Star Wars Zero Company: Choices and Rewards

Find the reward for each choice in Star Wars Zero Company operations, crisis decisions, and dilemmas.

Star Wars Zero Company: Choices and Rewards


Mission Lookup

Every choice operation shows its mission name in the banner at the top of the screen.

Choice operation screen with the mission name in the top banner

Search this page for that name with Ctrl + F to jump straight to its choices.


All Choice Operations

Gorga’s Revenge (Critical Operation)

Let him disappear

  • +3 Zone Cresh Influence
  • +500 Credits
  • Unlocks the Lothal Tactical Mission

Hand him over to Gorga

  • +5 Zone Jenth Influence
  • Unlocks the Lothal Tactical Mission

Pick Your Poison (Critical Operation)

Kaller

  • +3 Zone Jenth Influence
  • Kaller Tactical Mission (random Basic Weapon Mod, 1,200 Credits)

Dantooine

  • +3 Zone Jenth Influence
  • Dantooine Tactical Mission (random Basic Utility Item, 1,000 Credits)

Back Channels (Critical Operation)

Runa’s Connection

  • Random Exquisite Utility Item
  • +1 Capacitor
  • Storm Basin Mission

Neesh’s Connection

  • Random Exquisite Weapon Mod
  • +2 Contracts
  • Station Mission

Strange Bedfellows (Critical Operation)

This Critical Operation follows Back Channels if you picked Runa’s Connection.

Tell Them There Is A Threat To The Republic Delegates

  • +3 Zone Esk Influence
  • +50 Intel
  • +1 Contact

Tell Them There Is A Threat To Their Citizens

  • +3 Zone Esk Influence
  • +25 Intel
  • +2 Contacts

Loose Lips (Critical Operation)

Offer A Reward

  • +5 Zone Aurek Influence
  • -250 Credits
  • Courtsilius Tactical Mission

Apply Some Pressure

  • Courtsilius Tactical Mission
  • +25 Intel

Ask Around

  • Courtsilius Tactical Mission
  • +3 Zone Aurek Influence

Jedi On The Case (Critical Operation)

Tel-Rea talks to some of the converts and passes on what she learned.

Share What We Know About The Slugrats

  • Coil Activity Detected
  • +3 Zone Cresh Influence

Share What We Know About The Coil’s Plan

  • Coil Activity Detected
  • +3 Zone Aurek Influence

Our Jedi Friend (Critical Operation)

Bennic’s Lead

  • Courtsilius Tactical Mission
  • +3 Zone Forn Influence
  • +25 Intel Cap
  • +1,000 Credits

★Neesh’s Lead

  • Courtsilius Tactical Mission
  • +3 Zone Forn Influence
  • Cautionary Intel (20% fewer Operative Injuries on Dangerous Operations)
  • +1,000 Credits

Comm Relay Search (Critical Operation)

Send A Team

  • +4 Zone Isk Influence
  • Low Chance Of Operator Injury
  • +2,500 Credits

Cast A Dark Shadow (Critical Operation)

Assign A Team

  • +3 Zone Forn Influence
  • +1 Upgrade Facility Slot

Ingress Oblige (Critical Operation)

Send A Team

  • +3 Zone Grek Influence
  • Exquisite Modification
  • Medium Chance Of Operator Injury
  • +500 Credits

Rhy Cesca (Critical Operation)

Through Bennic’s Military Sources (Low Risk)

  • +3 Zorn Forn Influence
  • Chance Of Operator Injury

With Credits

  • +5 Zorn Forn Influence
  • -500 Credits
  • Hawks & Trick Bond Decrease

The Ossic Hand (Critical Operation)

Republic Intelligence Training Manuals

  • +4 Zone Dorn Influence
  • Tactical Mission On Orinda (+250 Bond Level)
  • +2 Focus Points For All Operators
  • +2 Contacts
  • Hawk & Trick Bond Increase
  • Hawks & Luco Bond Decrease

Black Market Contacts

  • +4 Zone Dorn Influence
  • Tactical Mission On Orinda (+250 Bond Level)
  • +1 Item At The Black Market (permanent buff)
  • +2 Contacts
  • Hawks & Rea Bond Decrease
  • Hawks & Cly Bond Increase

Quid Pro Quo (Critical Operation)

Send A Team

  • +4 Zone Herf Influence
  • +1 Capacitor
  • +125 Den Level
  • Medium Chance Of Operator Injury

Underworld Intel (Critical Operation)

See What The Scoundrel With Utility Slots Knows

  • +4 Zone Grek Influence
  • Extra Utility Slot

Catch Up With The Weequay Old-Timer Selling Modification Attachments

  • +4 Zone Grek Influence
  • Extra Weapon Mod Slot

Chut Chut, Pateesa (Critical Operation)

Bluff

  • +4 Zone Dorn Influence
  • -1,000 Credits

Be Honest

  • -20 All Bonds
  • +4 Zone Dorn Influence

Job Ain’t Done (Critical Operation)

Steal Equipment Records

  • +6 Zone Esk Influence
  • +1 Capacitor
  • +1,000 Credits
  • Medium Risk Of Operator Injury

Steal Intelligence Records

  • +6 Zone Esk Influence
  • +25 Intel
  • Medium Risk Of Operator Injury

Murmurs (Critical Operation)

Send A Team

  • +4 Zone Cresh Influence
  • +1,000 Credits

Listening In (Critical Operation)

Petition Local Governments

  • +12 Zone Esk Influence

Bribe Local Merchants

  • +4 Zone Esk Influence
  • -1,500 Credits
  • +2 Contacts

Knock Knock (Critical Operation)

Steal Cindermoor Station Codes

  • +4 Zone Besh Influence
  • All Bonds Increased
  • Bardan Tactical Mission

Background Check (Critical Operation)

Send A Team

  • +1,000 Credits

Escape Jabim

Save Only The Three Undercover Intelligence Officers

  • +25 Intel
  • +3 Zone Jenth Influence
  • +500 Credits

Save The Undercover Intelligence Officers And The Prisoners Who Offer Us Credits

  • +25 Intel
  • +3 Zone Jenth Influence
  • +250 Credits

Attempt To Save Everyone

  • +25 Intel
  • +7 Zone Jenth Influence
  • +500 Credits
  • +1,500 Credits (rare chance, if successful)
  • Superior Utility (rare chance, if successful)

Stirring The Pot

Extract Quarblum

  • +5 Zone Herf Influence
  • +500 Credits

Abandon Quarblum

  • +3 Zone Herf Influence

Forgotten Call

Repair It

  • +7 Zone Leth Influence
  • Hawks & Trick Bond Increase

Salvage It

  • 1 Capacitor
  • +250 Credits
  • Bond Level Decrease

Ghost Ship

Search The Armory (High Risk)

  • +3 Zone Isk Influence
  • +500 Credits
  • High Chance Of Injured Operators

Search The Bridge (requires an Astromech, so wait until the Droid Repair Bay is built)

  • +3 Zone Isk Influence
  • Basic or Superior Modification
  • +250 Credits or +1,000 Credits

Search The Cargo Bay

  • +3 Zone Isk Influence
  • Medpac (Utility Basic)
  • +1,000 Credits

Meet The Black Sun Syndicate

Zero Company meets the Black Sun for the first time here. The Black Sun is one of a few factions that return across several Operations.

Intimidate

  • No reward

Pry

  • +3 Zone Grek Influence

★Befriend

  • +5 Zone Grek Influence

False Flag

The Black Suns hire Zero Company to attack the Techno Union.

Agree

  • +3 Zone Leth Influence
  • +2,500 Credits

★Agree, But Make Some Mistakes (Low Risk)

  • +3 Zone Leth Influence
  • +2,500 Credits
  • Chance Of Operator Injury
  • Keeps your sabotage hidden from the Black Suns

Inform The Techno Union

  • +3 Zone Leth Influence

Black Sun Syndicate Meeting

This follows False Flag. You get these choices if you picked Agree, But Make Some Mistakes there.

★Send 2 Operators

  • +3 Zone Grek Influence
  • The Black Sun is unhappy with how your team did last time, but will have more work for Zero Company later

Send 4 Operators (Medium Risk)

  • +1,000 Credits
  • Moderate Chance Of Operator Injury
  • The Black Sun treats a group this large as an ambush and attacks Zero Company

Avoid The Meeting Entirely

  • No reward

Handsome Ransom

Take The Kid’s Money

  • +3 Zone Besh Influence
  • Repulsor Units MK III (Utility, Exquisite)
  • +250 Credits

Inform The Senator

  • +3 Zone Besh Influence
  • +2,250 Credits

Nebulous Pursuit

Tip: The mission description gives the vector your team found. Open the galaxy map and look for the planet that lies roughly in that direction. The three planets sit in completely different directions, so only one can be the answer.

Navigate To Sullust

  • +3 Zone Besh Influence
  • +1,000 Credits

Navigate To Bothawui

  • +3 Zone Besh Influence
  • +1,000 Credits

Navigate To Mon Gazza

  • +3 Zone Besh Influence
  • +1,000 Credits

Nebulous Pursuit II

This unlocks if you find Delima in Nebulous Pursuit. Look up each planet on Wookiepedia and pick the one whose sector matches the sector named in the mission.

Navigate To Nevarro

  • +4 Zone Herf Influence
  • +1,500 Credits (if the correct planet is chosen)
  • Exotic Modification (if the correct planet is chosen)

Navigate To Koboh

  • +4 Zone Herf Influence
  • +1,500 Credits (if the correct planet is chosen)
  • Exotic Modification (if the correct planet is chosen)

Navigate To Lotho Minor

  • +4 Zone Herf Influence
  • Medium Risk Of Operator Injury
  • +1,500 Credits (if the correct planet is chosen)
  • Exotic Modification (if the correct planet is chosen)

Sabacc Seat

  • +250 Credits

Lost Rations

Specialization

  • +3 Zone Leth Influence
  • Operators gain +1 Focus Point

Close Quarters

  • +3 Zone Leth Influence
  • Operators gain +1 Melee Damage

Range Practice

  • +3 Zone Leth Influence
  • Operators gain +5% Ranged Chance-To-Hit

Contact Sawtooth

Set Up Comms In A Secure Area

  • Ryloth Tactical Mission
  • +3 Zone Isk Influence

Set Up Comms As Close As Possible To Sawtooth’s Distress Signal (Low Risk)

  • Ryloth Tactical Mission
  • +3 Zone Isk Influence
  • Single Coil Condenser (Basic Modification)
  • Low Chance Of Injured Operators

Opportunity Knocking

Send A Team

  • Anaxes Tactical Mission
  • +3 Zone Aurek Influence
  • +1,000 Credits

Ship Adrift #1

Qolruk Nal’s ship is damaged and drifting helplessly in space.

Repair His Ship

  • +3 Zone Leth Influence
  • +1,000 Credits

Give Him A Tow

  • +5 Zone Leth Influence
  • +500 Credits

Steal His Capacitor

  • +1 Capacitor

Ship Adrift #2

Try The Moogan Tea

  • +3 Zone Forn Influence
  • Double Bond bonus for every Operative who joins the Operation

Leave

  • No reward

Ship Adrift #3

Assign 2 Operators

  • +3 Zone Dorn Influence
  • +500 Credits

Blow It Up

  • +3 Zone Dorn Influence

Ship Adrift #4

The winner may be random, but you can reload to try again: save, check who wins, reload, and repeat.

Immuren Bag

  • +3 Zone Grek Influence
  • -1,000 Credits
  • +5,000 Credits

Feigheff

  • +3 Zone Grek Influence
  • -1,000 Credits

Cha’hul Mechiiw

  • +3 Zone Grek Influence
  • -1,000 Credits

No Wager

  • +3 Zone Grek Influence

Ship Adrift #5

Run For It

  • +3 Zone Esk Influence

Pay The Toll

  • +3 Zone Esk Influence
  • -1,500 Credits

Ship Adrift #6

Keep The Supplies

  • +100 Den Level

Tow It To The Colony

  • +6 Zone Cresh Influence
  • +500 Credits

Ship Adrift #7

Assign 1 Operator (choose Cly)

  • +4 Zone Isk Influence
  • +500 Credits
  • Random Utility Item

Leave Alone

  • No reward

Ship Adrift #8

Indulge In Troig Teatime (tested with Kabb, Tel, and Jae)

  • +4 Zone Leth Influence
  • A Weapon Mod (Standard)

Warn Them

  • +4 Zone Leth Influence

Resistance Fund

Supply Them With Credits

  • +6 Zone Cresh Influence
  • -500 Credits

Send Operators To Train Them

  • Exquisite Weapon Modification
  • High Risk Of Operator Injury

Limb For Luck

Stick To Scavenging On The Surface

  • +3 Zone Herf Influence
  • +500 Credits

Descend 50 Meters, But No Further (Medium Risk)

  • +3 Zone Herf Influence
  • Amplifier (Modification Basic)
  • Moderate Chance Of Injured Operative

Find The Source Of The Signal, No Matter What It Takes (High Risk)

  • +3 Zone Herf Influence
  • Amplifier (Modification Basic)
  • 2,500 Credits
  • High Chance Of Injured Operative

Help Wanted

Accept The Job

  • +3 Zone Besh Influence
  • +1,000 Credits

Investigate Odra (Low Risk)

  • +3 Zone Besh Influence
  • Low Chance Of Operator Injury

Help Wanted 2

Help Defend The Village

  • +8 Zone Cresh Influence
  • Medium Risk Of Operator Injury

Decline The Job Offer

  • No reward

Help Wanted 3

Take It Out Carefully

  • High Risk Of Operator Injury
  • +4 Zone Cresh Influence

Blow It Up

  • Medium Risk Of Operator Injury
  • +4 Zone Cresh Influence

Help Wanted 4

Assist Them With A Stealthy Heist

  • Low Chance Of Operator Injury
  • -10 To All Bonds

Assist Them With A Direct Assault

  • High Chance Of Operator Injury
  • -20 To All Bonds

Tip Off The Gang

  • +4 Zone Grek Influence

Help Wanted 5

Agree

  • +4 Zone Jenth Influence
  • -500 Credits
  • Small Chance Of Exquisite Utility

Decline

  • No reward

Meet The Techno Union

Here Zero Company meets the Techno Union for the first time. The Techno Union comes back in many Operations throughout the game.

Go On The Offensive

  • No reward

Bluff

  • +3 Zone Cresh Influence

★Use A Light Touch

  • +5 Zone Cresh Influence

Upgrade Opportunity

Steal The Techno Union’s Equipment Back

  • +3 Zone Isk Influence
  • +225 Den Level
  • High Risk Of Operator Injury

Pay The Syndicate’s Agent Off

  • +3 Zone Isk Influence
  • +225 Den Level
  • -1,500 Credits

A Friend Of A Friend #1

Assign To Upgrade A Facility

  • +3 Zone Jenth Influence
  • +100 Den Level

Bring Her On As A Contact

  • +3 Zone Jenth Influence
  • +1 Contact

A Friend Of A Friend #2

Attack First (High Risk)

  • +3 Zone Besh Influence
  • Chance Of Operator Injury

Bribe The Assassin

  • +3 Zone Besh Influence
  • -1,500 Credits

Call The Authorities

  • +5 Zone Besh Influence
  • -25 Intel
  • -500 Credits

A Friend Of A Friend #3

Purchase (Thermal Imploder Grenade)

  • -1 Capacitor
  • Thermal Imploder Grenade

Purchase (Horizon Scope)

  • -1,750 Credits
  • Horizon Scope (cuts the Chance-To-Hit penalty on ranged attacks by 15%)

Pass

  • +3 Zone Krill Influence

A Friend Of A Friend #4

Try The Nysillin

  • +3 Zone Besh Influence
  • -250 Credits
  • Operators heal all injuries

Try The Marcan Herb

  • +3 Zone Besh Influence
  • -250 Credits
  • Operators get an extra Bond boost

Try The Bula Fruit

  • +3 Zone Besh Influence
  • -250 Credits
  • Operators get +4 Max Health

Decline

  • No reward

A Friend Of A Friend #5

Assign An Operator (choose Kabb)

  • +3 Zone Esk Influence
  • +5 Zone Esk Influence (if successful)
  • +1,500 Credits

Report Qwiitl

  • +1,000 Credits

A Friend Of A Friend #6

Offer A Small Payoff

  • +3 Zone Leth Influence
  • -250 Credits

Offer A Medium Payoff

  • +3 Zone Leth Influence
  • -1,000 Credits

Offer A Big Payoff

  • +4 Zone Leth Influence
  • -1,500 Credits
  • +1 Contact

No Payoff

  • +4 Zone Leth Influence

A Friend Of A Friend #7

Unbroken Concentration

  • +4 Zone Besh Influence
  • +2 Focus Points
  • -2 Max Health

Hand To Hand

  • +4 Zone Besh Influence
  • +2 Melee Damage
  • -1 Ranged Damage

Keen Eyes

  • +4 Zone Besh Influence
  • +3% Ranged Critical Chance
  • -1 Critical Damage

Compounding Strength

  • +4 Zone Besh Influence
  • +1m First Movement Bonus
  • -5% Ranged Chance-To-Hit

Optics Ordinance

Assign An Operator

  • +4 Zone Esk Influence
  • +500 Credits
  • The assigned Operator gets +3% Ranged Critical Chance

Decline The Request

  • No reward

Double Tap

Assign An Operator (send a Sharpshooter)

  • +4 Zone Isk Influence
  • Basic Modification
  • +1,500 Credits

Decline The Job

  • No reward

Dendrophobia

Assign An Operator (send an Astromech or Medic to avoid the penalty)

  • +3 Zone Herf Influence
  • +1,500 Credits
  • The Operator has reduced Ranged Chance-To-Hit for one cycle
  • Trauma Kit MK IV (if you send a Medic)

Decline The Job

  • No reward

Strange Liasons

Assign An Operator (Medium Risk)

  • +3 Zone Cresh Influence
  • Chance Of Operator Injury

Decline The Job

  • No reward

Mediship Rescue

Take Medical Supplies

  • +3 Zone Leth Influence
  • Heal Injury (all injuries removed from Operators who take part in the Operation)

Take Spare Parts

  • +3 Zone Leth Influence
  • +50 Den Level
  • +1 Capacitor

A Friendly Wager

Let Bennic Try

  • +3 Zone Isk Influence
  • +10 Team Bond XP

Let Jae Try

  • +3 Zone Isk Influence

Let Tel Try

  • +3 Zone Isk Influence

Bennic’s Message

Deliver The Message

  • +4 Zone Cresh Influence
  • +500 Credits

Take A Peek, Then Deliver The Message

  • No rewards listed

Gravitational Payout

Fight Off The Droids And Push Into The Ship

  • +2 Capacitors

Attempt To Convince The Droids That Our Team Are High-Ranking Officers

  • +2 Capacitors

Bail

  • No reward

High-End Protocol

Assign An Operator (send Jae)

  • +5 Zone Krill Influence (if successful)
  • +2,500 Credits (if successful)

Decline The Job

  • No reward

Arm Wrestling

Don’t Send Anyone

  • No reward

Assign An Operator (send Kabb)

  • +3 Zone Grek Influence
  • -500 Credits (if successful)
  • +2,000 Credits (if successful)
  • High Risk Of Operator Injury

Arms Embezzler

Assign An Operator

  • +3 Zone Esk Influence
  • +1 Defense for the assigned Operator

Kinro Decryption

Runa

  • Florrum Tactical Mission
  • +25 Intel

M-3VO

  • Florrum Tactical Mission
  • +500 Credits

Neutral Moon Hotel

Go In Hot (High Risk)

  • +7 Zone Besh Influence
  • Chance Of Operator Injury
  • +1,500 Credits

Attempt To Reason With The Civilians

  • +7 Zone Besh Influence

Leave

  • No reward

Credit For Good Behavior

Assign Operators (High Risk)

  • +3 Zone Cresh Influence
  • +2,500 Credits
  • High Chance Of Operator Injury

Decline The Opportunity

  • +3 Zone Cresh Influence

Need-To-Know Basis

Assign An Operator (send Luco)

  • +3 Zone Grek Influence
  • +2,500 Credits

Decline The Request

  • No reward

Shu-Torum Sympathizers

Use Them As Contacts

  • +3 Zone Cresh Influence
  • +2 Contacts

Use Them As Sources Of Intel

  • +3 Zone Cresh Influence
  • +25 Intel

Jedi Holocron

Let Tel Focus

  • +25 Intel
  • Tel & Hawk Bond Increase

Tel Can Do Both

  • +25 Intel
  • Tel & Hawk Bond Decrease

Suspicious Equipment

Purchase The Equipment

  • +4 Zone Isk Influence
  • -1,750 Credits
  • +225 Den Level

Decline

  • No reward

Sloppy Supply Route

Analyze The Supply Ships To Find The Best Target

  • -50 Intel

Pay Off Some Geonosian Workers

  • -1,500 Credits
  • Low Risk Of Injury

Direct Raid

  • High Risk Of Injury
  • +4 Zone Isk Influence
  • Superior Modification
  • Exquisite Modification

Trick’s Tricks

Strength Training

  • +4 Zone Besh Influence
  • +4 Max Health for every Operator who attends

Agility Training

  • +4 Zone Besh Influence
  • +0.25m First Movement buff for every Operator who attends

Shili Outbreak

Insist On Investigating

  • +4 Zone Grek Influence
  • Basic Utility
  • +150 Intel
  • Medium Chance Of Operator Injury

Ask To Trade

  • +4 Zone Grek Influence
  • Superior Modification

Leave

  • +4 Zone Grek Influence

Onderon Relics

Send A Team To Meet With The Seller

  • +4 Zone Besh Influence

Purchase Disguises For The Team

  • +4 Zone Besh Influence
  • -250 Credits

Circuit Psychology

Brave The Plasma-Choked Skies And Land At The Canyon

  • +3 Zone Cresh Influence
  • +1,000 Credits
  • High Risk Of Operator Injury

Land In The Wilderness And Trek To The Canyon

  • +3 Zone Cresh Influence
  • +1,000 Credits
  • Medium Risk Of Operator Injury
  • The Operator has reduced Health for one cycle
  • The Operator has increased Accuracy for one cycle

Land At The Closest Spaceport And Have The Client Meet The Team There

  • +3 Zone Cresh Influence
  • +500 Credits

Where’s Geryon

Grab The Assets

  • +4 Zone Dorn Influence
  • +500 Credits
  • Hawks & Luco Bond Decrease

Leave No Trace

  • Hawks & Luco Bond Increase

Sullust Search

Scout For Cover

  • +4 Zone Herf Influence
  • Sullust Tactical Mission
  • Operators gain increased Dodge for 1 cycle

Scout For Angles

  • Operators gain improved Ranged Chance-To-Hit for 1 cycle

Trick Or Treat

Send Trick

  • +6 Zone Isk Influence
  • Basic Modification
  • +500 Credits

Send A Soldier

  • +6 Zone Isk Influence
  • Basic Modification

Send Anyone Else

  • +4 Zone Isk Influence
  • Basic Modification

Stolen Goods

Assign An Operator (send a Sharpshooter)

  • +4 Zone Cresh Influence
  • +1,500 Credits (if successful)

Decline The Request

  • No reward

Bespin Thanks You

No Upgrades

  • Double Bond boost for Operators (+40)
  • +4 Zone Herf Influence

Add Beldon Watching

  • -350 Credits
  • Double Bond boost for Operators (+50)
  • +4 Zone Herf Influence

Add Deluxe Banquet

  • +4 Zone Herf Influence
  • Double Bond boost for Operators (+60)
  • -750 Credits

Frequency Boost

Upgrade The Ore-Barons Comms

  • +6 Zone Grek Influence
  • +1,500 Credits

Jedi Meditation I

This Choice Operation lets Tel-Rea unlock new passive abilities. Highlight the icons in the Rewards tab to read what each one does, then pick what fits your build.

Meditate On The Past

  • Gain Serenity
  • Gain Listen Through The Chaos

Meditate On The Present

  • Gain Control Pain
  • Gain Presence In The Force

Jedi Meditation II

Meditate On The Self

  • Gain Surging Harmony
  • Gain Fortified Will

Meditate On Others

  • Gain Bonded To The Blade
  • Gain Tranquility

The Right To Bear Arms

Assign An Operator (choose Kabb)

  • +6 Zone Jenth Influence
  • +1,500 Credits
  • Exquisite Mod (if successful)

Decline The Job

  • No reward

Charity Fund

Send Evidence To The Republic

  • +4 Zone Cresh Influence
  • +2,500 Credits
  • Bonds affected (both positive and negative)

Warn The Charity Directors

  • +8 Zone Cresh Influence
  • Bonds affected (both positive and negative)
  • +1 Capacity

New Roots

Assign An Operator (send Tel)

  • +6 Zone Isk Influence
  • +1 Melee Damage for the assigned Operator (if successful)
  • +500 Credits if successful and Tel isn’t sent

Decline The Job

  • No reward

Extra Ears

Leverage A Contact

  • -1 Contact
  • +4 Zone Grek Influence
  • +150 Intel

Find An Asset On The Ground

  • +4 Zone Grek Influence

Umbaran Expertise

Train For Accuracy

  • +4 Zone Isk Influence
  • Operators get +2 Critical Damage

Train For Range

  • +4 Zone Isk Influence
  • Operators get +5% Ranged Chance-To-Hit

Bounty Business

Take Credits

  • +4 Zone Herf Influence
  • +1,000 Credits

Take Capacitor

  • +4 Zone Herf Influence
  • +1 Capacity

Take Utility

  • +4 Zone Herf Influence
  • Random Exquisite Utility Item

Bilbousa Bazaar

Make A Bid

  • +4 Zone Jenth Influence
  • +50 Intel (if successful)
  • +2 Contacts (if successful)

Family Affair

Send A Team

  • +4 Zone Jenth Influence

Intergalactic Aid

Donate Them To Kashyyyk

  • +8 Zone Forn Influence

Sell Them To The Free Rylogh Movement

  • +6 Zone Isk Influence
  • +500 Credits

Sell The Shipment To The Highest Bidder

  • +4 Zone Jenth Influence
  • +1,500 Credits

Bootleg Ballistics

Accept The Job (tested with Cly)

  • Exotic Modification (if successful)

Decline The Job

  • +4 Zone Cresh Influence

Kashyyyk Aid

Select A Team

  • +8 Zone Forn Influence
  • +2,500 Credits
  • High Chance Of Operator Injury

Back Out

  • No reward

Mygeeto In Need

Select An Operator To Take The Day Laborer Job (send Kabb)

  • +6 Zone Leth Influence
  • +1,000 Credits

Stick To Analyzing The Shipping Data From A Distance

  • +4 Zone Leth Influence
  • +500 Credits

Dumpster Diving

Assign An Operator (tested with Kabb)

  • +4 Zone Dorn Influence
  • Random Exquisite Utility
  • Medium Risk Of Operator Injury

Decline The Job

  • No reward

Rawn’s Fate

Send A Team

  • +6 Zone Besh Influence

A Not So Soft Touch

Force Open The Supply Cache

  • +4 Zone Besh Influence
  • +500 Credits

Scan The Supply Cache

  • +4 Zone Besh Influence
  • Superior Utility
  • +1,500 Credits

Manually Examine The Supply Cache

  • +4 Zone Besh Influence
  • +1,000 Credits

Weak Spot

Send A Team

  • +4 Zone Forn Influence
  • Umbara Tactical Mission

Secondhand Goods

Have An Operator Return The Arm

  • +4 Zone Dorn Influence
  • +1,000 Credits
  • Low Risk Of Operator Injury

Have An Operator Negotiate To Return The Arm For Credits

  • +4 Zone Dorn Influence
  • High Risk Of Operator Injury

Have An Operator Feign Ignorance

  • +4 Zone Dorn Influence
  • High Risk Of Operator Injury

Ancient Tome

Give It To An Operator (choose Jay)

  • +4 Zone Isk Influence
  • +1 Ranged Damage
  • +1,000 Credits (if you choose anyone except Jay and Cly)
  • Random Weapon Mod (if you choose Cly)

Throw The Tome Away

  • No reward

Rawn’s Path

Send Tel

  • +4 Zone Forn Influence
  • +4 Focus Points

The Iron Vow

Assign An Operator (send Cly)

  • +6 Zone Krill Influence
  • Basic to Exquisite Modification

Decline The Job

  • No reward

Mining Mediation

Declare Chlii’Tra Has The Rights To The Whole Field

  • No reward

Declare Somnos Has The Rights To The Whole Field

  • No reward

Tap Our Network

  • +6 Zone Herf Influence
  • +10 Bond for all Operators
  • +150 Den Level

Diced And Sliced

Assign An Operator (choose a Scoundrel)

  • +4 Zone Grek Influence
  • +1,000 Credits
  • +150 Intel

Decline The Job

  • No reward

Protection Application

Drink To That

  • +4 Zone Cresh Influence
  • -25 Bond XP across the team
  • +1,000 Credits

Throw The Drink In The Zygerrian’s Smug Face

  • +4 Zone Cresh Influence
  • +10 Bond XP across the team

An Annoying Acquaintance

Let The Team Entertain Him

  • +4 Zone Dorn Influence
  • -25 Bond to all Operators
  • Exquisite Modification

Decline The Request

  • No reward

Subjugation Desolation

Smuggle Him Out

  • +4 Zone Besh Influence
  • +1,000 Credits
  • Medium Chance To Injure Operators

Forge Documents

  • +1,000 Credits
  • +4 Zone Besh Influence
  • Medium Chance To Injure Operators

Use Luco’s Connection

  • +8 Zone Besh Influence
  • +1 Capacitor
  • +1,000 Credits

Dejarik Antics

Start A Bar Fight

  • +4 Zone Jenth Influence
  • +1,000 Credits
  • High Chance Of Operator Injury

Convince One Of The Players To Accuse Sussiukk Of Cheating

  • +4 Zone Jenth Influence
  • -50 Intel
  • +2 Capacitors

Steal The Capacitor

  • +4 Zone Jenth Influence
  • +1 Capacitor

Supply Heist

Take The Credits

  • +2,500 Credits
  • +4 Zone Herf Influence
  • Medium Risk Of Operator Injury

Take The Armor

  • +0.25 First Movement for the assigned Operator
  • +4 Zone Herf Influence
  • Medium Risk Of Operator Injury

Take It All

  • +6% Ranged Critical Chance for the assigned Operator
  • +2,500 Credits
  • +4 Zone Herf Influence
  • Medium Risk Of Operator Injury

Postwar Water

Delete The Protocol

  • +4 Zone Krill Influence
  • +1,000 Credits

Steal The Computer Core

  • +1 Capacitor

Coordinate With The Settlement

  • +8 Zone Krill Influence
  • +1,000 Credits

Slice Into The Protocol

  • +8 Zone Krill Influence
  • +1,000 Credits

Cleaning House

Get Him Out

  • Hunter’s Rangefinder (Exquisite Utility)
  • +4 Zone Cresh Influence
  • +1,000 Credits

Facilitate His Escape

  • +6 Zone Cresh Influence
  • +150 Intel
  • +1,000 Credits

Extort Him

  • +4 Zone Cresh Influence
  • +2,500 Credits

Decline This Job

  • No reward

Crisis Decisions

Cultic Indoctrination (Crisis Decision)

Destroy Fleet Footed

  • Removes a permanent Movement Range buff for Strikers

Destroy Deadly Reflexes

  • Removes a +4 Damage increase for Enforcers

Destroy Shocking Strike

  • Removes the Shocked bonus on Strikers’ melee attacks

On lower difficulty settings, most Coil squads include a lot of Strikers and Enforcers. Strikers fight in melee and Enforcers fight at range. Strikers are slightly easier to handle, even with much more movement, because a quick Overwatch can kill them or at least stop their movement. Enforcers get to attack much more often.


Droid Tech (Crisis Decision)

Destroy Advanced Explosives

  • Removes a B2 Battle Droid buff that makes their Rocket attack stronger

Destroy Plated Armor

  • Removes a B2 Battle Droid buff that raises their defense by 2

Destroy Targeting Modules

  • Removes a Chance-To-Hit buff for B1 Battle Droids

B2 Battle Droids need a full turn to prepare their Rocket attack. That is usually enough time to kill them before it fires. Plated Armor makes them harder to kill, so you will probably end up taking more rocket hits anyway. The recommended pick here is Destroy Plated Armor. B1s stay weak either way.


Augmented Units (Crisis Decision)

Destroy Shredder Rounds

  • Removes a buff that adds a defense reduction to BX Marauders

Destroy Streamlined Profile

  • Removes a buff that raises the Cover Bonus for BX Snipers

BX Snipers are hard to deal with. Their attacks reach very far and they rarely rush your team. Avoiding their shots is much easier than killing them in cover, so Destroy Streamlined Profile is the better pick.


Dilemmas

Dilemma rewards are mostly about Bonds. Each character in your Zero Company reacts to your choice based on their personality and their allegiance with Republic, Separatist, Law, and Order. Every Zero Company can recruit a different set of characters, so these reactions change from one playthrough to the next.

The lists below show only the fixed rewards for each choice. Check Bond levels as well.


Witness Protection (Dilemma)

A Trade Federation defector has fled to Cata Neimoidia after a failed coup against Viceroy Nute Gunray. Zero Company must decide what to do with them.

Threaten Them For Intel

  • +25 Intel

Help Them Contact The Republic

  • +5 Zone Besh Influence

Threaten Them For Credits

  • +500 Credits

Sell Them Out To The Trade Federation

  • +1,000 Credits

Risk Business (Dilemma)

Agree

  • +500 Credits

Refuse

  • No reward

Extort Him

  • +1,000 Credits

Find Out What He’s Up To

  • +25 Intel
  • Reveals that the businessman was running an illegal rathtar breeding operation

Rumors (Dilemma)

Tell People We’re Just Good At Our Jobs

  • No reward

Keep Our Mouths Shut

  • No reward

Spread Rumors To Throw People Off The Scent

  • -25 Intel

Relief Ship (Dilemma)

Do Nothing

  • No reward

Help The Crew Of The Relief Ship Pay For Repairs

  • -1,000 Credits

Charge The Crew For Your Services

  • +1,500 Credits

Team Building (Dilemma)

Podracing Night

  • No reward

Music Night

  • No reward

Independent Study

  • -500 Credits
  • No Bond decrease

No Team Building

  • No reward

Shore Leave (Dilemma)

Allow Shore Leave

  • No reward

Don’t Allow Shore Leave

  • No reward

Only Allow Shore Leave To Safe Locations

  • -25 Intel

Dianoga (Dilemma)

Let The Dianoga Be

  • No reward

Humanely Relocate The Dianoga

  • No reward

Let Clev Exterminate The Dianoga

  • No reward

People Skills (Dilemma)

Send A Team To Collect

  • +1,500 Credits

Give Him More Time

  • No reward (Fang does not appear again in the game)

Let Him Pay Another Way

  • +25 Intel

Changeling Vengeance (Dilemma)

Share Intel

  • -25 Intel

Sell Intel

  • +1,000 Credits

Stay Out Of It

  • No reward

Warn Gorga

  • No reward