Losing an operator to blaster fire in Star Wars Zero Company isn’t the end of the line. When someone drops in the middle of a firefight, they’re knocked down rather than killed, and a nearby squadmate can get them back on their feet within the same turn. The catch is that a downed operator picks up an injury each time it happens, and injuries stack toward permanent death, so how you handle the rescue matters as much as pulling it off.
Quick answer: Move a healthy operator next to the downed ally, open the tactical command menu, select a revival item such as the Bacta Stim, and use Rally. It costs 1 Action Point, and the ally stands back up with a portion of health and any AP they had left.

How the Rally action works
When an operator’s health hits zero, they don’t die outright. They collapse and get flagged with a Rally prompt on screen, marking them as needing help. Bringing them back means sending another operative over to physically Rally them. A Medic makes the job cleaner than a standard operator, but any teammate can perform the revive.
Action Points decide whether you can pull this off in a single turn. Normal movement costs 1 AP and dashing costs 2 AP, while the revive itself costs 1 AP. That means your rescuer needs to already be close enough to step in without dashing, or you’ll run out of points before the Rally goes through. If an enemy is holding Overwatch over the downed ally, clear them out or hit them with a suppression ability first so the path stays open.
Once the Rally lands, the revived operator gets back up carrying whatever Action Points they had left before going down, so they can still act that same turn.

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A revived operator does not come back at full strength. An injury icon appears under their health bar and stays there for the rest of the encounter as a reminder that something is wrong. They return with a fraction of their maximum health, usually around 25 percent, and pick up either a Concussed or Traumatized debuff.
Those debuffs have teeth. Each injury stacked on an operator applies a 15 percent Chance-To-Hit penalty, so a wounded fighter connects far less often. The real danger comes with a third injury. At that point the operator is Killed-In-Action and gone for good, which is why keeping any single character from repeatedly going down over a run is worth the effort.
CT-3301, known as Trick, is the exception to the rule. He has a talent tied to self-revival, letting him pick himself back up after being downed without needing a squadmate to reach him. Building him as a Soldier paired with Heavy as a second specialization adds the extra health and defense that keeps him standing under heavy fire, making him a strong pick for squads that expect to take hits.

Revival items and healing tools compared
There’s more than one way to get an ally upright, and each tool trades AP cost, health restored, and rarity differently. The Bacta Stim is the workhorse, but the rarer options can clear debuffs or hand the revived unit a bonus action.
| Item | AP cost | Effect | How to get it |
|---|---|---|---|
| Standard Bacta Stim | 1 AP | Revives at 25% HP, applies a debuff | Scavenging or crafting |
| Advanced Medpack | 2 AP | Revives at 50% HP, clears the Traumatized debuff | Black Market Vendor |
| RX-Series Medical Droid | 1 AP | Area heal over three turns, cannot revive a downed unit | Hub Ship upgrade (rare) |
| Adrenaline Syringe | 0 AP | Revives at 10% HP, grants an immediate bonus AP | Elite Bounties (very rare) |
Note: The RX-Series Medical Droid heals but can’t lift a downed operator on its own, so keep a Bacta Stim or Medpack in your kit for the actual Rally. The Adrenaline Syringe is the fastest option at 0 AP, but 10 percent health leaves the revived unit fragile and easy to drop again.

How to confirm the revive worked
You’ll know the Rally succeeded when the operator stands back up and the Rally prompt clears from the screen. The injury icon under their health bar confirms the revive registered, along with the Concussed or Traumatized debuff. If the operator stays on the ground, the usual cause is running out of Action Points before reaching them, or trying to Rally while an enemy Overwatch shot interrupts the approach. Close the distance first, clear the Overwatch, and keep at least 1 AP in reserve for the revive itself.





