What players actually want: keep favorite operators alive under permadeath, and set up Hawks without locking a bad look or class. Hawks cannot be lost for good. Everyone else can. That split is the whole system.

1How Permadeath Actually Works

The Three-Injury Rule
When anyone except Hawks hits 0 HP, they are Downed and take an Injury. An ally can Rally them mid-mission. They stay in the fight with a stacked accuracy penalty (about 10% hit chance per Injury). Injuries persist between missions until you pay to treat them at the Medbay or Bacta Tank in the Den. Third Injury equals permanent death on standard rules. That operator is gone for the rest of the campaign and shows up on the memorial wall. Injuries can also come from dangerous HoloTable Operations, not just tactical battles. If Hawks hits 0 HP, the mission fails and restarts. Campaign continues. No Injury, no memorial.
Story characters (Trick, Cly, Tel-Rea, Luco, Jae, Kabb, and so on) follow the same three-Injury rule as custom mercs. Newly introduced story characters usually cannot be lost on the mission that introduces them, after that they are fair game. Permadeath is on by default and can be toggled off in settings. It is separate from Story, Normal, Hard, and Expert difficulty.

2What to Do, In Order

3Decision Points

ChoiceSafer pickWhy
Permadeath on or offOn for first "real" runDesigned around loss. Off removes the sting but also the memorial and bond payoff.
Hawks classScout, Medic, or HeavyScout marks and reduces incoming damage. Medic and Heavy keep others off the Injury track. Change later if you hate it.
Who takes the risky angleHawksRestart vs permanent loss.
Who to heal firstStory operatorsUniques gone forever.
Keep someone with 2 Injuries in the fieldNo, unless mission is trivialThird Downed is the end.

Common Mistakes

Recustomize at the Den if the first Hawks does not feel right. Keep Injuries at 0 to 1 on anyone you cannot stand to lose. Put Hawks on the ugly tiles.

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