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Resources

Overview

Star Wars Zero Company runs six resources across its strategy layer. They are not interchangeable, and none of them can be bought with another: Credits are plentiful and Capacitors are not, so the thing that limits a campaign is almost never the money.

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

ResourceEarned fromSpent onCapped
CreditsTactical Missions, Operations, Zone Influence thresholds, selling at the Black MarketRecruitment, the Black Market, Medbay treatment, Facility UpgradesNo
IntelTactical Missions, Operations, items and NPCs found in missionsLaunching OperationsYes, from 150
CapacitorsMission rewards and Zone Influence thresholds that list themFacility Upgrades, alongside CreditsNo
Zone InfluenceOperations and Tactical Missions in a Zone, Contacts, Facility UpgradesZone Rewards, at fixed thresholds per ZonePer Zone
ContactsMission rewards and Zone Influence thresholdsCommitted to a Zone for a block of InfluenceNo
Focus PointsBonds, Cross Training, Tactical Missions, OperationsNodes in an Operator’s Focus TreeNo

Credits

The galaxy’s ordinary currency, described in-game as a currency used to purchase items. Credits are the campaign’s general-purpose spend: hiring Custom Operators at Recruitment, buying Weapon Mods and Utilities at the Black Market, paying for a Medbay bed, and funding Facility Upgrades.

They come from four places:

  • Tactical Missions, the largest single source, paid on completion alongside Weapon Mods, Utilities, Focus Points, and Zone Influence
  • Operations, where Credits are the most common reward
  • Zone Influence thresholds, some of which pay out in Credits
  • Selling at the Black Market, which buys back duplicate Utilities and Weapon Mods

The Thievery talent adds Credits directly: +150 on completing a combat mission at rank 1, rising to +300 at rank 4. It does not stack, so a second Operator carrying it adds nothing. See Talents.

Credits are not capped, and they accumulate faster than the things worth spending them on. The Black Market’s stock refreshes every Cycle, and its quality and pricing both improve through the Black Market upgrade track at the Upgrade Facility.

Intel

Intel is the currency of information and assets, and it does exactly one thing: it launches Operations from the HoloTable. Every Operation lists an Intel cost, and with no Intel the Operations tab is unusable however many Credits are banked.

Intel is earned by:

  • Completing Tactical Missions, which pay roughly 25 to 100 Intel depending on the mission and its difficulty
  • Operations, some of which return Intel as part of their reward
  • Interactable objects and NPCs inside missions. Hawks carries the PICO-5 electroscope, which turns up extra Intel while scouting
  • The Espionage talent, worth +5 Intel on completing a combat mission at rank 1 and +12 at rank 4. Like Thievery it does not stack across Operators
  • The Cautionary Intel upgrade track at the Upgrade Facility, which adds +5 Intel per completed mission and cuts the chance of an Operator returning injured from a dangerous Operation by 20%

Intel is the one capped resource. The cap starts at 150, which is between two and six Tactical Missions’ worth at the rates above, so it binds early. Overflow above it is lost rather than banked, which makes Intel worth spending rather than saving. The cap is raised by Zone Rewards: certain Influence thresholds increase maximum Intel outright, and others raise the amount paid per mission.

Capacitors

Capacitors are a rare resource needed for key upgrades at the Upgrade Facility, and they are needed for nothing else. Facility Upgrades cost Credits and Capacitors together, and because Credits pile up while Capacitors trickle in, Capacitors are what actually gates the Den’s development.

They are earned from mission rewards and Zone Influence thresholds that list them. Both are visible before you commit: the Rewards panel on the HoloTable shows a mission’s payout before launch, and the Influence tab shows what each threshold in a Zone pays. They are not sold at the Black Market, and there is no way to convert Credits into them.

The Capacitor resource and the Capacitor weapon mods are unrelated things that share a name. The mods are a family in the Armory’s Cells category, running High-Energy, Hypercharge, Ultradense, and Supernova, and they add Blaster Damage on the first turn of combat. See Weapons.

Zone Influence

Influence is a reflection of Zero Company’s connections within a Zone. The Galaxy Map is divided into twelve Zones, grouped into the Core, Mid, and Outer rings, and Influence is tracked separately for each one. It is not a currency so much as regional progress: reaching a threshold pays out a Zone Reward and the total stays where it is.

Each Zone carries three reward thresholds, at 20, 30, and 50 Influence. Rewards range from Credits and Utilities to Weapon Mod slots, Capacitors, Contacts, Intel-cap increases, and improvements to Black Market stock quality. The rewards behind the higher thresholds include some of the most unusual Utilities in the game, among them the Prototype Imploder.

Influence comes from:

  • Operations, the main source, since most of them pay Influence in the Zone they are run in
  • Tactical Missions in that Zone
  • Contacts, committed deliberately (below)
  • Facility Upgrades on the Networking track, which grant Influence in the Core, Mid, and Outer rings and increase what each Contact is worth

Contacts

Contacts are a headcount of available connections: a finite, rare resource earned from story progression, certain Operations, and Zone Influence thresholds. Missions that pay them show +1 Contact or +2 Contacts in the Rewards panel before launch.

A Contact is spent by committing it to a Zone from the Influence tab of the HoloTable, which converts it into a block of Influence there, 7 Influence per Contact before Networking upgrades. That makes Influence directable rather than purely a by-product of where the missions happen to be: a Zone whose third threshold is two Influence short can be finished with a Contact instead of another Cycle of Operations.

Focus Points

Focus Points are the Operator-level currency, spent in the Focus Tree on Talents, Abilities, and Passives. They are earned mainly by increasing Bonds, and also awarded by Tactical Missions and Operations. The Freeform Training Cross Training option grants +2 Focus Points to both Operators in a pairing, and the Crew Focus upgrade track grants a one-off 2, then 3, then 4 Focus Points to every Operator on the roster.

Focus Points are held per Operator rather than in a shared pool, so they are the one resource permadeath can destroy: an Operator who dies takes their unspent points and every node they bought with them.

References

#SourceDate
1Star Wars Zero Company in-game resource tooltipsSep 2026
2Star Wars Zero Company in-game HoloTable: Influence, Operations, and Missions tabsSep 2026
3Star Wars Zero Company in-game Upgrade FacilityAug 2026
4Star Wars Zero Company in-game Armory: Black MarketAug 2026
5Star Wars Zero Company in-game Focus Tree and talent ranksAug 2026
6EA: Lead Zero Company To Victory 9 Jun 2026

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

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