Decision Intel / Consequences

STAR WARS Zero Company Choices & Consequences

Search any Zero Company decision and compare verified rewards, Bond changes, injury risk, campaign effects and supported follow-up consequences.

Verified game dataDerived consequenceGuide recommendation

Find a Decision

Try:

Filters

I want...

Selected Decision

Dejarik Antics

Our operators try their hand, but fall one by one to Sussiukk, an arrogant Toydarian who everyone suspects is cheating. As the stakes grow higher, the smirking Sussiukk puts up a valuable capacitor, certain no one will be able to win it from him. Do we dare attempt to lift it?

3 options · Operation

Known outcome typesFacility Upgrade Capacitor · Injury risk · Avoidable downsides

2 · Goal

What matters most to you?

I want to avoid

Compare

Option A

Start a bar fight. In the chaos, we might be able to swipe that capacitor.

Bonus condition

  • Assign 2 operators

Immediate

  • +1 Facility Upgrade Capacitor

Injury

High · 50%

No supported later consequence is currently resolved.

Option B

Convince one of the players to accuse Sussiukk of cheating. Let's start something.

Requires

  • 50 Intelligence

Immediate

  • +1 Facility Upgrade Capacitor

No supported later consequence is currently resolved.

Option C

Steal the capacitor. Jedi reflexes could come in handy.

Bonus condition

  • Assign 2 operators

Immediate

  • +1 Facility Upgrade Capacitor

No supported later consequence is currently resolved.

Decision results

Browse All Decisions

Search above, or browse every named decision alphabetically.

How Choice Outcomes Work

Every decision page separates immediate rewards from Bond reactions, injury risk and any supported later consequences. Options are compared by goal, because most decisions trade one outcome for another.

  • How Bond changes work

    Bond reactions can correspond to +20 for strong support, +10 for support, −10 for opposition and −20 for strong opposition when those values are defined by the decision.

    Explore Bonds →
  • How injury risk works

    Standard scripted injury risks use four known probability levels: Low (20%), Medium (33%), High (50%) and Always (100%). Special scripted risk tags are labeled separately when they cannot be mapped to one of these standard values.

    See injury-risk decisions →
  • Later consequences

    Some options unlock later missions or record a persistent campaign state. Only consequences supported by the data are shown.

    See decisions with later effects →

Choices FAQ

Is there always a best Zero Company choice?

No. Most decisions trade one reward or relationship outcome for another, so this hub highlights which option is strongest for a specific goal instead of labelling one option universally best.

How do I find a choice by what I want?

Use Browse by goal to filter the decisions by Credits, Intelligence, Influence, Bond changes, injury risk or later consequences.

Can choices affect Bonds?

Yes. When a decision has verified Bond amounts, the decision page shows who gains or loses Bond and whether the change is support or opposition.

Can choices unlock missions later?

Some options add or reveal later missions or Operations. Those verified unlocks appear under Later Consequences rather than as a generic best tag.

Where does the data come from?

Every reward, Bond amount and risk level is resolved from the game data. Anything unresolved is labelled as unverified instead of being presented as confirmed.