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MechanicsOperationsOverview

Operations

Figures on this page were checked against the launch build on 30 Aug 2026. See Game Updates.

Overview

Operations are non-combat assignments available between Tactical Missions in Star Wars Zero Company. Managed from the HoloTable in the Den, they represent Zero Company’s intelligence work, political manoeuvring, and shadow activity outside of direct combat. Most cost Intel to launch, a resource earned by completing Tactical Missions.

The campaign holds 156 Operations: 137 Opportunities, 13 Dilemmas, and 6 Crises.

How Operations Work

Operations are text-based sequences presenting a scenario with multiple approaches. The player selects how to handle it: bribe someone, start a cantina brawl, gather intelligence covertly, or provide direct assistance. Each approach has trade-offs:

  • Sending a squadmate into a cantina brawl risks injury, and injuries persist into the next mission
  • Some Operations require choices that affect Bonds between squadmates
  • Some Operations influence how the Infinite Coil evolves in response to your activity
A Choice Operation, 'Meet the Techno Union', offering three approaches with risks and rewards displayed

The Three Kinds

Every entry on the HoloTable is one of three kinds, and the Intel price tells you which:

KindCountIntelWhat it is
Opportunity13725, 40, 50 or 100Optional work: contracts, favours, scavenging, intelligence
Crisis625, alwaysTime-critical jobs that block an enemy upgrade. See below
Dilemma13NoneSquad decisions, paid for in Bonds rather than resources

That pricing is structural rather than incidental. Dilemmas are free because they are not a resource decision: what they cost is agreement. Crises are pinned at the cheapest tier, so blocking an enemy upgrade is never the thing that cannot be afforded. Only Opportunities are priced against each other, and even then across just four values.

Twenty-eight Operations are story Operations, required by the campaign rather than optional, and one of them clears a chapter on its own: chapter 6, Enter Fathom, is the only chapter completed by an Operation rather than a Tactical Mission. See Missions.

Every Operation

Operations expire. Each stays on the HoloTable for a fixed number of Cycles, between one and four, and is then gone for that playthrough. Fifty-six of them last a single Cycle, which is why the HoloTable is worth reading every Cycle rather than when Intel happens to be spare.

Operations
A Droid AdriftOpportunity502
A Friend of a FriendOpportunity40227
A Friendly WagerOpportunity5013
A Not So Soft TouchOpportunity5023
An Annoying AcquaintanceOpportunity2532
Ancient TomeOpportunity5012
Arm WrestlingOpportunity10042
Armor ImprovementsOpportunity504
Arms EmbezzlerOpportunity5021
Augmented UnitsCrisis2514
Back Channels storyOpportunity5012
Background Check storyOpportunityNone11
Bennic's MessageOpportunity2522
Bespin Thanks YouOpportunity2533
Bilbousa BazaarOpportunity5021
Black Sun Syndicate MeetingOpportunity2523
Bomis SabotageOpportunity504
Bootleg BallisticsOpportunity5022
Bounty BusinessOpportunity5023
Cast a Dark Shadow storyOpportunity5011
Casual SabaccOpportunity504
Changeling VengeanceDilemmaNone14
Charity FundOpportunity4032
Chut Chut, Pateesa storyOpportunity5022
Circuit PsychologyOpportunity5013
Cleaning HouseOpportunity10024
Comm Relay SearchOpportunity10031
Conjugal StrifeOpportunity503
Contact SawtoothOpportunity5032
Corporate EspionageOpportunity503
Credit for Good BehaviorOpportunity10032
Cultic IndoctrinationCrisis2514
Dark KnowledgeCrisis2518
Dejarik AnticsOpportunity10033
DendrophobiaOpportunity5032
DianogaDilemmaNone13
Diced and SlicedOpportunity5012
Dorin EscapeOpportunity502
Double TapOpportunity5012
Droid TechCrisis2514
Dumpster DivingOpportunity5012
Elite TechniquesCrisis2514
Enemy of My Enemy storyOpportunity502
Escape JabiimOpportunity5033
Extra EarsOpportunity5032
False FlagOpportunity10033
Family AffairOpportunity2521
Forgotten CallOpportunity5012
Frequency BoostOpportunity5031
Futures ProofingOpportunity504
Gather Leads storyOpportunity251
Ghost ShipOpportunity5043
Gorga's EnigmaOpportunity502
Gorga's Revenge storyOpportunity5012
Gorga's Suspicions storyOpportunity501
Gravitational PayoutOpportunity5013
Gundark ManorOpportunity503
Handsome RansomOpportunity10032
Help WantedOpportunity40213
High-End ProtocolOpportunity5012
Hot Property storyOpportunity502
Imperial InformantDilemmaNone13
Ingress Oblige storyOpportunity5021
Intergalactic AidOpportunity5013
Jedi HolocronOpportunity2532
Jedi Meditation IOpportunity2522
Jedi Meditation IIOpportunity2532
Jedi On The Case storyOpportunity5012
Job Ain't Done storyOpportunity5012
Kashyyyk AidOpportunity10032
Kinro DecryptionOpportunity5042
Knock Knock storyOpportunity5031
Limb for LuckOpportunity5023
Listening In storyOpportunity5012
Loose Lips storyOpportunity5023
Lost RationsOpportunity10033
Mediship RescueOpportunity5022
Meet the Black Sun SyndicateOpportunity2523
Meet the Techno UnionOpportunity2523
Millicreep RequisitionDilemmaNone13
Mining MediationOpportunity10043
Murmurs storyOpportunity5011
Mygeeto in NeedOpportunity5022
Mynock RoastOpportunity502
Nebulous PursuitOpportunity5039
Nebulous Pursuit IIOpportunity5039
Need-to-Know BasisOpportunity5012
Neutral Moon HotelOpportunity10033
New RootsOpportunity5012
Obvious ScamOpportunity504
Onderon Mining DisputeOpportunity502
Onderon RelicsOpportunity5032
Operation Trick storyOpportunity2511
Opportunity KnockingOpportunity5041
Optics OrdinanceOpportunity5022
Our Jedi Friend storyOpportunity5032
Over the ShoulderOpportunity504
Payback storyOpportunityNone1
People SkillsDilemmaNone13
Pick Your Poison storyOpportunity5012
Postwar WaterOpportunity5014
Protection ApplicationOpportunity5032
Quid Pro Quo storyOpportunity5021
Rawn's FateOpportunity2521
Rawn's PathOpportunity2531
Recursive GrowthCrisis2518
RefuelingDilemmaNone14
Relief ShipDilemmaNone13
Repair ShipOpportunity502
Resistance FundOpportunity4032
Rhy Cesca storyOpportunity5012
Risky BusinessDilemmaNone14
RumorsDilemmaNone13
Sabacc SeatOpportunity503
Secondhand GoodsOpportunity5023
Security ConsultOpportunity504
Separatist SatelliteOpportunity502
Shili OutbreakOpportunity5023
Ship AdriftOpportunity40223
Shore LeaveDilemmaNone13
Shu-Torun SympathizersOpportunity2522
Sloppy Supply RouteOpportunity10033
Smugglers' BarOpportunity503
Smugglers' Manifest storyOpportunity501
Smugglers' Manifest II storyOpportunity251
Solar SailerOpportunity504
Spontaneous CombustionOpportunity503
Stirring The Pot storyOpportunity5012
Stolen GoodsOpportunity5012
Stranded DurosOpportunity502
Strange Bedfellows storyOpportunity5032
Strange LiaisonsOpportunity5012
Subjugation DesolationOpportunity5013
Sullust SearchOpportunity5042
Supply HeistOpportunity10033
Suspicious EquipmentOpportunity2532
Syndicate RunnerOpportunity502
Team BuildingDilemmaNone14
Techno Union MeetingOpportunity2523
The Bothawui ErrandOpportunity504
The Brothers BepDilemmaNone14
The Iron VowOpportunity5012
The Ossic Hand storyOpportunity2512
The Right to Bear ArmsOpportunity10042
Trick or TreatOpportunity5013
Trick's TricksOpportunity2532
Umbaran ExpertiseOpportunity2532
Underworld Intel storyOpportunity5012
Upgrade OpportunityOpportunity10032
Uyter ScoutOpportunity503
Vondarc BluesOpportunity1002
Weak SpotOpportunity5041
Where's Geryon?Opportunity5042
Witness ProtectionDilemmaNone14
Wobani TerritoryOpportunity503

155 of 155 shown

Where an Operation lists options, those are the approaches available when it is run, and they pay differently. Ghost Ship offers three: searching the armory pays Credits and leads nowhere, while the bridge and the cargo bay each pay a random Weapon Mod or Utility and can go two ways depending on whether the squad trips the alarm.

Rewards

Completed Operations award:

  • Credits: the primary campaign currency
  • Weapon Modifications
  • Utilities (grenades, medkits, etc.)
  • Zone Influence in the relevant region
  • Intel (in some cases)
  • Contacts and long-term story consequences

Operations also move the Bond System: assigning two Operators to one together can strengthen or weaken the relationship between them, so the pairing is a choice rather than a formality. Hawks brings a tool of their own to the field, the PICO-5 electroscope, which can turn up extra Intel while scouting.

Long-Term Consequences

Some Operations carry effects that don’t resolve immediately. A contact helped at cycle 5 may return 10 cycles later with new information, or a new problem. The game is designed so that what you skip matters as much as what you play. Operations and Tactical Missions both have time limits: if the window closes before you act, the opportunity is gone permanently.

Crisis Missions

All six are listed with what each blocks on the Crises page.

A specific class of time-sensitive Operations are Crisis Missions: urgent assignments tied to the Infinite Coil’s enemy upgrade system. Each Cycle, the Coil upgrades its enemy types with two permanent enhancements. A Crisis Mission exists to block one of those upgrades. Ignore the crisis and the enemy receives both. These upgrades are permanent mechanical changes to how those enemies fight for the rest of the campaign, not difficulty sliders.

One confirmed Crisis Mission is on Vandor, called Striker Tech: Resonating Strike. Its briefing: “Coil is testing prototype enhancements for their Striker. This is our only chance to knock it out before the improvements are rolled out.”

References

#SourceDate
1pcgames.de: Exclusive preview Mar 2026
2PC Gamer: Hands-on preview 26 Mar 2026
3EA: Lead Zero Company To Victory 9 Jun 2026
4Xbox Wire: Star Wars Zero Company tips (Will Fulton) 26 Aug 2026
5StarWars.com: How to Play Star Wars Zero Company 27 Aug 2026
6Star Wars Zero Company in-game HoloTable: Operation listings, costs, durations and optionsSep 2026

If information is missing, it has not yet been confirmed. Corrections are welcome.

Last updated on