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.

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
