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Game GuidesStar Wars Zero Company Guides

Star Wars Zero Company Choices Guide

Knowing the rewards for Operations in Star Wars Zero opens up many opportunities. Players can maximize bonds more easily, fine-tune reputation bonuses, and unlock specific rewards. In this guide, we list all the Operations in the game with a choice and their different outcomes.

This guide is specifically for choices related to Operations & Missions. For dialogue choices, check out our Star Wars Zero Company Conversation Choices Guide.

How To Use This Guide

There are many different choices and paths to take in Star Wars Zero Company. Some are clearly displayed during mission selection; others are hidden depending on the outcome of missions

To use this guide, look at the Mission Name on the screen before the mission choice. Then search that name in the box below.

Be aware, when looking at missions, there are many outcomes. Missions with a Risk factor (Low, Moderate, High) have a chance of injuring Operatives. Look out for the ★ below, this represents the “best” choice (where appropriate) that usually involves unlocking more positive interactions in the future.

Important Note: Some Operations (such as Escape Jabim) appear to have a “hidden success” option, in which even a positive outcome can receive additional rewards. It seems as though the success/failure of these Operations is determined when loading into The Den after a mission. So reloading the current Den save to get a success will not work.

Critical Operations

Critical Operations are time-sensitive and required Operations that Zero Company must complete to progress with the story. They offer guaranteed, fixed rewards and events without the semi-random nature of the other Operations.

Gorga’s Revenge (Critical Operation)

Let him disappear

  • +3 Zone Cresh Influence
  • +500 Credits
  • Unlocked Tactical Mission Lothal

Hand him over to Gorga

  • +5 Zone Jenth Influence
  • Unlocked Tactical Mission Lothal
⮝ Return to Mission Search ⮝

Pick Your Poison (Critical Operation)

Kaller

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

Dantooine

  • +3 Influence Zone Jenth
  • Dantooine Tactical Mission (Random Basic Utility Item, 1,000 Credits)
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Strange Bedfellows (Critical Operation)

This is the follow-up Critical Operation to the Back Channels, if you chose 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
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Jedi On The Case (Critical Operation)

Tel-Rea has spoken to some of the converts and shares the information.

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
⮝ Return to Mission Search ⮝

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% reduction in Operative Injuries on Dangerous Operations)
  • +1,000 Credits
⮝ Return to Mission Search ⮝

Comm Relay Search (Critical Operation)

Send A Team

  • +4 Zone Isk Influence
  • Low Chance Of Operator Injury
  • +2,500 Credits
⮝ Return to Mission Search ⮝

Cast A Dark Shadow (Critical Operation)

Assign A Team

  • +3 Zone Forn Influence
  • +1 Upgrade Facility Slot
⮝ Return to Mission Search ⮝

Ingress Oblige (Critical Operation)

Send A Team

  • +3 Zone Grek Influence
  • Exquisite Modification
  • Medium Chance Of Operator Injury
  • +500 Credits
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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

Thanks to Veckna for additional info

⮝ Return to Mission Search ⮝ ⮝ Return to Mission Search ⮝

Quid Pro Quo (Critical Operation)

Send A Team

  • +4 Zone Herf Influence
  • +1 Capacitor
  • +125 Den Level
  • Medium Chance At Operator Injury
⮝ Return to Mission Search ⮝

Underworld Intel (Critical Operation)

See What The Scoundrel With Utility Slots Knows

  • +4 Zone Grek Influence
  • Additional Utility Slot

Catch Up With The Weequay Old-Timer Selling Modification Attachments

  • +4 Zone Grek Influence
  • Additional Weapon Mod Slot
⮝ Return to Mission Search ⮝

Chut Chut, Pateesa (Critical Operation)

Bluff

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

Be Honest

  • -20 All Bonds
  • +4 Zone Dorn Influence
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Murmurs (Critical Operation)

Send A Team

  • +4 Zone Cresh Influence
  • +1,000 Credits
⮝ Return to Mission Search ⮝

Listening In (Critical Operation)

Petition Local Governments

  • +12 Zone Esk Influence

Bribe Local Merchants

  • +4 Zone Esk Influence
  • -1,500 Credits
  • +2 Contacts
⮝ Return to Mission Search ⮝

Knock Knock (Critical Operation)

Steal Cindermoor Station Codes

  • +4 Zone Besh Influence
  • All Bonds Increased
  • Bardan Tactical Mission
⮝ Return to Mission Search ⮝

Background Check (Critical Operation)

Send A Team

  • +1,000 Credits
⮝ Return to Mission Search ⮝

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 (If successful, rare chance)
  • Superior Utility (If successful, rare chance)
⮝ Return to Mission Search ⮝

Stirring The Pot

Extract Quarblum

  • +5 Zone Herf Influence
  • +500 Credits

Abandon Quarblum

  • +3 Zone Herf Influence
⮝ Return to Mission Search ⮝

Forgotten Call

Repair It

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

Salvage It

  • 1 Capacitor
  • +250 Credits
  • Bond Level Decrease
⮝ Return to Mission Search ⮝

Ghost Ship

Search The Armory (High Risk)

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

Search The Bridge (Wait Until Droid Repair Bay Is Built. Requires Astromech)

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

Thanks to Veckna for the additional info.

Search The Cargo Bay

  • +3 Zone Isk Influence
  • Medpac (Utility Basic)
  • +1,000 Credits
⮝ Return to Mission Search ⮝

Meet The Black Sun Syndicate

This Operation is the first meeting between the Black Sun and Zero Company. The Black Sun is one of a few factions that persist across multiple Operations.

Intimidate

  • Nothing gained

Pry

  • +3 Zone Grek Influence

Befriend

  • +5 Zone Grek Influence
⮝ Return to Mission Search ⮝

False Flag

This Operation sees 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
  • This conceals your attempts to sabotage the mission from the Black Suns

Inform The Techno Union

  • +3 Zone Leth Influence
⮝ Return to Mission Search ⮝

Black Sun Syndicate Meeting

This is a follow-on mission from False Flag. These choices are what follows if you choose Agree, But Make Some Mistakes in False Flag.

Send 2 Operators

  • +3 Zone Grek Influence
  • The Black Sun is disappointed with your team’s performance in the previous operation, 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 sees such a large force as an ambush and attacks Zero Company

Avoid The Meeting Entirely

  • No Rewards
⮝ Return to Mission Search ⮝

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 Credit
⮝ Return to Mission Search ⮝

Nebulous Pursuit

The actual location of Delima appears to be randomized. Three times I found her on Mon Gazza, then she was on Bothawui. Save it first and repeat, trying each location once. If you successfully find Delima, Nebulous Pursuit II unlocks later

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 Credit
⮝ Return to Mission Search ⮝

Nebulous Pursuit II

This mission appears to function the same as Nebulous Pursuit I. The location is random, so save the game before trying, and then test each location once to find the right planet.

Navigate To Nevarro

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

Navigate To Koboh

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

Navigate To Lotho Minor

  • +4 Zone Herf Influence
  • Medium Risk Of Operator Injury
  • +1,500 Credits (If correct planet is chosen)
  • Exotic Modification (If correct planet is chosen)
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Opportunity Knocking

Send A Team

  • Anaxes Tactical Mission
  • +3 Zone Aurek Influence
  • +1,000 Credits
⮝ Return to Mission Search ⮝

Ship Adrift #1

Qolruk Nal’s ship has been damaged and is hanging uselessly 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
⮝ Return to Mission Search ⮝

Ship Adrift #2

Try The Moogan Tea

  • +3 Zone Forn Influence
  • Double Bond bonus for all Operatives who join the Operation

Leave

  • No rewards
⮝ Return to Mission Search ⮝

Ship Adrift #3

Assign 2 Operators

  • +3 Zone Dorn Influence
  • +500 Credits

Blow It Up

  • +3 Zone Dorn Influence
⮝ Return to Mission Search ⮝

Ship Adrift #4

This one could be randomly determined, but you can reload it to retry. So save, check for the winner, reload, 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

Thanks to Crewgar for the update

⮝ Return to Mission Search ⮝

Ship Adrift #5

Run For It

  • +3 Zone Esk Influence

Pay The Toll

  • +3 Zone Esk Influence
  • -1,500 Credits
⮝ Return to Mission Search ⮝

Ship Adrift #6

Keep The Supplies

  • +100 Den Level

Tow It To The Colony

  • +6 Zone Cresh Influence
  • +500 Credits

Thanks to Veckna for the submission

⮝ Return to Mission Search ⮝

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

Thanks to Dino, David, Mooky & Mango for the submission.

⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝ ⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Help Wanted 2

Help Defend The Village

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

Decline The Job Offer

  • No Reward
⮝ Return to Mission Search ⮝

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

Thanks to TheMalevolence for the update.

⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Help Wanted 5

Agree

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

Decline

  • No Rewards
⮝ Return to Mission Search ⮝

Meet The Techno Union

This Operation acts as the introduction between Zero Company and the Techno Union. They are a persistent component in various Operations throughout the game.

Go On The Offensive

  • No rewards

Bluff

  • +3 Zone Cresh Influence

Use A Light Touch

  • +5 Zone Cresh Influence
⮝ Return to Mission Search ⮝

Upgrade Opportunity

Steal The Techno Unions Equipment Back

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

Pay The Syndicate’s Agent Off

  • More info needed
  • -?? Credits

Thanks to Merc501st for the submission

⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

A Friend Of A Friend #3

Purchase

  • -1 Capacitor
  • Thermal Imploder Grenade

Purchase

  • -1750 Credits
  • Horizon Scope (Reduces Chance-To-Hit penalty on range attacks by 15%)

Pass

  • No Rewards
⮝ Return to Mission Search ⮝

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 Additional Bond Boost

Try The Bula Fruit

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

Decline

  • No Rewards
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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

Thanks to Bearserker for the correction.

⮝ Return to Mission Search ⮝

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

Big thanks to TheMalevolence for submitting details.

⮝ Return to Mission Search ⮝

Optics Ordinance

Assign An Operator

  • +4 Zone Esk Influence
  • +500 Credits
  • Assigned Operator Gets +3% Ranged Critical Chance

Decline The Request

  • No Rewards
⮝ Return to Mission Search ⮝

Double Tap

Assign An Operator (Send A Sharpshooter)

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

Decline The Job

  • No Reward
⮝ Return to Mission Search ⮝

Dendrophobia

Assign An Operator (Send an Astromech to avoid penalty)

  • +3 Zone Herf Influence
  • 1,500 Credits
  • Operator Suffers Reduced Range Chance-To-Hit For One Cycle

Decline The Job

  • No Reward
⮝ Return to Mission Search ⮝

Strange Liasons

Assign An Operator (Medium Risk)

  • +3 Zone Cresh Influence
  • Chance of Operator Injury

Decline The Job

  • No rewards
⮝ Return to Mission Search ⮝

Mediship Rescue

Take Medical Supplies

  • +3 Zone Leth Influence
  • Heal Injury (Operators who participate in the Operation have all injuries removed)

Take Spare Parts

  • +3 Zone Leth Influence
  • +50 Den Level
  • +1 Capacitor
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Bennic’s Message

Deliver The Message

  • +4 Zone Cresh Influence
  • +500 Credits

Take A Peek, Then Deliver The Message

⮝ Return to Mission Search ⮝

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 Rewards

Thanks to Dino for the submission

⮝ Return to Mission Search ⮝

High-End Protocol

Assign An Operator (Send Jae)

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

Decline The Job

  • No Reward
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Arms Embezzler

Assign An Operator

  • +3 Zone Esk Influence
  • +1 Defense For Assigned Operator
⮝ Return to Mission Search ⮝

Kinro Decryption

Runa

  • Florrum Tactical Mission
  • +25 Intel

M-3VO

  • Florrum Tactical Mission
  • +500 Credits
⮝ Return to Mission Search ⮝

Neutral Moon Hotel

Go In Hot (High Risk)

  • +7 Zone Besh Influence
  • Chance Of Operator Injury

Attempt To Reason With The Civilians

  • +7 Zone Besh Influence

Leave

  • No Reward
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Need-To-Know Basis

Assign An Operator (Send Luco)

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

Decline The Request

  • No Reward

Thanks to Veckna for additional information.

⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Jedi Holocron

Let Tel Focus

  • +25 Intel
  • Tel & Hawk Bond Increase

Tel Can Do Both

  • +25 Intel
  • Tel & Hawk Bond Decrease
⮝ Return to Mission Search ⮝

Suspicious Equipment

Purchase The Equipment

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

Decline

  • No Rewards
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Trick’s Tricks

Strength Training

  • +4 Zone Besh Influence
  • +4 Max Health To All Operators Who Attend

Agility Training

  • +4 Zone Besh Influence
  • +0.25m First Movement Buff To All Operators Who Attend
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Onderon Relics

Send A Team To Meet With The Seller

  • +4 Zone Besh Influence

Purchase Disguises For The Team

  • +4 Zone Besh
  • -250 Credits
⮝ Return to Mission Search ⮝

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
  • Operator Gets Reduced Health For One Cycle
  • Operator Gets Increased Accuracy For One Cycle

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

  • +3 Zone Cresh Influence
  • +500 Credits
⮝ Return to Mission Search ⮝

Where’s Geryon

Grab The Assets

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

Leave No Trace

  • Hawks & Luco Bond Increase
⮝ Return to Mission Search ⮝

Sullust Search

Scout For Cover

  • +4 Zone Herf Influence
  • Tactical Mission Sullust
  • Operators Gain Increased Dodge For 1 Cycle

Scout For Angles

  • Operators Gain Improved Range Chance-To-Hit For 1 Cycle
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Stolen Goods

Assign An Operator (Send A Sharpshooter)

  • +4 Zone Cresh Influence
  • +1,500 Credits (If Successful)

Decline The Request

  • No Reward
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Frequency Boost

Upgrade The Ore-Barons Comms

  • +6 Zone Grek Influence
  • +1,500 Credits
⮝ Return to Mission Search ⮝

Jedi Meditation I

This is a Choice Operation for Tel-Rea, in which she can unlock new passive abilities. You can highlight the icons in the Rewards tab to read the description, and choose what works best for your build.

Meditate On The Past

  • Gain Serenity
  • Gain Listen Through The Chaos

Meditate On The Present

  • Get Gain Control Pain
  • Get Gain Presence In The Force
⮝ Return to Mission Search ⮝

Jedi Meditation II

Meditate On The Self

  • Gain Surging Harmony
  • Gain Fortified Will

Meditate On Others

  • Gain Bonded To The Blade
  • Gain Tranquility
⮝ Return to Mission Search ⮝

The Right To Bear Arms (Choose Kabb)

Assign An Operator

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

Decline The Job

  • No Reward

Thanks to Pookie for additional information.

⮝ Return to Mission Search ⮝

Charity Fund

Send Evidence To The Republic

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

Warn The Charity Directors

  • +8 Zone Cresh Influence
  • Bonds impacted (Both positive and negative)
  • +1 Capacity
⮝ Return to Mission Search ⮝

New Roots

Assign An Operator (Send Tel)

  • +6 Zone Isk Influence
  • Assigned Operator +1 Melee Damage (If Successful)
  • +500 Credits If Successful And Tel Isn’t Used

Decline The Job

  • No Reward
⮝ Return to Mission Search ⮝

Extra Ears

Leverage A Contact

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

Find An Asset On The Ground

  • +4 Zone Grek Influence
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Bilbousa Bazaar

Make A Bid

  • +4 Zone Jenth Influence
  • +50 Intel (If Successful)
  • +2 Contacts (If Successful)
⮝ Return to Mission Search ⮝

Family Affair

Send A Team

  • +4 Zone Jenth Influence
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Bootleg Ballistics

Accept The Job (I Sent Cly)

  • Exotic Modification (If Successful)

Decline The Job

  • +4 Zone Cresh Influence
⮝ Return to Mission Search ⮝

Kashyyyk Aid

Select A Team

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

Back Out

  • No Rewards
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Dumpster Diving

Assign An Operator (I Sent Kabb)

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

Decline The Job

  • No Reward
⮝ Return to Mission Search ⮝

Rawn’s Fate

Send A Team

  • +6 Zone Besh Influence
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Weak Spot

Send A Team

  • +4 Zone Forn Influence
  • Umbara Tactical Mission
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Ancient Tome

Give It To An Operator (Choose Jay)

  • +4 Zone Isk Influence
  • +1 Ranged Damage
  • +1,000 Credits (If You Choose Anyone But Jay & Cly)
  • Random Weapon Mod (If You Choose Cly)

Throw The Tome Away

  • No Reward
⮝ Return to Mission Search ⮝

Rawn’s Path

Send Tel

  • +4 Zone Forn Influence
  • +4 Focus Points
⮝ Return to Mission Search ⮝

The Iron Vow

Assign An Operator (Send Cly)

  • +6 Zone Krill Influence
  • Basic To Exquisite Modification

Decline The Job

  • No Reward
⮝ Return to Mission Search ⮝

Mining Mediation

Declare Chlii’Tra Has The Rights To The Whole Field

  • No Rewards

Declare Somnos Has The Rights To The Whole Field

  • No Rewards

Tap Our Network

  • +6 Zone Herf Influence
  • +10 Bond For All Operators
  • +150 Den Level
⮝ Return to Mission Search ⮝

Diced And Sliced

Assign An Operator (Choose Scoundrel)

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

Decline The Job

  • No Rewards

Thanks to DigitalHeadbutt for the update

⮝ Return to Mission Search ⮝

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

Thanks to Blue & Dino for the additional info.

⮝ Return to Mission Search ⮝

An Annoying Acquaintance

Let The Team Entertain Him

  • +4 Zone Dorn Influence
  • -25 Bond To All Operators
  • Exquisite Modification

Decline The Request

  • No Reward
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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 Capacitors

⮝ Return to Mission Search ⮝

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 Assigned Operator
  • +4 Zone Herf Influence
  • Medium Risk Of Operator Injury

Take It All

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

Huge thanks to Dino for the entry.

⮝ Return to Mission Search ⮝

Postwar Water

Delete The Protocol

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

Steal The Computer Core

  • +4 Zone Krill Influence
  • +1 Capacitor

Coordinate With The Settlement

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

Slice Into The Protocol

  • +8 Zone Krill Influence
  • +1,000 Credits
⮝ Return to Mission Search ⮝

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

⮝ Return to Mission Search ⮝

Cultic Indoctrination (Crisis Decision)

Destroy Fleet Footed

  • Choosing this option removes a permanent Movement Range buff to Striker’s.

Destroy Deadly Reflexes

  • Selecting this option removes a +4 Damage increase for Enforcers.

Destroy Shocking Strike

  • Selecting this option removes Shocked bonus to Striker’s melee attacks.

On lower difficulty settings, both Striker’s and Enforcers are heavily spread throughout most Coil squadrons. Striker’s are melee units, whereas Enforcers are ranged units. Dealing with Strikers, even with greatly increased movement, is slightly easier as a quick Overwatch can take them out or at least cancel their movement. Whereas Enforcers will be able to attack a lot more frequently.

⮝ Return to Mission Search ⮝

Droid Tech (Crisis Decision)

Destroy Advanced Explosives

  • This option removes a buff to B2 Battle Droids that increases the power of their Rocket attack

Destroy Plated Armor

  • Choosing this removes a buff to B2 Battle Droids that increases their defense by 2

Destroy Targeting Modules

  • Choosing this removes a Chance-To-Hit buff for B1 Battle Droids.

B2 Battle Droids must spend a turn preparing their Rocket attack before it can be used. As such, this is usually enough time to kill them, nullifying the attack completely. The plated armor makes them harder to kill, which will likely result in taking more rocket attacks anyway. So for this one, we recommend destroying the Plated Armor. B1’s are still garbage, regardless.

⮝ Return to Mission Search ⮝

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 increases the Cover Bonus for BX Snipers

BX Snipers are troublesome units. They have huge range on their attacks, and they rarely charge into your team. It’s a lot easier to avoid their attacks than it is to kill them in cover. As such, it’s best to Destroy Streamlined Profile.

⮝ Return to Mission Search ⮝

Dilemma’s

Dilemmas are a little different, as the rewards are primarily Bond related. The different characters in your Zero Company will react to the choices you make depending on their personality and allegiance with Republic, Separatist, Law, and Order. As each Zero Company is unique in terms of what characters it can recruit, these are different each playthrough.

Below is a list of the “static” rewards for each choice. Just be sure to check Bond levels as well.

Witness Protection (Dilemma)

A Trade Federation defector has fled to Cata Neimoidia after failing a coup against Viceroy Nute Gunray. Zero Company needs to 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
⮝ Return to Mission Search ⮝

Risk Business (Dilemma)

Agree

  • +500 Credits

Refuse

  • No reward

Extort Him

  • +1,000 Credits

Find Out What He’s Up To

  • +25 Intel
  • You learn the businessman was running an illegal rathtar breeding operation
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

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
⮝ Return to Mission Search ⮝

Team Building (Dilemma)

Podracing Night

  • No Rewards

Music Night

  • No Rewards

Independent Study

  • -500 Credits
  • No Bond Decrease

No Team Building

  • No Reward
⮝ Return to Mission Search ⮝

Shore Leave (Dilemma)

Allow Shore Leave

  • No Rewards

Don’t Allow Shore Leave

  • No Rewards

Only Allow Shore Leave To Safe Locations

  • -25 Intel
⮝ Return to Mission Search ⮝

Dianoga (Dilemma)

Let The Dianoga Be

  • No Rewards

Humanely Relocate The Dianoga

  • No Rewards

Let Clev Exterminate The Dianoga

  • No Rewards
⮝ Return to Mission Search ⮝

People Skills (Dilemma)

Send A Team To Collect

  • +1,500 Credits

Give Him More Time

  • No Reward (Fang is not mentioned again in the game)

Let Him Pay Another Way

  • +25 Intel
⮝ Return to Mission Search ⮝

Changeling Vengeance (Dilemma)

Share Intel

  • -25 Intel

Sell Intel

  • +1,000 Credits

Stay Out Of It

  • No Reward

Warn Gorga

  • No Reward
⮝ Return to Mission Search ⮝

Blaine Smith

Blaine Smith, or Smith as he prefers to be called as he doesn't have to repeat it four times before people get it, is one of the original founders of Gamers Heroes. Smith has been playing games for over 30 years, from Rex & 180 on ZX Spectrum to the latest releases on the ninth generation of consoles. RPG's are his go-to genre, with the likes of Final Fantasy, Legend of Legaia, and Elder Scrolls being among his favorites, but he'll play almost anything once (except Dark Souls). You can best reach him on Twitter

43 Comments

  1. Doing the lord’s work thanks.
    But heads up I noticed there is secret rewards
    Example:

    The Right To Bear Arms
    Assign An Operator
    +6 Zone Jenth Influence
    +1,500 Credits

    This one was to get the boy a military grade prostetic arm.
    I used kaab on this one since he already a prosthetic arm.
    The story unfolded out as such even mentioning cab.
    It gave me the rewards you have above and more.
    It also gave me:
    Exquisite Ultralight stabilizer weapon mod that provides 25% chance to gain evasion when firing blaster.

    Could go more in depth with your guide using certain heros for certain objectives.
    But as it stands it clean and easy to navigate and the best ive found so far.
    Thanks!

    1. Thanks Pookie! I’ve updated the guide. A quick note on your feedback.

      Zero Company has a very weird system, one I don’t fully understand.

      For example, some missions have hidden rewards based on a successful outcome. However, this outcome can have <10-20% chance regardless of Operator.

      While I was able to find some of these through extensive testing, I'm sure I missed others.

      Some also have a guaranteed success using certain characters, some of which I found, some of which I didn't. Others seem to have a random chance of success even with the correct Operator.

      It's quite a minefield, I'm still actively working on the guide and updating as I find new information.

      It's hugely helpful when other people can provide updates, as it's a much more efficient form of testing. So many thanks for taking the time to help improve the guide.

      1. Thanks for the work on this – very helpful.

        Some operations may draw from a pool of rewards (unless difficulty affects them maybe?).
        Doing a normal playthrough for first run and on Ghost ship I got slightly different rewards to yours:
        Ghost Ship
        Search The Bridge (Wait Until Droid Repair Bay Is Built. Requires Astromech)

        +3 Zone Isk Influence
        Single Coil Condenser (Modification Basic)
        +1000 Credits

        So a basic mod instead of superior but more credits.
        Hope this helps and thanks again.

          1. Very minor addition (easily missed as it pops off the screen fast):
            The Ossic Hand (Critical Operation)
            Republic Intelligence Training Manuals – awards positive bond between Hawks and Trick as well as the negative between Hawks and Luco (reloaded save to check this option)

            Black Market Contacts – awards positive bond between Hawks and Cly as well as the negative between Hawks and Tel.

            Need to know basis – for me the operation brief mentioned Umbarans and Jae failed, sent Luco on the reloaded save and it gave the listed rewards after a success so not sure if there’s multiple versions or if can just get lucky with any operator?

            Hope this helps (was really nice gesture crediting me previously but not necessary as it’ll quickly bloat the guide if you keep doing that – just happy to help even if it’s only a little).

          2. Thanks again Veckna. Navigation should make the guide easy to use, even with a few extra lines of credit. I think it’s important to highlight when others have helped contribute 😀

  2. I am still updating the guide. I’m currently doing an Expert Beskar run, which means the game automatically saves after attemtping any Operation. If there’s an Operation with choices missing info, that’s where it’s from. Will try to find/update them again.

    I’ve done around 180 Cycles now, and have gone through the entire game and not found a new one, so some do seem to be quite rare.

  3. I am ALSO doing a Besker Expert mode run~ This has been really helpful soldify my choices for the operation

    Protection Application

    I chose to
    Throw The Drink In The Zygerrian’s Smug Face
    +4 Influence in zone Cresh
    +10 Bond XP Across the team

    lmk if you want more proof. I’d be happy to help when I can!

  4. I think some of the Ops that you say to use a specific Operator to succeed may be based on class, not the character. I tried doing Diced and Sliced with Kab like 6 times and kept failing. Then I remember he starts as Scoundrel and I had changed his spec. I changed it back and he succeeded the next try.

    Btw, thanks for the guide. Extremely useful, and love the easy navigation.

    1. I thought that about some, but testing showed that wasnt the case.

      Then tested on another and it was class, not character based.

      Feels very random. So glad you find the guide useful, thanks for the kinds words

      1. Can confirm for me as well changing class back to scoundrel fixed it. Also saw another reward(forgot which) that I failed despite using who it said, probably the same issue. I DID see if you use an astromech for the Diced and Sliced you succeed with the credits but curiously not with the intel. Also found another guide online that straight up copies this one so you know you’re doing a great job lmao.

  5. Hey! First of all: Thanks for the guide.

    Regarding “A Friend of a Friend #6”:
    “No Payoff” as well as “Offer A Small Payoff” awards +3 Zone Leth Influence instead of +4 Zone Besh Influence
    Checked if it had anything to with me playing with German Text Language: Nope, same in English.
    Checked if it added Influence to Zone Besh despite saying +3 Zone Leth Influence: Nope, it added +3 to Zone Leth as indicated.
    The Planet (Muunilinst) is located in Zone Leth as well.
    So I assume that with every option, the only influence reward you get is a plus to Zone Leth. (Can’t test the others, don’t have enough credits lol)

  6. Hey! Thanks a lot for this! Here is my contribution.

    For the missing info regarding the ’Protection Application’ mission:

    Throw the drink In The Zygerrian’s Smug Face:

    • +4 Influence in Zone Cresh.
    • +10 Bond XP across the Team.

    Thanks a lot!

    //Dino

  7. I was not able to find this mission at all, so here it is.

    Supply Heist* [100 Intel]:
    | Risk: Medium | Cost: 3 Operators | +4 Zone Herf |

    • Take the credits – 2,500 Credits.
    • Take the armor – +0.25 m First Movement [For the assigned].
    • Take it all – +6% Ranged Critical Chance [For the assigned] & 2.500 Credits.

    * Kabb Optional Operation.

  8. Here’s one more!

    Gravitational Payout* [50 Intel]:
    | Risk: Medium | +4 Zone Jenth |

    • Fight of the droids and push into the ship – 2 Capacitors. [2 Operators].
    • Attempt to convince the droids that our team are high-ranking officers – 2 Capacitors. [1 Operator – Trick].
    • Bail – No Rewards.

  9. One missing is called Resistance Fund, unlocked by saving the Charity network being investigated for helping the seps. Option to help, options are give them 500 credits or send 2 operators, high risk. Credits gave 6 influence in Zone Cresh. Operators gives an exquisite weapon mod. Didn’t find any combo of operators that made a difference either sadly.

  10. Resistance Fund [40 Intel]:

    • Supply them with credits – +6 Influence in Zone Cresh. [Risk None | – 500 Credits].
    • Send Operators to train them – Type – K Ergonomic*. [2 Operator – Choose].

    * Weapon Modification: +1 DMG. Max +4 DMG and expires after end of turn.

  11. Another variant of Ship Adrift:

    A small, damaged cargo freighter drifts through space. Our team boards and finds it unmanned, carrying only construction supplies and a flight log listing its destination: a nearby Duros colony.
    What should we do?
    Keep the supplies:
    +100 Den level

    Tow it to the colony:
    6 influence Zone Cresh (where it spawned for me)
    +500 credits

    Cheers again for the constant updates – saved me a lot of bad decisions haha

  12. “Upgrade Opportunity”
    Our sources confirm that the Black Sun Syndicate was behind the theft. Furthermore, their agent is still in possession of the Techno Union’s stolen equipment.

    We’ve tracked down the agent and believe his allegiance is liquid. How should we proceed?

    Steal the Techno Union’s equipment back. The simplest solution. – COST: 4 Operators. RISK: HIGH. Rewards: Unknown.

    Pay the Syndicate’s agent off. If the syndicate could buy his loyalty, so can we. COST: credits. RISK: NONE. Rewards: Unknown.

    I chose Steal and got 3 influence on Zone Isk and Den Level points.

  13. Thanks for all of your hard work. Here’s one that popped up for me on cycle 34, on planet Troithe in Zone Cresh for 40 intel

    Resistance Fund

    Supply them with credits.
    -500 credits
    +6 Influence in Zone Cresh

    Send Operators to train them.
    Random Exquisite Weapon Mod (I got a Horizon Scope and an Inferno Modulator in testing this one)
    High Chance Of Operator Injury

  14. There is one more Operation that is decision based, but is missing from this list.

    If you choose to save the Charity Fund in the Charity Fund operation, then they come back to You later around cycle 36.

    RESISTANCE FUND – The Charity Fund we once shielded from the Republic has evolved into an active resistance cell fighting the Empire. They’re struggling and have reached out to Zero Company for support, hoping we will aid them again.
    2 operator – 40 intel

    Supply them with credits
    – minus 500 credits
    – 6 influence in Zone Cresh (if u have the extra influence update for missions n operations)

    Send Operators to train them
    – 2 operators
    – Risk: High
    – Exquisite Weapon Mod – D-X9

    Amazing website, by the way.

    May the Force be with you!

  15. Got a Dilemma I think is a new one (only bond changes though):

    MILLICREEP REQUISITION

    Insist that Luco allow us to use his droid:
    +bond Trick (double), Kabb, Tel
    -bond Luco (double), Jae

    Let Luco make the decision:
    +bond Luco (double), Jae
    – bond Trick (double), Kabb, Tel

    Offer to pay Luco for use of his droid:
    -1250 credits
    +bond Luco (double), Jae (double), Cly
    -bond Trick (double), Kabb

    (double) after the name means the bond increase/decrease was two chevrons/bigger change.

  16. “Operation: Diced and Sliced”
    – for just a normal 1000Credits, send a droid,
    – for the +150 Intel, and the Credits, send a Scoundrel.
    Kabb starts as a Scoundrel but if you have spec’d him out of it, then he fails this op completely and you get nothing.

    There are many mission rewards that false positive as character specific but if you read the description text it hints that is just what class you send.

    1. Yeah, I figured some would be like that, but figured suggesting the core characters would be a safe bet as I didn’t expect many to change them. I’ve updated that entry, many thanks!

  17. Ship Adrift #4
    Seems to be randomly determined. In my game it was Feg who won.
    Does remain the same for loads, so save first then load back and go

  18. Ship Adrift #4 may be another random result or could be tied to zone it spawns in? Mine spawned in Zone Aurek and the winning fighter was:
    Cha’hul Mechiiw

    +4 Zone Aurek Influence
    -1,000 Credits
    +2000 Credits

    Can reload a save and retry the result until you pick correctly as I’m guessing the winner is determined when the cycle changes.

  19. A huge thank you to everyone who has helped improve and update the guide. It’s very much appreciated.

    I read every comment, if they take a while to appear it’s because we’ve had to add spam protections due to bots/AI flooding the site with URLs.

    Also, make sure to clear your cache (Ctrl+F5) to get the latest version of the guide.

    Please considering sharing the guide to your friends/social media etc. Google’s HCU wiped out a lot of sites like ours, so word of mouth is about all we have left 😀

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