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

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Featured Decision

Witness Protection

What should you do?

4 options · Operation

AffectedLuco BroncTrick

Known outcome typesCredits · Intelligence · Influence · Bonds · Avoidable downsides

2 · Goal

What matters most to you?

I also care about

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Option A

Threaten them for intel. If they won't play ball, we'll hand them back to the Separatists.

Immediate

  • +25 Intelligence

Operator Bonds

  • Luco Bronc portrait

    Luco Bronc

    +20 Bond

    Strongly Supports

  • Trick portrait

    Trick

    -20 Bond

    Strongly Against

No supported later consequence is currently resolved.

Option B

Help them contact the Republic. Bennic can pass their broadcast along to Republic Intelligence.

Immediate

  • +5 Influence

Operator Bonds

  • Trick portrait

    Trick

    +20 Bond

    Strongly Supports

  • Luco Bronc portrait

    Luco Bronc

    -20 Bond

    Strongly Against

No supported later consequence is currently resolved.

Option C

Threaten them for credits. For a price, we’ll keep our mouths shut.

Immediate

  • +500 Credits

No supported later consequence is currently resolved.

Option D

Sell them out to the Trade Federation. The Viceroy will pay well for the defector’s location.

Immediate

  • +1000 Credits

No supported later consequence is currently resolved.

Other decisions affecting Luco Bronc

Largest verified positive reactions

See all Luco Bronc choices

Decision results

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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.