Star Wars Zero Company campaign modifiers: the 1.2 option list
Every Campaign Modifier 1.2 added — injury limits, risk of death, health and bond progression, advantage rules, tactical rules and the lockout group — and how to switch them on.
Answer: Patch 1.2 lets you change core rules when starting a new campaign: injury limits (Instant Death, Two Strikes, Three Strikes), risk of death (None, Static 20%, Escalating to 80%), health and bond progression, advantage rules, tactical rules and a lockout group that freezes talents, specialisations, weapons and the recruit refresh.
How to switch them on
The 1.2 notes are explicit about the route: Campaign Modifiers can only be enabled via the Difficulty Settings menu when starting a new campaign on any difficulty, using the Additional Campaign Options button. Two further conditions matter:
- Any selected Campaign Modifiers will be enabled after you complete the tutorial. They are not live-editable once you are in a run.
- The developer's own recommendation is to play the default rules on Normal before applying modifications, and to use them for "a more tense and less forgiving experience" rather than as a first-run setting.
Why they exist
The developer's note says the options came from community requests for the ability to increase difficulty and to start campaigns with extra rules, "particularly around Injuries and Permadeath". The options are meant to be used on any difficulty level, and more configurations are planned for future updates.
The full option list, as published
Modify Injury Limits
- Instant Death — an Operator defeated in a Tactical Mission is permanently killed, regardless of how many Injuries they already have. Operators injured during Operations on the Galaxy Map are not killed this way. The note adds that this changes the For My Brothers ability, allowing Trick to be downed and injured once per mission, and killed on a second defeat.
- Two Strikes — an Operator defeated in a Tactical Mission with one or more Injuries is permanently killed. Operations injuries are not affected.
- Three Strikes — the default rules: an Operator defeated in tactical combat with two Injuries is permanently killed.
Add Risk of Death
- No Risk of Death — the default: Operators only die in Tactical Missions when injured enough times under the selected death rules.
- Static Risk of Death — every Operator has a 20% chance to be permanently killed when defeated in tactical combat. Operations injuries on the Holo-Table do not carry this risk.
- Escalating Risk of Death — 20% on the first defeat; the first time an Operator is defeated and survives, the risk permanently rises to 40%, and to 80% on the second defeat, staying at 80% afterwards. Operations injuries neither apply the risk nor raise it.
Health Progression
- Standard Health Increases — the default: +1 Maximum Health for every 3 Focus Points.
- Reduced Health Increases — +1 Maximum Health for every 6 Focus Points.
- No Health Increases — no Maximum Health increases from Focus Points at all.
Bond Progression
- No Cross Trainings Between Disliked Pairs — Operators do not receive Cross Training from Bond Level increases until Bond Level 4.
Advantage Rules
- No Advantage from Area Attacks — grenades, scatterguns and flamethrowers do not generate Advantage.
- No Advantage from Assist Attacks — backup shots and the Easy Mark ability do not generate Advantage.
- Reduced Advantage from Damage — damaging attacks that generate Advantage have only a 50% chance to increase it.
Tactical Modifiers
- Assist Shots Can Miss — assist shots follow standard ranged attack rules instead of being guaranteed to hit.
- Enemies Can Critically Hit — all enemy ranged and melee attacks gain a 5% chance to critically hit for +8 damage.
- No Perfect Shots — all Operator ranged attacks are capped at a 99% hit chance. See hit chance and cover for what that does and does not mean.
Lockout Modifiers
- Locked Talent Respec — no Operator on the roster can change talent; talents show as locked.
- Locked Tactical Respec — no Operator can change primary or secondary specialisation.
- Locked Weapon Respec — no Operator can change weapon, and weapon changes cannot be confirmed. The note adds that Trick may still change weapons once after his mandatory switch.
- Locked Recruitment Refresh — the Refresh Recruits button is unavailable in the recruitment facility. Recruits still refresh automatically at the start of each cycle; this option does not change that.
Other 1.2 changes worth knowing
- Recruits now always cost 100 Credits, which the notes frame as making it easier to fill a roster without spending elsewhere.
- Call For Backup can now be bound to a hotkey of your choice.
- Upgrade Facility costs were cut — for example Longarm Critical Chance II and III both fall to 2000 Credits, and Longarm Damage II to 2500 — because data showed players were not engaging with the Upgrade Facility for lack of credits.
- Balance changes reduce Astromech Self-Repair to twice per combat and Built-In Comlink to three uses per turn at maximum rank.
What this page does not settle
We have not played the 1.2 build, and the figures and option names here are the developer's own wording. The notes do not publish a recommended combination, and no modifier changes the hit-chance formula for cover; the hit chance and cover page covers what is and is not published there. The rest of the 1.2 notes, including the full bug-fix list, are in the Zero Company zone.
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Sources & verification
- Patch 1.2 notes — the full Campaign Modifiers list and related balance changeschecked 2026-10-21 · Re-read 21 October 2026. Option names and rules are quoted from the 1.2 notes. The notes publish no recommended combination and no cover or hit-chance formula.
- Player thread asking which campaign modifiers to usechecked 2026-10-21 · Re-read 21 October 2026. The original post asks what campaign modifiers a veteran should use; the answer here is the developer's published list, not the poster's.
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