Gaming How-To

Star Wars Zero Company: How to Use the Bacta Tank to Instantly Heal Injuries

The Medbay's instant-recovery option clears an Operator's Injury without burning a Cycle, and it is locked out on higher difficulties.

The Medbay’s instant-recovery option clears an Operator’s Injury without burning a Cycle, and it is locked out on higher difficulties.

Injuries in Star Wars Zero Company do not clear themselves. An Operator who goes Down in a Tactical Mission comes back to the Den carrying an Injury, a Chance-to-Hit penalty, and one more mark toward permanent death. The standard Medbay bed fixes that, but it costs a full Cycle. The Bacta Tank is the way around that wait.

Quick answer: Walk to the Medbay in the Den, open the patient roster, select the injured Operator, and choose BACTA TANK (or press T). That spends 1 Bacta Tank Charge and clears the Injury immediately, with no Cycle spent.


Heal an injured Operator with the Bacta Tank

Finish the mission and return to the Den. Head to the upgrade station first and check the MEDBAY facility entry so you know which beds you have installed, such as MEDICAL BED II or MEDICAL BED III.
Den interior with The Umbaran Connection mission overlay on screen as the player runs toward the console
The Den keeps the active mission prompt on screen while you cross the floor toward the upgrade station.
Walk over to the Medbay station itself and interact with it. The Bacta Tank is not applied from the upgrade menu, so you need to be standing at the Medbay to open the patient roster.
Player approaching an interactable character in the Den with the Casualties of War mission prompt showing
Interacting at the Medbay station is what opens the patient roster; the mission prompt stays visible throughout.
Pick the injured Operator from the roster list. Names such as KABB UPPERCUT, SREE NA, or TEL-REA VOKOSS appear here alongside their current condition, and healthy squad members cannot be selected for treatment.
Choose the BACTA TANK option instead of a standard bed, or press T on the roster screen. The prompt confirms the price as 1 Bacta Tank Charge, and the treatment resolves the moment you confirm it.

How to confirm the Bacta Tank worked

The roster entry flips to Healed as soon as the charge is spent. There is no waiting period, no bed occupancy, and no need to advance the campaign before the Operator is deployable again.

If the Operator is still listed as injured, you almost certainly assigned them to a standard bed rather than the Bacta Tank. A bed only starts recovery; it does not finish it until the Cycle actually advances, and resolving an Operation on the Holotable does not push the clock forward for you.


Bacta Tank vs the standard Medbay bed

TreatmentTimeCost
Standard bedOne Cycle, Operator unavailableCredits, starting around 800 early in a campaign
Bacta TankInstant, Operator redeployable right away1 Bacta Tank Charge per Injury cleared

The practical difference is roster availability. A bed removes an Operator from your next deployment entirely, which stings when that person is your only Medic or your only reliable long-range shooter. The Bacta Tank keeps them in the rotation.


Bacta Tank availability by difficulty

Instant recovery is a lower-difficulty privilege. The higher settings pull the Bacta Tank out of the Medbay entirely, so every Injury has to be slept off in a standard bed at one Cycle each.

DifficultyBacta Tank
StoryAvailable
NormalAvailable
HardDisabled
ExpertDisabled

Difficulty is not locked in at campaign start. You can change it at any time outside combat from the menu between missions, so a run begun on Hard can be lowered without restarting if bed rest alone is grinding your roster down. Beskar Mode, the ironman toggle, sits alongside difficulty and commits the run to a single save.


When to spend a Bacta Tank charge

Injuries stack, and with Permadeath enabled the third one kills the Operator outright. An Operator sitting on two Injuries is one bad knockdown from being written into the Memorial, along with their Focus investment, equipment, Bonds, and Cross Training progress.

The two situations that justify an instant heal are straightforward. Use a charge when a Critical objective is close to expiring and the Operator you need is hurt, and use one when the alternative is deploying somebody already close to the death limit. A single Injury on a squad member you can bench is usually better handled by a bed and a Cycle.

Note: Rally only brings a Downed Operator back into the current fight. The Injury from that knockdown still follows them home, so check the roster after every mission where somebody went down.

Tactical Missions are not the only way to come back hurt, either. Some Operations can put the assigned Operator at risk without any combat, so an injured squad member parked on the bench is not automatically safe. Check the Operation’s risk before handing it to somebody who is already two Injuries deep.


Treat the Bacta Tank as a scheduling tool rather than a cleanup button. On Story and Normal it lets you keep a favorite squad together through a tight run of expiring objectives, and on Hard and Expert its absence is exactly why a deeper roster and a rotation of healthy Operators matter more than any single build.