Resources / Intel

How to Get & Spend Intel in STAR WARS Zero Company

Intel is the currency that buys opportunities rather than goods. Missions hand it out on a fixed base plus conditional bonuses, a Cycle cap limits how much you can bank, and the Operations you spend it on can expire before you get back to them. This page resolves each of those three numbers.

Credits determine what you can buy. Intel determines which opportunities you can afford to take.

Where Intel goes

  1. Tactical Mission

    100 Intel base + conditional bonuses

  2. Intel

    Capped per Cycle, not a shop balance

  3. Holotable

    Where an Operation is started

  4. Operation

    Costs Intel, resolves its own rewards

  5. Credits · Influence · Items · Bonds

    Some options also cost or pay Intel

Intel is not a shopping currency. The game states it is used to complete Operations on the Holotable, and an Operation is a one-off opportunity: it pays its own rewards and can be gone before the next Cycle.

How Much Intel Does a Mission Give?

100 Intel per Mission, before bonuses

The currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses.

Game keyword text, Intel

MISSION INTEL

100 Base — every Mission

+ 0 / 5 / 7 / 9 / 12 Espionage, one tier only

+ 5 Rumor Gathering, on completed Missions

+ 5 regional Gathering reward, where unlocked

= MISSION INTEL RECEIVED

Bonuses are conditional, so they are never all live at once: Espionage is written for combat missions, Rumor Gathering pays on completed Missions, and the regional bonus only applies where that reward is unlocked. Add them one at a time rather than summing the whole list.

Mission DatabaseDecisions that pay IntelCredits Guide

Every Way to Get Intel

The complete list of Intel sources the collected data resolves, in the order they land on a Mission reward. Anything not on this table is not a verified Intel source.

Intel income sources
SourceValueWhen it applies
Every Mission — base rewardMission Database100 IntelThe game states that Missions always reward this base before any bonus is applied.
Espionage I–IV (Spy Talent)Talents & Abilities+5 / +7 / +9 / +12Added when the Operator with the Talent completes a combat mission. The game text adds "Does not stack", so only the best single Espionage bonus applies.
Rumor GatheringBest Den Upgrades+5 IntelCompleting Missions provides an additional +5 Intel.
Intel Gathering (regional reward)Compare Regional Rewards+5 Intel each MissionPaid out only where that regional reward is the one you have unlocked.
Operations and options that pay IntelDecisions that pay Intel17 options · up to 150 IntelIntel comes back on some Operation options as well as going out. The resolved list is below.
Regional Intel Cap rewardCompare Regional Rewards+25 Intel CapRaises capacity rather than income — it decides how much Intel a Cycle can bank.

These are the only categories the page counts. Speculation about bonus Intel from other systems is left out until the data resolves it.

How Much Intel Will This Mission Give Me?

Pick what is actually true for the Mission you are about to run.

Espionage on the mission operator
Rumor Gathering
Regional Intel Gathering

Expected Intel

  • Base Mission Intel+100

Mission Intel received100

Calculated from collected values · nothing estimated

  • With no bonus selected this is the base reward the game states for every Mission.

Espionage: Exact Intel Bonus per Tier

Espionage is the only talent that changes Intel income, and its tiers state their own numbers. Every one of them also states that the bonus does not stack.

Espionage tiers and their exact Intel bonus
AbilityIntel bonusStacksGame text
Espionage I+5NoEarn an additional +5 Intel rewards when this Operator completes a combat mission. Does not stack.
Espionage II+7NoEarn an additional +7 Intel rewards when this Operator completes a combat mission. Does not stack.
Espionage III+9NoEarn an additional +9 Intel rewards when this Operator completes a combat mission. Does not stack.
Espionage IV+12NoEarn an additional +12 Intel rewards when this Operator completes a combat mission. Does not stack.

Worked example

  • Mission base100
  • Espionage IV+12
  • Mission Intel112

Add Rumor Gathering (+5) and the same Mission pays 117, provided that upgrade is built.

Does Espionage Stack?

No. The game text on every tier says “Does not stack”.

Two Operators carrying the Spy Talent do not add their Espionage bonuses together, and upgrading two of them does not double the reward. The bonus that applies is the best single Espionage tier on the Operator who completes the combat mission.

Only one Talent slot per Operator is involved, which is why the value question below is about what the slot buys, not about stacking more of it.

Talents & AbilitiesBuild Planner

What Is a Per-Mission Bonus Actually Worth?

Intel has no value on its own — it is worth what it unlocks. Multiply the bonus by the Missions you have left, then read the result against the Intel prices the collected data does resolve.

Espionage tier on the operator

Pick a tier

  • Missions counted10
  • Potential Intel0
  • Options priced at 25 Intel0
  • Options priced at 50 Intel0

Intel only matters through what it unlocks: the total is also expressed as the number of collected options priced at 25 and 50 Intel it would cover.

Rumor GatheringCompleting Missions provides an additional +5 Intel.

  • Bonus per completed Mission+5
  • Missions counted10
  • Potential additional Intel50

Potential means potential: the real value depends on how many qualifying Missions remain and on whether the extra Intel crosses an Intel price you could not otherwise pay. Intel only matters through what it unlocks: the total is also expressed as the number of collected options priced at 25 and 50 Intel it would cover.

A 25-Intel option and a 50-Intel option are the two prices the collected data resolves on Operations, so the totals above are expressed in those units rather than in a star rating. Espionage is not automatically the right Talent: it competes with every other use of the same slot, which is what the Talent pages compare.

Best TalentsTalents & AbilitiesBuild Planner

Regional Rewards That Change the Intel Economy

Two regional rewards move Intel, and they do different jobs: one raises income, one raises capacity. Whichever zone you invest in decides which of the two you are working toward.

Intel GatheringIncome

+5 Intel each Mission

+25 Intel CapCapacity

Increases Maximum Intel

Income rewards compound with Missions; capacity rewards do nothing until the cap is actually in play. The zone-by-zone thresholds behind both belong to the regional layer, so this page only states what each reward changes.

Compare Regional RewardsBest Zone Rewards

How Does the Intel Cap Work?

Intel Cap

The maximum amount of Intel you can gain per Cycle. Increasing this cap allows you to go on more Operations.

Game keyword text, Intel Cap

Two things follow. First, the cap is the reason income bonuses are not the whole story — once a Cycle is near the ceiling, more Intel per Mission stops helping. Second, the cap itself is raised by a regional reward (“+25 Intel Cap” — “Increases Maximum Intel”), so capacity is a zone investment rather than a Mission reward.

The collected data does not resolve a baseline cap value for a campaign, so this page does not print one. The calculator below takes the cap your own save shows.

Will My Next Mission Waste Intel?

Enter the Intel you are holding, the cap your save shows, and the Mission Intel figure calculated above. The page then shows both the total after the Mission and how far past the cap it lands.

Next Mission Intel

100

From the calculator above — change the bonuses there to change this.

  • After the Mission180
  • Cap200
  • Past the cap0

The next Mission reward still fits under your cap.

The game calls the cap the maximum Intel you can gain per Cycle. The collected data does not say whether that ceiling counts what you hold or what a Cycle pays in, which is why both numbers are shown: the total after the Mission, and the amount past the cap. If a useful Operation is available, spending it before you deploy is the one lever this page can verify from the data.

Decisions that pay IntelMission Priority

What Is Intel Used For?

The currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses.

So the destination is Operations, and the collected Operation records break down as 28 main operations, 132 optional operations and 13 Bond Events. What each one pays back is in the next section.

Intel as an option price, and as an option reward
MovementOptionsRangeRead
Intel as a price625 – 50Options that require Intel before you can take them.
Intel as a reward1725 – 150Options that pay Intel back on top of the Operation’s other rewards.

The collected data resolves Intel as a price on 6 options and as a reward on 17 options across 13 operations. Everything else an Operation moves is Credits, Influence, items, Capacitors or Bonds, and the Holotable launch price of an Operation is not stored in the collected data.

Which Operations Should I Spend Intel On?

Collected Operation records: 173. Amounts below are the rewards the data resolves for the operation, which is why they read as "up to". The Intel price of starting an Operation on the Holotable is set by the campaign and is not stored in the collected data, so it is not printed anywhere on this page.

I want

Showing 173 of 173 collected records

Collected Operation records with their resolved rewards
OperationTypeIntelCreditsInfluenceOtherRiskExpiresRequires
Cleaning HouseOptional operation1502,500+5ItemLowAstromech, Scoundrel
Extra EarsOptional operation150+3ItemNo recorded risk
Strange BedfellowsMain operation50+32 Contacts · BondsNo recorded risk
Escape JabiimOptional operation25500+7No recorded risk
Imperial InformantBond Event25No recorded risk
Jedi HolocronOptional operation25BondsNo recorded riskYes
Job Ain't DoneMain operation251,000+51 Capacitor · BondsMedium
Kinro DecryptionOptional operation25500BondsNo recorded riskYes
Loose LipsMain operation25+5BondsNo recorded risk
People SkillsBond Event251,500No recorded risk
Risky BusinessBond Event251,000No recorded risk
Shu-Torun SympathizersOptional operation25+32 Contacts · BondsNo recorded risk
Witness ProtectionBond Event251,000+5No recorded risk
A Droid AdriftOptional operation500+3No recorded risk
A Friendly WagerOptional operation+3BondsLow
A Not So Soft TouchOptional operation1,500+3ItemNo recorded riskAstromech, Scoundrel
Adaptive ResponseOptional operationNo recorded risk
Advanced ExplosivesOptional operationNo recorded risk
Aggressive ResponseOptional operationNo recorded risk
An Annoying AcquaintanceOptional operation+3BondsNo recorded risk
Ancient TomeOptional operation+3No recorded risk
Arm WrestlingOptional operation+3High
Armor ImprovementsOptional operation1,000+3ItemNo recorded risk
Arms EmbezzlerOptional operation+3No recorded risk
Augmented UnitsOptional operationNo recorded risk
Back ChannelsMain operation1 Capacitor · 2 ContactsNo recorded risk
Background CheckMain operation1,000No recorded risk
Bennic's MessageOptional operation500+3No recorded risk
Bespin Thanks YouOptional operation+3BondsNo recorded risk
Bilbousa BazaarOptional operationNo recorded risk
Black Sun Syndicate MeetingOptional operationNo recorded risk
Bomis SabotageOptional operation1,000+3Medium
Bootleg BallisticsOptional operation+3No recorded risk
Bounty BusinessOptional operation1,000+31 Capacitor · BondsNo recorded risk
Cast a Dark ShadowMain operation+3No recorded risk
Casual SabaccOptional operation+3No recorded risk
Changeling VengeanceBond Event2,000ItemNo recorded risk
Charity FundOptional operation2,500+71 Capacitor · BondsNo recorded risk
Chut Chut, PateesaMain operation+3BondsNo recorded risk
Circuit PsychologyOptional operation500+3High
Cleansing HealOptional operationNo recorded risk
Comm Relay SearchOptional operation2,500+3BondsLow
Conjugal StrifeOptional operation1,000+32 ContactsNo recorded risk
Contact SawtoothOptional operation+3BondsLowYes
Corporate EspionageOptional operation1,000+3No recorded risk
Credit for Good BehaviorOptional operation2,500+3High
Cultic IndoctrinationOptional operationNo recorded risk
Dark KnowledgeOptional operationNo recorded risk
Deadly OptimizationOptional operationNo recorded risk
Deadly ReflexesOptional operationNo recorded risk
Dejarik AnticsOptional operation+31 CapacitorHighPadawan
DendrophobiaOptional operation1,500+3Medium
DianogaBond EventNo recorded risk
Diced and SlicedOptional operationLow
Dorin EscapeOptional operation1,000+3ItemNo recorded risk
Double TapOptional operation+3Low
Droid TechOptional operationNo recorded risk
Dull SensesOptional operationNo recorded risk
Dumpster DivingOptional operation+3Low
Elite TechniquesOptional operationNo recorded risk
Enemy of My EnemyMain operation+32 ContactsNo recorded risk
False FlagOptional operationNo recorded risk
Family AffairOptional operation+3No recorded risk
Fleet FootedOptional operationNo recorded risk
Forgotten CallOptional operation250+71 Capacitor · BondsNo recorded risk
Frequency BoostOptional operationNo recorded risk
Futures ProofingOptional operation+5No recorded risk
Gather LeadsMain operation500+3No recorded risk
Ghost ShipOptional operation500+3ItemAlwaysAstromech
Gorga's EnigmaOptional operation1,000+3ItemNo recorded risk
Gorga's RevengeMain operation500+5BondsNo recorded risk
Gorga's SuspicionsMain operation500+3No recorded risk
Gravitational PayoutOptional operation+32 CapacitorsMediumSoldier
Gundark ManorOptional operation+3No recorded risk
Handsome RansomOptional operation2,000+3ItemNo recorded risk
High-End ProtocolOptional operationNo recorded risk
Hot PropertyMain operation+32 ContactsNo recorded risk
Ingress ObligeMain operation500+3Medium
Intergalactic AidOptional operation1,500+7Low
Jedi Meditation IOptional operationItem · BondsNo recorded riskPadawan
Jedi Meditation IIOptional operationItem · BondsNo recorded riskPadawan
Jedi On The CaseMain operation+3No recorded risk
Kashyyyk AidOptional operation2,500+7High
Knock KnockMain operation+3BondsNo recorded risk
Limb for LuckOptional operation2,500+3Always
Listening InMain operation+72 Contacts · BondsNo recorded risk
Lost RationsOptional operation+3No recorded risk
Mediship RescueOptional operation+31 CapacitorNo recorded risk
Meet the Black Sun SyndicateOptional operationNo recorded risk
Meet the Techno UnionOptional operationNo recorded risk
Millicreep RequisitionBond EventNo recorded risk
Mining MediationOptional operationNo recorded risk
MurmursMain operation1,000+3No recorded risk
Mygeeto in NeedOptional operation500+3No recorded risk
Mynock RoastOptional operation+3No recorded risk
Nebulous PursuitOptional operation1,000+3No recorded risk
Nebulous PursuitOptional operation1,000+3No recorded risk
Nebulous PursuitOptional operation1,000+3No recorded risk
Nebulous Pursuit IIOptional operation1,500+3ItemNo recorded risk
Nebulous Pursuit IIOptional operation1,500+3ItemNo recorded risk
Nebulous Pursuit IIOptional operation1,500+3ItemNo recorded risk
Need-to-Know BasisOptional operationBondsLow
Neutral Moon HotelOptional operation1,500+7High
New RootsOptional operationNo recorded risk
Obvious ScamOptional operation+3No recorded risk
Onderon Mining DisputeOptional operation500+3ItemNo recorded risk
Onderon RelicsOptional operation+3No recorded risk
Operation TrickMain operation+3BondsNo recorded risk
Opportunity KnockingOptional operation1,000+3BondsNo recorded riskYes
Optics OrdinanceOptional operation+3No recorded risk
Our Jedi FriendMain operation1,000+3BondsNo recorded risk
Over the ShoulderOptional operation1,000+3ItemNo recorded risk
PaybackMain operation+7No recorded risk
Pick Your PoisonMain operation+3No recorded risk
Plated ArmorOptional operationNo recorded risk
Postwar WaterOptional operation1,000+71 CapacitorLow
Protection ApplicationOptional operation1,000+3BondsNo recorded risk
Quid Pro QuoMain operation+31 Capacitor · BondsMedium
Rawn's FateOptional operation+5BondsNo recorded riskYes
Rawn's PathOptional operation+3BondsNo recorded riskYesPadawan
Recursive GrowthOptional operationNo recorded risk
RefuelingBond EventNo recorded risk
Relief ShipBond Event1,500No recorded risk
Repair ShipOptional operation+3No recorded risk
Resistance FundOptional operation+5Always
Resonant HealingOptional operationNo recorded risk
Retaliation ProtocolsOptional operationNo recorded risk
Rhy CescaMain operation+5BondsLow
RumorsBond EventNo recorded risk
Sabacc SeatOptional operation+3No recorded risk
Secondhand GoodsOptional operation+3Always
Security ConsultOptional operation+3No recorded risk
Separatist SatelliteOptional operation+32 CapacitorsNo recorded risk
Shili OutbreakOptional operation+3High
Shocking StrikeOptional operationNo recorded risk
Shore LeaveBond EventNo recorded risk
Shredder RoundsOptional operationNo recorded risk
Sloppy Supply RouteOptional operation+3High
Smugglers' BarOptional operation250+3No recorded risk
Smugglers' ManifestMain operation1,000+3No recorded risk
Smugglers' Manifest IIMain operation500No recorded risk
Solar SailerOptional operation1,000+3No recorded risk
Spontaneous CombustionOptional operation+3No recorded risk
Stirring The PotMain operation500+3No recorded risk
Stolen GoodsOptional operationMedium
Stranded DurosOptional operation+52 ContactsNo recorded risk
Strange LiaisonsOptional operation+3Low
Streamlined ProfileOptional operationNo recorded risk
Subjugation DesolationOptional operation1,000+71 CapacitorLow
Sullust SearchOptional operation+3BondsNo recorded risk
Supply HeistOptional operation2,500+3BondsLow
Suspicious EquipmentOptional operationNo recorded risk
Syndicate RunnerOptional operation+3ItemNo recorded risk
Targeting ModulesOptional operationNo recorded risk
Team BuildingBond EventNo recorded risk
Techno Union MeetingOptional operationNo recorded risk
The Bothawui ErrandOptional operation1,000+3No recorded risk
The Brothers BepBond Event1,000No recorded risk
The Iron VowOptional operationLow
The Night HungersOptional operation+7No recorded risk
The Ossic HandMain operation+32 Contacts · Focus Points · BondsNo recorded risk
The Right to Bear ArmsOptional operationNo recorded risk
Trick or TreatOptional operation500+5BondsNo recorded riskSoldier
Trick's TricksOptional operation+3BondsNo recorded risk
Umbaran ExpertiseOptional operation+3BondsNo recorded risk
Underworld IntelMain operation+3BondsNo recorded risk
Unstable Baradium-coreOptional operationNo recorded risk
Upgrade OpportunityOptional operationNo recorded risk
Uyter ScoutOptional operation+3ItemNo recorded risk
Vondarc BluesOptional operation1,000+3No recorded risk
Weak SpotOptional operation+3BondsNo recorded riskYes
Where's Geryon?Optional operation500+3BondsNo recorded riskYes
Wobani TerritoryOptional operation+3No recorded risk

“Up to” is deliberate: the columns show the largest single payout the collected data resolves for that record, which is generally the best option on it. The Holotable launch price is not in the data, so no column claims to be a full cost comparison.

An Operation Priority Model Built From the Data

This is not a tier list. It is an order of questions, and every step names the collected evidence behind it.

  1. 1 — Anything that can expire

    An Operation that carries its own expiry fact is the only kind of opportunity the data proves you can lose. If you want it, it outranks everything below.

    8 collected operations carry an expiry fact of their own.

  2. 2 — Main operations

    The strategy layer marks these as main operations, which is the only story signal the data carries.

    28 main operation records.

  3. 3 — Operations that pay Intel back

    An Operation that returns Intel funds the next Operation, cap permitting.

    13 operations, 17 options, up to 150 Intel.

  4. 4 — The Operation that answers your current shortage

    Low on Credits, Influence or Capacitors, or short on a Bond you actually field? Take the record whose resolved reward is that resource instead of the one with the biggest headline number.

    The reward filter in the table below is built from resolved amounts only.

  5. 5 — Check you can run it at all

    A specialization requirement you cannot fill makes a reward irrelevant, no matter how good it reads.

    9 collected operations name a required specialization.

  6. 6 — Everything else

    Optional records with no expiry, no specialization requirement and no resource you are short of.

    132 optional operation records.

Mission ExpirationMission Priority

Compare Two Operations

Side by side, on the values the data resolves. The comparator does not declare a winner — it tells you which record favours which goal.

Resolved comparison of two operations
MeasureAB
Record typeOptional operationOptional operation
Intel backNone resolvedNone resolved
Credits back500 CreditsNone resolved
Influence back+3+3
CapacitorsNone resolvedNone resolved
ItemsNone resolvedNone resolved
BondsNo Bond recordTouches Bonds
ContactsNone resolvedNone resolved
Focus PointsNone resolvedNone resolved
Injury riskNo recorded riskLow
Can expireNo expiry factNo expiry fact
SpecializationNone namedNone named
Intel price resolvedNo Intel price on a recorded optionNo Intel price on a recorded option
Options recordedNo option records3
  • Choose based on
  • Need Credits? A Droid Adrift resolves the larger Credits reward.
  • Avoiding injuries? A Droid Adrift carries the lower recorded risk.

Should You Save Intel?

The community answer splits both ways, and neither extreme survives contact with the data. Intel is a campaign opportunity currency: holding it is only a cost when an opportunity can actually be lost.

Spend whenEvidence-based

  • The Operation can expire. Expiry is the one loss the game data confirms. If you want it, take it.
  • You need what it pays. The resolved reward covers a shortage you actually have right now.
  • It unlocks something you want next. Some options add follow-up missions or Fact changes rather than only resources.
  • You are close to the Intel Cap. Intel that cannot be banked is not saved, so a useful Operation is the better home for it.

Save whenEvidence-based

  • Nothing available supports your goals. If every record on offer pays resources you are already full on, holding is not a mistake.
  • Nothing in the list can expire. Without an expiry fact there is no evidence you are about to lose the opportunity.
  • You are well below the Cap. Holding Intel costs nothing until the cap is in play.
  • A better opportunity is still ahead. The campaign keeps issuing operations, and Intel is spent one operation at a time.

This is not "always spend" and not "always save": the deciding evidence is whether the record can expire, whether it pays what you are short of, and whether the cap is about to make the Intel unkeepable.

Intel low

Can the Operation expire? If yes, check its reward against what you are short of and take it if it pays something you need. If nothing can expire, holding costs you nothing yet.

Intel near the cap

Is there a useful Operation available? If the next Mission would push you past the cap, spending on something you wanted anyway is better than banking Intel you cannot keep.

Expiring Operations vs Saving Intel

Intel is the only resource where the thing you were saving for can disappear. 8 of the 173 collected Operation records carry their own expiry fact, so the honest question is never “save or spend” in the abstract — it is which of the two risks you are exposed to.

  1. Path 1 — Intel below the price you need
  2. Does the Operation carry an expiry fact?

    8 records do. Those are the only ones where waiting has a real cost.

  3. Does it resolve something you are short of?

    Check the reward row: Credits, Influence, Bonds, items and Capacitors are all recorded.

  4. Then

    Take it. If a record cannot expire and pays nothing you need, skip it — holding Intel costs you nothing except cap exposure.

  1. Path 2 — Intel at or near the cap
  2. Is any useful Operation available?

    34 records carry injury risk and 9 name a specialization, so check you can actually run the one you pick.

  3. Would the next Mission cross the cap?

    Run the overflow calculator above with your real cap; anything past it does not land.

  4. Then

    Spend before deploying. Intel you cannot bank is not an investment, and the Operation you take now is still a reward you keep.

Both paths end in the same place: Intel is only worth what it unlocks, and the Operations worth unlocking are the ones that expire, pay something you need, and that you can actually staff.

Mission ExpirationMission PriorityCompare Regional Rewards

Choices That Give or Cost Intel

Intel also moves inside decisions. These are the options the collected data resolves — the ones that pay Intel back, and the smaller set that require Intel to take.

Options that pay Intel back
OperationOptionIntel gained
Witness ProtectionA — Threaten them for intel+25
People SkillsC — Let him pay another way+25
Imperial InformantC — Tell the Pykes where Vinklex is+25
Risky BusinessD — Find out what he’s up to+25
Loose LipsB — Apply some pressure+25
Strange BedfellowsA — Tell them there is a threat to the Republi+50
Strange BedfellowsB — Tell them there is a threat to their citiz+25
Job Ain't DoneB — Steal Intelligence Records+25
Cleaning HouseB — Facilitate his escape+150
Extra EarsA — Leverage a contact+150
Escape JabiimA — Save only the three undercover Intelligenc+25
Escape JabiimB — Save the undercover Intelligence officers +25
Escape JabiimC — Attempt to save everyone+25
Kinro DecryptionA — Runa+25
Shu-Torun SympathizersB — Use them as sources of intel+25
Jedi HolocronA — Let Tel Focus+25
Jedi HolocronB — Tel Can Do Both+25
Options that require Intel
OperationOptionIntel required
Shore LeaveC — Only allow shore leave to safe locations25
RefuelingD — Search for another source50
RumorsC — Spread rumors to throw people off the scen25
The Brothers BepD — Ask around about the Brothers25
Dejarik AnticsB — Convince one of the players to accuse Suss50
Sloppy Supply RouteA — Analyze the supply ships to find the best 50

The clearest example

Witness Protection

One option threatens the defector for Intel, and the branch alternatives trade that Intel away for other outcomes. Reading the Intel number alone would be a mistake — the choice moves more than one system, so open the record and compare every consequence before deciding.

Witness Protection →Choice SolverDecisions that pay Intel

Cautionary Intel Does Not Increase Intel

The name misleads. Cautionary Intel is a Networking Den upgrade, and its effect is written entirely in terms of operation risk: “Reduces the chance of Injuries on Dangerous Operations by 20%”.

  • Intel incomeUnchanged
  • Injury chance on Dangerous Operations−20%

So it belongs in an Intel-value calculation rather than an Intel-income plan: an Operation you cannot afford to lose an Operator on is a different proposition from one that pays more. It is worth building for the risk, not for the Intel.

Best Den UpgradesDecisions with injury risk

Operation Risk Changes What Intel Is Worth

An Operation that pays Credits but carries injury risk is not the same purchase as one that pays the same Credits safely. The collected records carry that difference in their own risk tags, and the reward table above shows it in the Risk column.

34

collected operations tagged with a recorded injury risk

8

operations that carry their own expiry fact

9

operations that name a required specialization

Risk is also where Cautionary Intel pays off (Reduces the chance of Injuries on Dangerous Operations by 20%), which is the Den half of the same calculation.

Decisions with injury riskBest Den Upgrades

Why Can't I Assign an Operator to an Operation?

Work down the list; the first failure is the one blocking the assignment.

  1. 01Does the operation require a specialization you do not have?

    9 collected operations name a required specialization: Astromech, Padawan, Scoundrel, Soldier. If none of your deployed Operators covers that requirement, the operation cannot be started by that squad.

  2. 02Is the requirement met by a secondary specialization?

    Dual specialization means an Operator can hold a second path. Whether an operation accepts that second path as its requirement is the question the dual-specialization guide answers, so check it there before you rebuild anyone.

  3. 03Is the Operator injured or still in the Medbay?

    An Operator being treated is not available. The Den page covers recovery, and the injury rules page covers what causes it.

  4. 04Is the Operator already assigned this Cycle?

    An Operator committed to another operation or Mission cannot be in two places at once.

  5. 05Has the Cycle already advanced past it?

    An operation that carries an expiry fact can be gone. If the record no longer appears, treat it as expired rather than as a bug.

Dual specialization is the one item on this list that an update can change: what an operation accepts as a valid requirement is a rules question, so check the dual-specialization guide rather than rebuilding an Operator on a guess.

Dual SpecializationHow to RespecBuild Planner

Not Enough Intel for an Operation?

The gap is arithmetic: what you have, what the option costs, and what a Mission pays you. The collected Intel prices are 25 and 50, so those are the presets.

Intel price you are short of
  • Still needed0
  • Intel per Mission100
  • Missions with your current setup0

You can afford this now.

Per-Mission Intel comes from the calculator above: base 100 and no bonuses selected.

  1. 01Run the next MissionEvery Mission pays the 100 Intel base reward.
  2. 02Bring the Spy TalentEspionage tiers add +5 / +7 / +9 / +12 Intel and do not stack, so the highest tier you own is the one that counts.
  3. 03Build Rumor GatheringRumor Gathering: Completing Missions provides an additional +5 Intel. It pays on every completed Mission, so it is the widest of the small bonuses.
  4. 04Check your active regional rewardIntel Gathering pays +5 Intel each Mission while it is the reward you have unlocked in that zone.
  5. 05Look for an option that pays Intel13 operations resolve an Intel reward on one of their options — several pay 150 Intel in a single choice.
  6. 06Raise the cap before you bank moreOnce the cap is in play, extra income stops helping. The maximum amount of Intel you can gain per Cycle. Increasing this cap allows you to go on more Operations.

Raising the cap is the last step on purpose: once the cap is the binding constraint, better income does not help until capacity does.

Can You Farm Intel?

Not in the grinding sense, and the data says why. Every Mission pays the same base reward, Missions advance the campaign rather than repeating freely, and the Intel Cap limits what a Cycle can pay in. There is no repeatable loop that turns time into unlimited Intel.

What you can improve is the rate and the spending: bring the Espionage tier, build Rumor Gathering, run zones where the Intel Gathering reward is active, and spend Intel on Operations whose rewards you actually need before they expire. That is the whole optimisation.

Mission DatabaseCampaign WalkthroughMission Priority

Plan My Intel

One tool that reads your save and tells you what the next Mission pays, whether any of it is lost to the cap, and what your balance already covers. Every output below comes from the collected values plus your inputs.

Next Mission setup

Espionage on the mission operator
Rumor Gathering
Regional Intel Gathering

Next Mission

  • Base Mission Intel+100
  • Espionage I+5

Expected+105

Projected Intel185

Cap200

Potential overflow0

The next Mission reward still fits under your cap.

Plan

  • Bonus Intel per Mission+5
  • Bonus over 10 Missions50
  • Short of the price you aim at0
  • Missions still needed0

You can afford this now.

Intel only matters through what it unlocks: the total is also expressed as the number of collected options priced at 25 and 50 Intel it would cover.

Options your current balance already covers

These are options whose exact Intel price your balance covers. The Holotable launch price of an Operation is not stored in the collected data, so an option appearing here is not a guarantee you can start the Operation.

Work the tool left to right: fix your real cap first, then the Mission setup, then check what the balance already covers before the next Mission banks Intel you cannot keep.

Campaign WalkthroughChoice SolverThe Den Guide

Intel FAQ

How do you get Intel in Zero Company?

Intel comes from Missions. The game's own Intel entry says Missions always reward 100 Intel plus additional bonuses, and the bonuses the data resolves are Espionage, Rumor Gathering, a regional Mission bonus, and options on certain Operations that return Intel.

How much Intel does a Mission give?

100 Intel is the base every Mission pays. Bonuses are added on top and are conditional, so the honest answer is "at least 100, more depending on which bonuses are live".

Do all Missions give 100 Intel?

The base reward is stated as a flat rule rather than a range, and the collected data resolves the same base for every Mission reward record. What changes is which bonuses apply.

How do I get more Intel per Mission?

Three levers: raise the Espionage tier on the Operator completing the combat mission (Espionage I +5, Espionage II +7, Espionage III +9, Espionage IV +12), build Rumor Gathering for a flat +5 on completed Missions, and run zones where the Intel Gathering regional reward is active for another +5.

What does Espionage do?

Espionage is the ability family that belongs to the Spy Talent. Each tier adds a flat Intel amount to the reward when the Operator who owns it completes a combat mission.

Does Espionage stack?

No. Every Espionage tier carries the sentence "Does not stack", so two Operators with the Talent do not add their bonuses together — only the best applicable one counts.

How much Intel does Espionage IV give?

Espionage IV adds +12 Intel per qualifying combat mission.

Is Espionage worth it?

A per-mission bonus is only worth its total, and its total is only worth what it unlocks. The value calculator on this page multiplies the bonus by your remaining Missions and then expresses the result as the number of collected Intel-priced options it would cover. Whether that beats another Talent on the same slot is a build decision, so compare it against the Talent list before committing.

What does Rumor Gathering do?

Completing Missions provides an additional +5 Intel. It applies to completed Missions rather than only combat missions, which makes it the widest small bonus in the Intel economy.

How do you increase the Intel cap?

Regional rewards raise it: the collected reward data includes a "+25 Intel Cap" reward whose text reads "Increases Maximum Intel". The cap itself is described as "The maximum amount of Intel you can gain per Cycle. Increasing this cap allows you to go on more Operations."

What is Intel used for?

The currency of information and assets. Intel is primarily used to complete Operations on the Holotable. Missions always reward 100 Intel plus additional bonuses.

How much Intel do Operations cost?

Starting an Operation is paid out of Intel, but the collected data does not store a per-operation launch price. What it does resolve is Intel as an option price: 6 options require Intel, and the values recorded are 25 and 50.

Should I save Intel?

Save when nothing available supports your goals, nothing can expire and you are under the cap. Spend when an operation can expire, when it pays the resource you are short of, when it unlocks something you want next, or when you are close enough to the cap that the Intel would not be kept anyway.

Can Operations expire?

Yes. 8 collected operations carry their own expiry fact in the game data, and the campaign control flow references expired operations by name. The missions catalog flags the same condition on the story and Hero missions it tracks.

Can you do every Operation?

No. Intel is limited by income and by the Cycle cap at the same time as operations expire or stop appearing, so a run is a set of choices rather than a checklist. Treat the operation list as options, not as a completion target.

Which Operations are worth doing?

The ones that can expire first, then main operations, then anything whose resolved reward covers a shortage you actually have — and only if your squad can meet its specialization requirement. The reward table and priority model on this page are built from those four signals.

Can Choices give Intel?

Yes. 17 options across 13 operations pay Intel when you pick them, the largest being 150 Intel in a single option. The exact list is on this page, and the Choice Solver ranks the same branches by their Intel outcome.

Can regional rewards increase Intel?

Yes, in two different ways: a Mission bonus of +5 Intel while that reward is active, and a "+25 Intel Cap" reward that raises capacity instead of income.

What happens if I hit the Intel cap?

The cap is described as the maximum Intel you can gain per Cycle. Once the next reward would cross it, the amount past the cap is the number to watch — enter your own cap in the overflow calculator to see it against your next Mission.

Can Intel be wasted?

That is what the cap is for. Because Intel is gained per Cycle against a ceiling, the risk is banking Intel you cannot keep rather than mis-spending it.

Can you farm Intel?

Not in the grinding sense. Missions advance the campaign and Intel is capped per Cycle, so the game rewards better Intel per Mission and better spending instead of unlimited repeats.

Why can’t I assign an Operator to an Operation?

Work through the diagnostic on this page: the required specialization, whether a secondary specialization counts, whether the Operator is injured, whether they are already assigned, and whether the operation has already expired.

Does Secondary Specialization count for an Operation requirement?

That is a build-versus-requirement question rather than an Intel one, so it is answered on the dual-specialization guide. What this page can tell you is which collected operations name a required specialization at all.

What Should You Decide Next?

Intel is one layer of a campaign plan. These are the pages that answer the layers next to it.

/resources/intel · values labelled from the collected game data