To heal an injured Operator, return to The Den after a mission, go to the Medbay next to the Holotable, interact with the console by the droid M-3VO, and assign the Operator to a Medical Bed (one Cycle) or the Bacta Tank (instant).
Key Injuries in Star Wars Zero Company stick around — they never clear on their own, they pile up an accuracy penalty, and three of them can kill an Operator for good. The Medbay in The Den is the only place to wipe them off between missions, and getting there is a quick trip from the Holotable. Here is the full loop, plus how to choose between the two treatments and how to keep your bench from getting wiped out.
How to reach and use the Medbay in Star Wars Zero Company
Healing runs out of The Den’s hub — find the Medbay, travel over through the medic droid, and pay to put your wounded Operator into treatment.
STEP 1/3
Find the Medbay beside the Holotable

It sits in a room directly next to the Holotable inside The Den, so head there as soon as a mission wraps.
STEP 2/3
Talk to M-3VO and travel over

Approach the droid M-3VO at the console and press E to move to the Medbay and open the healing menu.
STEP 3/3
Assign the injured Operator to treatment

Select the wounded unit and pay to place them on a Medical Bed — the on-screen cost here was 600 Credits.
Video help
Medical Bed: the standard treatment to pick
| Option | Recovery time | Availability |
|---|---|---|
| Medical Bed | One Cycle, per injury | All difficulties |
| Bacta Tank | Instant, clears all injuries | Story/Normal only, once per Cycle |
A Medical Bed is the standard treatment for injuries. It is the cheaper, always-available option: it treats an injury over one Cycle, one injury at a time. The catch that trips people up is that a bed is not instant — dropping an Operator into it only starts recovery, and the treatment finishes when the campaign’s Cycle actually advances, not the moment you pay.
The Bacta Tank is the emergency button. It instantly clears every injury off a single Operator without burning a Cycle, but it costs more Credits and you can only use it once per Cycle. It is also gated by difficulty — it is available on Story and Normal only and is switched off entirely on Hard and Expert. On the cost of a standard bed, the price you see can move around: the healing menu here read 600 Credits, though early-campaign runs have reported closer to 800 Credits, so treat the exact figure as something that shifts with difficulty and campaign stage rather than a fixed rate.
On Story or Normal, save the Bacta Tank for whichever Operator has stacked up the most injuries — it wipes all of them at once, while a bed only clears one per Cycle.
How injuries, accuracy penalties, and permadeath work

An Operator picks up an Injury every time their health is fully drained and they go Downed in a fight. Those injuries do not fade between missions, and each one drags on the unit in combat — roughly a -10% chance-to-hit penalty that stacks per injury, so a twice-wounded Operator is measurably worse at landing shots than a healthy one.
The reason the Medbay is non-negotiable is the ceiling on that stack. Reach three injuries on a single Operator and they are permanently killed on standard permadeath settings, memorialized on a wall in The Den with no way back. A couple of exceptions exist — Hawks, for instance, cannot be permanently lost — but every other authored and custom Operator is on the clock. The Medic class helps on the prevention side, both healing and cutting down how often injuries land, which is why it becomes more valuable the higher you push the difficulty.
Limited Medbay slots and the upgrade that doubles them
At base level the Medbay can only treat a small number of Operators at once, so a rough mission that sends two or three units home wounded forces you to pick who heals first. The fix is early and cheap by endgame standards: the first Medbay facility upgrade (Medical Bed II) in the facilities tab lets two Operators heal in parallel. It looks skippable during the gentle opening missions, but it is one of the strongest early buys because it keeps your roster rotating instead of stacking up in a queue.
Related Star Wars Zero Company guides
Frequently Asked Questions
Do injuries heal on their own if I just keep running missions?
No. Injuries never clear passively, no matter how many Operations or Tactical Missions you finish — an injured Operator you redeploy simply carries the wound, and its accuracy penalty, straight into the next fight. Use a Medical Bed in the Medbay to remove an injury.
Why is my Operator still injured right after I put them in a bed?
Because the bed only begins treatment; it does not fast-forward time. The injury clears once a full Cycle actually passes in the campaign, so you have to let in-game time advance. Resolving another Holotable Operation will not reliably act as a day-skip to complete it, which is why the unit can still show as injured immediately after you pay.
Is the Bacta Tank available above Normal difficulty?
No. The Bacta Tank is available only on Normal difficulty and below. On the harder settings, Medical Beds are your only healing tool, so you have to plan around Credit costs, bed capacity, and the one-injury-per-Cycle pace rather than leaning on an instant clear.







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