Hawks is the one Operator you cannot bench for long. He is required on every story mission in Star Wars Zero Company, so an injury on his record stings twice — it drags down his chance to hit, and it sits there until the campaign clock moves. The MedBay fixes it, but the fix does not happen the moment you pay for the bed. That is where most players get stuck.
Quick answer: Put Hawks on a MedBay bed in the Den, then launch a non-story mission from the Holotable using four other Operators. Completing that mission advances the Cycle, and the injury clears when you return.
Put Hawks in a MedBay bed at the Den

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Booking the bed only starts treatment. The Cycle itself has to tick over, and resolving an Operation from the Holotable is not a day-skip for the MedBay. What moves the campaign forward is deploying on a mission — and since Hawks is stuck in a bed, that mission cannot be a story mission.


Bacta Tank vs standard bed: which treatment to use
The MedBay has a second option that skips the waiting entirely. If a deadline is closing in and Hawks has to be on the next drop, the Bacta Tank is the answer.
| Treatment | Recovery time | Things to know |
|---|---|---|
| Standard bed | One Cycle | Costs 800 Credits early on; needs a mission run without Hawks to pass the Cycle |
| Bacta Tank | Instant | Frees Hawks immediately for a story mission; disabled on Expert difficulty |
On Expert, the tank is off the table, so bed rest and a deeper bench are the only way to keep Hawks in shape. Plan your Holotable timers around that rather than expecting a last-minute rescue.
How to confirm Hawks is healed
Return to the Den after the mission and open the MedBay. Hawks should no longer show a healing status or an injury count next to his name, and the bed he occupied is free again. Check his sheet before the next deployment — with the injury gone, his chance-to-hit numbers should read normally from the same kind of position and cover.
Why Hawks is still injured after MedBay treatment
There are only a few reasons the treatment appears to do nothing, and all of them come down to the Cycle not moving.
- You assigned the bed but have not deployed on a mission since, so the Cycle never advanced.
- You resolved a Holotable Operation instead of a mission — Operations do not push the healing timer.
- You picked a story mission, which Hawks is required for and cannot be run while he is in treatment.
- You only used Rally in combat. That revives a Downed Operator for the fight but leaves the injury on the record.
Deploying Hawks while he is still injured
You can ignore the MedBay and take Hawks out hurt. He is the only permanent, permadeath-exempt member of Zero Company, so the three-injury rule that kills other Operators does not remove him from the roster. The real cost is accuracy. An injured Operator carries a chance-to-hit penalty, and that shows up as worse percentages on shots that would normally be comfortable.
Note: Hawks losing all Health in a fight is an automatic mission failure, and the mission restarts. There is no exfiltration or rescue call-in, so a wounded Hawks pushing into open ground is a restart waiting to happen.
Talents can soften the penalty rather than remove the injury. Fortitude can eventually let an injured Operator ignore the accuracy hit, and Medic support gives similar breathing room in a pinch. Those are emergency measures, though. Clearing the injury is the only thing that restores Hawks to full reliability.
The habit worth building is simple: after any mission where Hawks goes down, drop him in a bed, run the next optional job with four Operators who can hold their own, and let the Cycle do the work. It costs you one deployment without your best support piece, which is a far better trade than dragging a wounded leader into a story mission you cannot afford to restart.






