injury causes death when permadeath is active. Standard Medbay recovery costs time because the operator must sit out while a Cycle passes. On Hard and Expert, the two supplied post-launch guides report that the Bacta Tank's instant recovery is unavailable.

That restriction makes damage between missions more important than a single battle's victory screen. An injured operator can either deploy with a penalty reported by the post-launch guides or spend a Cycle recovering, which becomes painful when the early roster has few substitutes. Higher difficulty therefore tests roster depth and scheduling as well as cover selection and accuracy.

Story and Normal retain the Bacta Tank according to the two detailed guides, letting players remove an injury without sacrificing a Cycle. That does not make positioning irrelevant, because repeated downs can still threaten an operator when permadeath is on. It simply provides a stronger recovery tool between missions and reduces the campaign-level cost of a bad encounter.

Permadeath and Beskar Mode Are Different

Permadeath determines whether the third injury permanently kills an operator. It is optional according to StarWars.com, which nevertheless recommends enabling it for the emotional weight and new tactical consequences created by losses. Turning permadeath off protects the roster from that final consequence without automatically changing Story, Normal, Hard, or Expert.

Beskar Mode is the ironman-style save restriction rather than another enemy-strength setting. The supplied difficulty guides describe it as a single-save commitment that prevents reverting to an earlier result, so a failed mission or lost operator cannot simply be erased by loading an older save. ScreenRant also reports a true game over when a critical squad member dies or a crucial mission fails under those rules.

The two options can be combined or separated, which is why “permadeath on” and “Beskar on” should never be used as synonyms. A player can accept permanent operator losses while retaining ordinary restart protection, or can add Beskar's save commitment for a much less forgiving campaign. The Legend achievement cited by the post-launch wiki specifically pairs Expert with Beskar, confirming that Beskar is a modifier stacked on a named difficulty.

Best Difficulty for a First Playthrough

For someone new to turn-based tactics, Normal with permadeath enabled and Beskar disabled is the most balanced starting point in the supplied recommendations. Normal preserves the Bacta Tank, tutorials, and on-screen guidance while still allowing squad losses to matter. Choose Story instead if seeing the narrative with minimal friction is more important than learning the full recovery pressure immediately.

Players already comfortable with positioning, hit chances, action economies, and roster rotation can begin on Hard. The loss of instant Bacta recovery makes every injury carry into campaign planning, so a healthy bench becomes essential. Keep Beskar off on the first run unless you are willing to accept that an unfamiliar objective or bad deployment may become permanent.

Expert is best reserved for highly proficient tactics players or a later run. The supplied no-commentary video shows an Extreme-rated crisis mission inside an Expert campaign lasting through sustained pressure and several wounded operators, which illustrates the endurance the setting can demand. It is evidence of the setting's intensity, not a universal mission length or a guaranteed template for every map.

Can You Change Difficulty Later?

Yes, StarWars.com says the difficulty rating can be adjusted at any time outside combat. The post-launch wiki similarly places the change in the between-mission menu and says a Normal campaign can be raised or lowered without restarting. This flexibility makes Normal a low-risk first selection because the setting can be revisited after learning the interface and combat rhythm.

The official material also says a mission can be restarted from the game menu with the same operators. Beskar Mode is the important exception because its purpose is to make results stick, and the supplied guides describe it as locking the campaign to one save. Whether changing difficulty midway affects a specific completion trophy is Pending confirmation (待确认) in the supplied official sources, so achievement hunters should avoid changes until the requirement is verified in game.

The wiki reports that an ordinary campaign keeps an autosave at the start of a battle and another at the start of each Cycle. That detail is not repeated by EA, StarWars.com, or the Steam excerpt supplied here, and save behavior can change with patches. Treat the current load menu as the final authority rather than building a high-stakes plan around an unofficial save-count promise.

Settings That Remain Unconfirmed

No supplied official page provides exact enemy health, enemy damage, range, bond, or artificial-intelligence modifiers for all four levels. ScreenRant gives the direction of several changes, while another post-launch wiki emphasizes the Bacta restriction and campaign recovery consequences. A complete numerical matrix is therefore Pending confirmation (待确认) and should not be invented from descriptive labels.

Sources