Resource / Credits

How to Get & Spend Credits in STAR WARS Zero Company

Credits are the resource every other system competes for: Den upgrades, healing, Recruitment and the Black Market all draw on the same balance. This page shows where the exact numbers are, where they are only a named reward tier, and which one your campaign can actually still claim.

How this page labels certainty · game version 1.1 · last checked September 20, 2026

  • Exact amountA resolved decision branch states this number.
  • Named reward tierA Credit reward asset with a fixed value is attached. Which outcome pays it is not resolved.
  • Reference onlyThe data records a Credit reward here without a resolvable amount.

Every purchase price in Zero Company — Den upgrades, treatment, recruits and Black Market items — is resolved by the game at runtime and is not in the verified data. This page therefore shows exact income, named reward tiers, and says plainly where a cost is unknown instead of estimating one.

Where Credits Come From and Where They Go

One balance, two directions. Each entry is a section of this page, so the overview doubles as the shortcut.

Credits in

Credits out

Every price in this column is set by the game at runtime. Each section says which part of the cost is exact and which part is not.

Every Way to Get Credits

A currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.

  • Decision branches with a stated amount Exact amount

    Choosing one of these options pays the number shown. The same option usually carries a Bond, Intel or Influence trade-off.

    32 branches · 26 decisions

  • Thievery talent Exact amount

    Each rank pays extra Credits when that Operator finishes a combat mission. The game string states it does not stack.

    4 ranks · 150 → 300

  • Regional influence rewards Exact amount

    Zone Leth — Scavenging Techniques: +250 Credits each Mission.

    2 Zones

  • Roster XP overflow Exact amount

    Once the roster reaches level 9, a Roster XP reward that cannot be applied pays out in Credits at ×2.

    1 rule

  • Operations Named reward tier

    Operations carry named Credit reward tiers. The Intel each Operation costs is shown on the galaxy map as a cost value the data does not resolve.

    58 Operations

  • Missions Named reward tier

    Missions attach the same named Credit reward tiers. Missions also always award a base amount of Intel plus bonuses.

    5 Missions

  • Branches that reference Credits without an amount Reference only

    The resource graph records Credits here, but the payout is rolled by a reward table, so this page does not print a number.

    117 branches · 83 decisions

  • Selling items at the Armory Reference only

    The Armory ships a Sell Item action, so gear you no longer need can be turned back into Credits. The sell value per item is not resolved.

    1 action

Reward tiers and their exact value

  • Tiny tier · 250 Credits3 Operations · 0 Missions
  • Small tier · 500 Credits21 Operations · 0 Missions
  • Medium tier · 1,000 Credits29 Operations · 3 Missions
  • Large tier · 1,500 Credits9 Operations · 2 Missions
  • Huge tier · 2,500 Credits7 Operations · 0 Missions

A named tier is an exact value attached to a reward asset. Which outcome of an Operation pays it is decided by the game's reward roll, so this page treats the amount as exact and the trigger as unresolved.

Operations That Reward Credits

58 Operations reference a named Credit reward tier. The Intel each one costs is a runtime figure, shown on the galaxy map under an “Intel cost” heading, so no Operation here carries a Credits-per-Intel number. The currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses.

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Operations that reference a Credit reward tier
OperationTypeCredit tierInjury riskChoices
Charity FundOptional OperationHuge · 2,500Not resolvedYes
Cleaning HouseOptional OperationMedium · 1,000Huge · 2,500LowYes
Comm Relay SearchOptional OperationHuge · 2,500NoneNo
Credit for Good BehaviorOptional OperationHuge · 2,500Not resolvedYes
Kashyyyk AidOptional OperationHuge · 2,500Not resolvedYes
Limb for LuckOptional OperationSmall · 500Huge · 2,500MediumYes
Supply HeistOptional OperationHuge · 2,500NoneYes
A Not So Soft TouchOptional OperationSmall · 500Medium · 1,000Large · 1,500NoneYes
DendrophobiaOptional OperationLarge · 1,500MediumNo
Intergalactic AidOptional OperationSmall · 500Large · 1,500LowYes
Nebulous Pursuit IIOptional OperationLarge · 1,500NoneYes
Neutral Moon HotelOptional OperationLarge · 1,500NoneYes
People SkillsBackground TaskLarge · 1,500NoneYes
Relief ShipBackground TaskLarge · 1,500NoneYes
Armor ImprovementsOptional OperationMedium · 1,000NoneNo
Background CheckMain OperationMedium · 1,000Not resolvedNo
Bomis SabotageOptional OperationMedium · 1,000MediumNo
Bounty BusinessOptional OperationMedium · 1,000NoneYes
Changeling VengeanceBackground TaskMedium · 1,000NoneYes
Conjugal StrifeOptional OperationMedium · 1,000NoneNo
Corporate EspionageOptional OperationMedium · 1,000NoneNo
Dorin EscapeOptional OperationMedium · 1,000NoneNo
Gorga's EnigmaOptional OperationMedium · 1,000NoneNo
Job Ain't DoneMain OperationMedium · 1,000MediumYes
MurmursMain OperationMedium · 1,000Not resolvedNo
Nebulous PursuitOptional OperationMedium · 1,000NoneYes
Opportunity KnockingCan expireOptional OperationMedium · 1,000NoneNo
Our Jedi FriendMain OperationMedium · 1,000Not resolvedYes
Over the ShoulderOptional OperationMedium · 1,000NoneNo
Postwar WaterOptional OperationMedium · 1,000LowYes
Protection ApplicationOptional OperationMedium · 1,000Not resolvedYes
Risky BusinessBackground TaskSmall · 500Medium · 1,000NoneYes
Smugglers' ManifestMain OperationMedium · 1,000Not resolvedNo
Solar SailerOptional OperationMedium · 1,000NoneNo
Subjugation DesolationOptional OperationMedium · 1,000LowYes
The Bothawui ErrandOptional OperationMedium · 1,000NoneNo
The Brothers BepBackground TaskMedium · 1,000NoneYes
Vondarc BluesOptional OperationMedium · 1,000NoneNo
Witness ProtectionBackground TaskSmall · 500Medium · 1,000NoneYes
A Droid AdriftOptional OperationSmall · 500NoneNo
Bennic's MessageOptional OperationSmall · 500Not resolvedYes
Circuit PsychologyOptional OperationSmall · 500Not resolvedYes
Escape JabiimOptional OperationSmall · 500NoneYes
Gather LeadsMain OperationSmall · 500NoneNo
Ghost ShipOptional OperationSmall · 500Not resolvedYes
Gorga's RevengeMain OperationSmall · 500NoneYes
Gorga's SuspicionsMain OperationSmall · 500NoneNo
Ingress ObligeMain OperationSmall · 500MediumNo
Kinro DecryptionCan expireOptional OperationSmall · 500NoneYes
Mygeeto in NeedOptional OperationSmall · 500Not resolvedYes
Onderon Mining DisputeOptional OperationSmall · 500NoneNo
Smugglers' Manifest IIMain OperationSmall · 500Not resolvedNo
Stirring The PotMain OperationSmall · 500NoneYes
Trick or TreatOptional OperationSmall · 500NoneYes
Where's Geryon?Can expireOptional OperationSmall · 500NoneYes
Forgotten CallOptional OperationTiny · 250NoneYes
Handsome RansomOptional OperationTiny · 250Not resolvedYes
Smugglers' BarOptional OperationTiny · 250NoneNo

58 of 58 Operations are showing under this filter. The campaign ships 62 records in total; variants that share one name are merged into a single row. An Operation with more than one tier rolls its reward, so treat the higher number as available, not guaranteed.

Which Missions are still open in your campaign →

Missions That Can Give Credits

Completing a Mission moves the campaign forward. Missions attach a named Credit reward tier, and the campaign data marks missions that can expire, so a Credit-paying Mission is an opportunity to take while it is offered — not a repeatable stop.

Missions that attach a Credit reward tier
MissionTypeCredit tier
EavesdroppingMain MissionLarge · 1,500
Hostage SituationOptional MissionLarge · 1,500
Cold MetalOptional MissionMedium · 1,000
Not Your TurfMain MissionMedium · 1,000
Strike ActionMain MissionMedium · 1,000

These five Missions are every Mission in the verified data that attaches a Credit reward. Operations are a separate system and are listed above.

Choices That Give Credits

These decision options state an exact Credit amount instead of a reward tier — 32 options across the campaign, worth 44,000 Credits in total. The question is never only how much they pay; it is what the same option costs you.

Decision options with an exact Credit reward
DecisionOptionCreditsWhat else this option does
Charity FundOption A+2,500
  • +3 Influence
  • +10 Bond · Hawks / Trick
  • -20 Bond · Hawks / Luco Bronc
  • -20 Bond · Hawks / Tel-Rea
Comm Relay SearchOption A+2,500
  • Low injury risk (20%)
Requires Assign 3 operators
Credit for Good BehaviorOption A+2,500
  • High injury risk (50%)
Requires Assign 4 operators
False FlagOption A+2,500Nothing else is attached to this option.Requires Assign 4 operators
False FlagOption B+2,500
  • Low injury risk (20%)
Requires Assign 4 operators
Kashyyyk AidOption A+2,500
  • +7 Influence
  • High injury risk (50%)
Requires Assign 4 operators
Supply HeistOption A+2,500
  • +5 Bond · Hawks / Kabb Uppercut
Requires Assign 3 operators
Supply HeistOption C+2,500
  • +15 Bond · Hawks / Kabb Uppercut
  • Medium injury risk (33%)
Requires Assign 3 operators
Changeling VengeanceOption D+2,000Nothing else is attached to this option.
Handsome RansomOption B+2,000Nothing else is attached to this option.
Diced and SlicedOption A+1,500Nothing else is attached to this option.
Neutral Moon HotelOption A+1,500
  • +5 Influence
  • High injury risk (50%)
Requires Assign 2 operators
People SkillsOption A+1,500Nothing else is attached to this option.
Relief ShipOption C+1,500Nothing else is attached to this option.
Black Sun Syndicate MeetingOption B+1,000
  • Medium injury risk (33%)
Requires Assign 4 operators
Bounty BusinessOption A+1,000Nothing else is attached to this option.
Changeling VengeanceOption B+1,000Nothing else is attached to this option.
MurmursOption A+1,000Nothing else is attached to this option.Requires Assign 3 operators
Opportunity KnockingOption A+1,000
  • +10 Bond · Hawks / Kabb Uppercut
Requires Assign 3 operators
Protection ApplicationOption A+1,000
  • -25 Bond · Bond
Risky BusinessOption C+1,000Nothing else is attached to this option.
Techno Union MeetingOption B+1,000
  • Medium injury risk (33%)
Requires Assign 4 operators
The Brothers BepOption A+1,000Nothing else is attached to this option.
Witness ProtectionOption D+1,000Nothing else is attached to this option.
Bennic's MessageOption A+500Nothing else is attached to this option.
Bennic's MessageOption B+500Nothing else is attached to this option.
Ingress ObligeOption A+500
  • Medium injury risk (33%)
Requires Assign 3 operators
Kinro DecryptionOption B+500Nothing else is attached to this option.
Mygeeto in NeedOption B+500
  • +3 Influence
Risky BusinessOption A+500Nothing else is attached to this option.
Where's Geryon?Option A+500
  • +3 Influence
  • -10 Bond · Hawks / Luco Bronc
Witness ProtectionOption C+500Nothing else is attached to this option.

Full consequences, including the follow-ups this table cannot show, sit on each decision's own page.

Open the Decision Solver →

Is Thievery Worth It for Credits?

Thievery is the one talent in the verified data that pays Credits directly. Its four engine strings state the amount and the stacking rule, so there is nothing to estimate.

Rank values

  • Thievery+150 Credits

    Earn an additional +150 Credits when this Operator completes a combat mission. Does not stack.

  • Thievery II+200 Credits

    Earn an additional +200 Credits when this Operator completes a combat mission. Does not stack.

  • Thievery III+250 Credits

    Earn an additional +250 Credits when this Operator completes a combat mission. Does not stack.

  • Thievery IV+300 Credits

    Earn an additional +300 Credits when this Operator completes a combat mission. Does not stack.

No Operator in the shipped roster carries Thievery, so the effect reaches a squad through a recruit who has it — the Credits follow that Operator, not the whole team. One Operator earns it, and the game string says the effect does not stack.

Break-even

Talent rank

250 Credits × 8 missions = 2,000 Credits

That is gross Credit gain only. It is not a claim that Thievery beats another talent, and it only pays while the Operator who has it keeps deploying.

Compare talents →

Zones That Reward Credits

Zone rewards are earned by raising Influence in that Zone, which means a Zone is a long-term investment rather than a Credit source you can switch on for one purchase.

Zones whose reward data involves Credits
ZoneRewardWhat it paysEvidence
Zone JenthCredits rewardA Credits reward is referenced; the amount is not resolved. Reference only
Zone LethScavenging Techniques+250 Credits each Mission Exact amount

Zone rewards are part of the influence system rather than the Credit economy, so they are worth weighting by what the Zone gives you overall — not only by the Credits.

Where Your Credits Go

The Credits description names four of these sinks directly — the Black Market, the Upgrade Facility, Recruitment and the Medbay. They all draw on one balance, so what you spend here is what you cannot spend there.

  • Upgrade Facility

    Den upgrades buy new systems, roster-wide improvements and weapon upgrades. Most are permanent, so the Credits are gone but the effect stays.

    How urgent it can get
    High when the upgrade removes a bottleneck you keep hitting — a missing Mod Slot, a second Medbay Bed, the Black Market itself.
    Can it be delayed
    Usually yes. A Den upgrade competes with nothing else, so delaying it costs you nothing but the turn.
    What the data says about cost
    19 upgrade recipes name Credits as a cost. The amount is set at runtime and is not in the verified data.

    Den upgradesDen hub

  • Medbay

    Assigning an injured Operator to a Bed or the Bacta Tank is paid for in Credits. Treatment is how you get an Operator back for the next Mission.

    How urgent it can get
    High when the injured Operator is required by the next Mission and you have no healthy replacement.
    Can it be delayed
    A Bed takes a Cycle, so a Bed treatment delays itself. The Bacta Tank is instant and costs more.
    What the data says about cost
    The current Bed and Bacta Tank prices are not in the verified data. Only the discount is exact.

    Credits and healingDen hub

  • Recruitment

    A new Operator costs Credits and takes a Roster Slot. It solves a roster problem — a missing role or too few healthy Operators.

    How urgent it can get
    High when a role is missing or your bench is too small to absorb injuries.
    Can it be delayed
    Yes, unless you are out of healthy Operators. It also competes with growing Roster Capacity.
    What the data says about cost
    The price per recruit is not in the verified data. The Recruitment screen shows a cost and can report insufficient Credits.

    OperatorsRecruitment

  • Black Market

    Weapon Mods, Utility items and stock refreshes are bought with Credits once the market is unlocked.

    How urgent it can get
    High when a specific item fixes a specific build problem you can name.
    Can it be delayed
    Yes, and it is the sink most often bought on impulse. A browse is not a need.
    What the data says about cost
    Item prices and the refresh cost are not in the verified data.

    Black Market or Den upgrade?Weapon mods

  • Some Operations

    The Credits description lists some Operations as a Credits sink as well, next to the Intel they normally cost.

    How urgent it can get
    Depends on the Operation. An Operation that pays Credits back is also an income source.
    Can it be delayed
    Some Operations can expire, so not all of them wait for you.
    What the data says about cost
    The Credits price of those Operations is not in the verified data.

    Credit-paying OperationsMissions

Credits and Den Upgrades

Credits buy new systems, roster-wide improvements, facility upgrades and weapon improvements. 19 upgrade recipes name Credits as a cost, and none of their purchase amounts is resolved.

  • Unlock Lounge

    Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.

  • Grenade Throw Distance

    Increases Grenade Throw Distance by +2.0m.

  • Additional Weapon Mod Slot

    All Operators gain an additional Weapon Mod Slot.

  • Additional Utility Slot

    All Operators gain an additional Utility Item Slot.

  • Combat Readiness III

    The squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)

  • Medical Bed II

    The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.

  • Medical Bed III

    The Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.

  • Medical Bed IV

    The Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.

  • Cheaper Medical Supplies I

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

  • Persuasion I

    Placing a Contact provides +2 Influence

  • Rumor Gathering

    Completing Missions provides an additional +5 Intel.

  • Cautionary Intel

    Reduces the chance of Injuries on Dangerous Operations by 20%

  • Increased Market Inventory I

    The Black Market gains +1 item available for purchase.

  • Expedited Delivery

    Adds the ability to refresh available items in the Black Market

  • Quality Goods I

    Increases the Chance of Higher Quality Items being available at the Black Market.

  • Quality Goods II

    Further increases the Chance of Higher Quality Items being available at the Black Market.

  • Longarm Critical Chance III

    Increases Critical Chance for Longarms.

  • Repeater Movement II

    Increases First Movement Distance for Operators armed with Repeaters.

  • Repeater Overwatch III

    Increases Max Overwatch Range and Overwatch Area by an additional +33%.

This list answers "what does Credits buy at the Den", not "what should I buy first". The order is a separate decision, and it does not depend on Credits at all.

Best Den Upgrades →

Credits and Healing

Treatment is the one Credit sink that can block a Mission outright, so it is worth knowing exactly what is fixed and what is not.

Exact

  • Cheaper Medical Supplies I

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

  • Cheaper Medical Supplies II

    Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.

On Hard and Expert difficulty the Bacta Tank is disabled, so the only treatment option is a Bed and a Cycle.

Not resolved

  • What an assignment to a Bed costs today

    Runtime value. 4 Medbay upgrades name Credits as a cost, which confirms treatment is paid for, but not the price.

  • What the Bacta Tank costs

    Known to cost more than a Bed, and reduced by the same Medical Supplies upgrade, but the amount is not in the verified data.

So a "keep enough for one treatment" reserve is the honest rule here. This page will not put a number on it.

Credits and Recruitment

Recruiting is the sink that solves a roster problem rather than a build problem, which makes it a different decision from a Den upgrade.

What is exact

  • The Recruitment screen shows a cost heading and can report insufficient credits, so recruits are paid for in Credits.
  • The Den has limited space for new Recruits. At the moment, there's room for three new Operators. Be on the lookout for opportunities to increase your Roster Capacity to grow Zero Company.
  • Cheaper RecruitmentLowers the cost of recruiting new Operators at the Recruitment Facility.

The price per recruit, and how many Roster Slots you hold, are not resolved in the verified data.

Should you buy one?

  1. → Do I have enough healthy Operators for the next Mission?
  2. → Does my squad lack a role, or does it lack depth?
  3. → Would recruiting stop me from paying a cost I already know about?

If the roster is the actual problem, Recruitment solves it and no Den upgrade will. If the roster is fine, the Credits usually have a better immediate use.

Compare Operators →

Should You Spend Credits at the Black Market?

The Black Market is where Credits quietly disappear, because every visit offers something that is genuinely useful. The test is whether you can name the need before you open it.

Buy when

  • A named item fixes a named problem in a build you are actually running.
  • Your squad is stable and no major Den, healing or Recruitment cost is close.
  • The market upgrade line itself is already paid for — you are buying the item, not the access.

Wait when

  • You are browsing without a specific need.
  • A Den upgrade, treatment or recruit is already the next thing you need Credits for.
  • You have not unlocked the market at all yet — Unlock Black Market comes first.

If you cannot name the item and the problem it fixes, this is a browse rather than a purchase — and a browse is what usually empties the balance that healing or the next upgrade needed.

Unlock Black MarketUnlocks a new capability

Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.

  • Cheaper Refresh

    Reduces the cost to refresh the Black Market by 50%.

  • Increased Market Inventory I

    The Black Market gains +1 item available for purchase.

  • Increased Market Inventory II

    The Black Market gains +1 item available for purchase.

  • Expedited Delivery

    Adds the ability to refresh available items in the Black Market

  • Better Black Market Deals

    Reduces the Black Market prices by 15%

  • Quality Goods I

    Increases the Chance of Higher Quality Items being available at the Black Market.

  • Quality Goods II

    Further increases the Chance of Higher Quality Items being available at the Black Market.

Selling back

The Armory also ships a Sell Item action, so unused gear can be turned back into Credits. The sell value per item is not resolved, and nothing here suggests selling is a reliable income stream.

Black Market or Den Upgrade?

The two sinks look similar on a shopping screen and behave very differently in a campaign.

Black Market and Den upgrade comparison
QuestionBlack MarketDen upgrade
What you getA specific Weapon Mod, Utility item or a stock refresh.Often a structural or roster-wide change, such as an extra Mod Slot or a second Medbay Bed.
How fast it pays offImmediately, if the item solves a problem you already have.When the next cycle finishes and the upgrade comes online.
Repeat spendingYes — every visit can cost again.Usually once per line, and the effect stays.
Spend it whenYou can name the item and the problem it fixes.You can name the bottleneck, not the item.
Main riskOpportunity cost: the Credits buy one item and are gone.Locking a Build Slot and a Cycle into a line you may not need yet.

There is no winner here. The two sinks answer different questions, and the same Credits cannot answer both.

How Many Credits Should You Keep in Reserve?

Because every sink above is priced at runtime, this page will not hand you a "keep 5,000 Credits" number — that would be invented. What it can do is total the Credits you can still claim from decisions you have not taken yet.

The four costs that decide a reserve

  • Healing the Operators you expect to injure Reference only

    Paid per assignment to a Bed or the Bacta Tank. The price is not resolved, though Cheaper Medical Supplies I and Cheaper Medical Supplies II each reduce it by 150 Credits.

  • The next Den upgrade you have already decided on Reference only

    Depends on which upgrade you pick. The purchase amount is not resolved, so it cannot be added to a total.

  • A recruit, if your bench is thin Reference only

    Costs Credits and one Roster Slot. Neither the price nor the slot count is resolved here.

  • A specific Black Market item Reference only

    Only worth reserving for if you can name the item and the build problem it fixes.

What to do instead

Layer the reserve in the order the costs arrive. Healing first, because it can be forced on you. Then the one Den upgrade you have already decided on. Recruitment only if the roster is the problem. Optional gear last, and only when it is named.

Then compare that list against the Credits you can still claim from open decisions, which the planner below totals.

Plan My Credits

Pick the Thievery rank and the decisions you have not resolved yet. The planner adds exactly the Credits the data resolves, and refuses to add a purchase price it does not have.

1 · Thievery rank in your squad
3 · Credit decisions you have not resolved

Credits you can still claim

  • Unresolved decisions selected0
  • Credits from those decisions0
  • Thievery, 8 missions2,000
  • Known income still available2,000 Credits

32 further Credit decisions are not selected. They are only counted when you mark them as still open, because a decision you have already made cannot be claimed again.

Not included

  • → Den upgrade purchase prices — resolved at runtime.
  • → Bed and Bacta Tank treatment costs — resolved at runtime.
  • → Recruitment price per Operator — resolved at runtime.
  • → Black Market item prices and the stock refresh cost — resolved at runtime.
  • → Credit reward tiers whose trigger is a reward roll.

So the number above is a floor on what is still claimable, not a budget. Compare it against the reserve list, not against a total you wish you had.

Can You Farm Credits?

The useful question is not "where do I grind Credits" but "which Credit opportunities are still open in my run". That is the list below.

  • Credits are attached to campaign systems — Operations, Missions, decisions and rewards — so there is no free-roaming money loop to repeat.
  • Completing a Mission moves the campaign forward, and the campaign cannot finish every Mission and Operation in one run, so the total Credits on offer in a run is finite.
  • The campaign control flow names 20 Operations that can expire, and two Arc 2 objectives are explicitly one-Cycle. An opportunity you skip may not come back.
  • Operations consume Intel, so even an Operation that pays Credits trades one resource for another.

Best Available Credit Opportunities

Ranked by the amount the data resolves, with the cost of each option shown next to it. The largest named tier in the game is 2,500 Credits.

  1. 01Charity FundHuge tier · up to 2,500 CreditsOptional Operation · Intel cost not resolved · injury risk not resolved
  2. 02Charity Fund — Option A+2,500 CreditsDecision branch · +3 Influence · +10 Bond · Hawks / Trick · -20 Bond · Hawks / Luco Bronc · -20 Bond · Hawks / Tel-Rea
  3. 03Cleaning HouseMedium / Huge tier · up to 2,500 CreditsOptional Operation · Intel cost not resolved · injury risk low
  4. 04Comm Relay SearchHuge tier · up to 2,500 CreditsOptional Operation · Intel cost not resolved · injury risk none
  5. 05Comm Relay Search — Option A+2,500 CreditsDecision branch · Low injury risk (20%)
  6. 06Credit for Good BehaviorHuge tier · up to 2,500 CreditsOptional Operation · Intel cost not resolved · injury risk not resolved
  7. 07Credit for Good Behavior — Option A+2,500 CreditsDecision branch · High injury risk (50%)
  8. 08False Flag — Option A+2,500 CreditsDecision branch · No other reward attached to this option

Every row trades something: an Operation consumes Intel, a Mission moves the campaign, a decision changes the story, a Zone needs Influence and a talent occupies a talent choice. A Credit list without those costs would be misleading.

I'm Out of Credits — What Should I Do?

Work down the list until one line matches your situation. Each answer names the page or section that resolves it.

  1. 01Do you have Operations available?Limb for Luck, Cleaning House, Charity Fund, Credit for Good Behavior and every other Operation on the 2,500-Credit tier pays the largest amount the data names. The catch is the Intel each one costs.Operations that reward Credits
  2. 02Is an unresolved decision still in front of you?A decision branch with a stated amount pays immediately and exactly. There are 32 of them, worth 44,000 Credits across a run.Choices that give Credits
  3. 03Are you between Missions with an offer on the table?Completing a Mission moves the campaign forward. Missions attach a named Credit reward tier, and the campaign data marks missions that can expire, so a Credit-paying Mission is an opportunity to take while it is offered — not a repeatable stop.Missions that can give Credits
  4. 04Are you broke because a specific cost is coming?Then the question is the cost, not the income. Work out which sink is actually next, and whether it can wait a cycle.Where Credits go
  5. 05Do you need Credits for healing right now?Healing is the one sink that cannot be postponed if the Operator is required next Mission. On Hard and Expert the Bacta Tank is disabled, so the only option is a Bed and a Cycle.Credits and healing
  6. 06Are you buying optional gear?Optional gear is the sink that usually caused the problem. Postponing a Black Market purchase costs you nothing if you cannot name the item and the build problem it fixes.Credits and the Black Market

Credits FAQ

How do you get Credits in STAR WARS Zero Company?

Credits come from campaign systems: Operations and Missions that attach a Credit reward tier, decision branches that state an exact amount, Zone influence rewards, the Thievery talent, the Roster XP overflow at roster level 9, and selling items at the Armory.

What is the fastest way to get Credits?

The largest single amounts in the verified data are the 2,500-Credit reward tiers, and the largest stated decision payout is also 2,500 Credits. Which of those is fastest for you depends on what your campaign still has open, so this page ranks by amount and shows the cost next to it instead of naming one winner.

Can you farm Credits?

Not in the open-world sense. Credit opportunities hang off Operations, Missions and decisions, completing a Mission advances the campaign, and no run can complete every Mission and Operation, so the total Credits available in a run is finite.

Do Missions give Credits?

Yes. 5 Missions in the verified data attach a Credit reward tier: Cold Metal, Hostage Situation, Not Your Turf, Eavesdropping, Strike Action.

Do Operations give Credits?

Yes. 58 Operations attach a named Credit reward tier. Which reward tier a specific outcome pays is rolled by the reward table, so the tier is exact and the outcome is not.

Which Operations give the most Credits?

Limb for Luck, Cleaning House, Charity Fund, Credit for Good Behavior, Kashyyyk Aid, Comm Relay Search, Supply Heist attach the 2,500-Credit tier, the highest in the data. Compare them by what they cost you — Intel, injury risk and whether they can expire — not by the amount alone.

Which Choices give Credits?

32 decision branches across 26 decisions state an exact Credit amount, worth 44,000 Credits in total. Each row on this page also shows what that option gives up.

Which Zones give Credits?

Zone Jenth references a Regional Credits reward asset, but the amount is not resolved. Zone Leth pays an extra 250 Credits each Mission once its Scavenging Techniques reward is earned.

Is Thievery worth it?

Thievery pays 150 / 200 / 250 / 300 extra Credits at ranks I–IV, per combat mission, for the Operator who has it. The trade-off is that the rank is a talent choice: every rank spent here is a rank not spent on something else, and it only pays while that Operator keeps deploying.

Does Thievery stack?

The game strings for every Thievery rank end with "Does not stack." That is the exact wording, and this page does not extend it further than the sentence goes.

What should I spend Credits on?

The Credits description names the sinks: the Black Market, the Upgrade Facility, Recruitment, the Medbay and some Operations. This page does not rank them, because the purchase price of every one of them is resolved at runtime and is not in the verified data — a ranking would be invented.

What should I buy first?

The first purchase should remove a bottleneck you keep hitting, and that is usually a Den upgrade, because it is permanent and applies to the whole roster. Which upgrade that is depends on the goal it serves — that ranking is a separate decision. Optional gear comes last, after the Credits you may need for healing are set aside.

Is there an unlimited Credit farm?

Nothing in the verified data supports one. Credit rewards are attached to Operations, Missions and decisions, an Operation spends Intel, a Mission advances the campaign, and no single run can complete them all. Endless or post-campaign modes are not in the verified data either, so this page does not describe them.

Should I save Credits?

Keep Credits for the next cost you can actually name. If you cannot name a Den upgrade, a treatment or a recruit that is coming, there is no reserve target to protect.

Should I buy Den upgrades or Black Market items?

Buy the Den upgrade when you can name the bottleneck and not the item. Buy the item when you can name both. Den upgrades are usually permanent and roster-wide; Black Market spending is repeatable and only ever as good as the item.

Should I spend Credits on healing?

Treatment is paid per assignment to a Bed or the Bacta Tank, and the amount is not resolved in the verified data. Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.

How much does Recruitment cost?

The Recruitment screen prices each recruit in Credits — it shows the number under a “cost” heading and can report “insufficient credits” — so recruits are paid for in Credits and take one Roster Slot each. The amount per recruit is not resolved.

Can you sell Weapon Mods and Utilities?

The Armory ships a Sell Item action, so items can be sold back. The sell value per item is not resolved in the verified data.

How much does the Medbay cost?

The Bed and Bacta Tank prices are not resolved. What is exact: Cheaper Medical Supplies I — Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits; Cheaper Medical Supplies II — Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.

Does Roster XP turn into Credits?

Once the roster reaches level 9, a Roster XP reward that cannot be applied pays out in Credits instead, at ×2.

Can you keep earning Credits after the campaign?

New Game Plus and post-game carry-over rules are not in the verified data, so this page does not describe them.

What Should You Decide Next?

You know where Credits come from and what they compete with. These pages answer the decision on either side of it.

/de/resources/credits · amounts from game data, priorities from this guide · version 1.1 · last checked September 20, 2026