How to earn credits
Credits are the game's only money and the economy is tight on purpose; the files show exactly how. A mission's bonus reward is one roll and credits are a tenth of it; operations are the credit source; one talent adds a flat sum per mission; and the Den ladder alone asks for more than two hundred thousand. Everything below is the game's own number.
The short answer
Missions are not where credits come from. Every skirmish and optional mission pays its standard set (roster XP, intel, a focus point) and then makes one weighted roll for a bonus, and credits are 9.8% of that roll. When the roll lands on credits it pays 750 to 1,750, flat odds on each step, so a mission is worth about 122 credits on average.
Operations are the income. 64 of them pay credits through one of their options: 8 pay 2,500, 2 pay 2,000, 8 pay 1,500, 28 pay 1,000, 16 pay 500, 2 pay 250. Read the option before you pick, because the credits sit on one branch and not the others.
The Thievery talent adds a flat 150, 200, 250, 300 credits per completed combat mission at its four ranks, and it does not stack, so one operator with it is the whole benefit. A squad of them earns the same as one.
Nothing in the files scales credits by how an enemy dies. There is no salvage value on a droid and no penalty for explosives; the roll above is the only mission credit mechanic.
Credits are not the only ask. The upgrades that add a slot or a point of Advantage want Capacitors on top, and those come from a different place: how to get Capacitors.
The mission roll
One pick per skirmish or optional mission, on top of the standard set. The shares are the table's own weights.
Operations that pay credits
The most the best option pays. Rolled outcomes and the other options are on each operation's page.
What to build first
Operations are the income and intel starts them, so the upgrades that add intel pay for themselves first. Bonds and seats come next: operators left at the Den earn bond XP with the Lounge, and bonds are where focus comes from. The medbay discounts and the Black Market discount are last, because they only make spending cheaper.
Every Den upgrade with a price
Cheapest first, with the roster level that unlocks it and the Capacitors it asks for beside the credits. Buying every one costs 202,350 credits and 37 Capacitors.
| Upgrade | Credits | Capacitors | Roster level |
|---|---|---|---|
| Increased Crew Quarters IIncreases maximum Operators on your roster by 1. | 400 | 2 | |
| Medical Bed IIThe Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time. | 500 | 2 | |
| Increased Crew Quarters IIIncreases maximum Operators on your roster by 1. | 600 | 3 | |
| Medical Bed IIIThe Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time. | 600 | 3 | |
| Medical Bed IVThe Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time. | 700 | 6 | |
| Better Black Market DealsReduces the Black Market prices by 15% | 750 | 5 | |
| Expedited DeliveryAdds the ability to refresh available items in the Black Market | 750 | 5 | |
| Increased Crew Quarters IIIIncreases maximum Operators on your roster by 2. | 800 | 5 | |
| Cheaper Medical Supplies IReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits. | 1,000 | 4 | |
| Upgrade Base | 1,000 | ||
| Increased Market Inventory IThe Black Market gains +1 item available for purchase. | 1,250 | 3 | |
| Quality Goods IIncreases the Chance of Higher Quality Items being available at the Black Market. | 1,500 | 2 | |
| Cautionary IntelReduces the chance of Injuries on Dangerous Operations by 20% | 2,000 | 4 | |
| Core Influence IImmediately grants +5 Influence in Core Zones. | 2,000 | 2 | |
| Droid Repair BayInteract with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay. | 2,000 | 2 | |
| Grenade Throw DistanceIncreases Grenade Throw Distance by +2.0m. | 2,000 | 3 | |
| Increased Market Inventory IIThe Black Market gains +1 item available for purchase. | 2,000 | 6 | |
| Longarm Critical Chance IIncreases Critical Chance by +3% for Longarms. | 2,000 | 2 | |
| Longarm Range and Overwatch IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by +4m for Operators armed with Longarms. | 2,000 | 3 | |
| Pistol Movement IIncreases First Movement Distance by +1m for Operators armed with Pistols. | 2,000 | 2 | |
| Repeater Movement IIncreases First Movement Distance by +1m for Operators armed with Repeaters. | 2,000 | 4 | |
| Repeater Overwatch IIncreases Max Overwatch Range by +2m and Overwatch Area by +33%. | 2,000 | 2 | |
| Rifle Movement IIncreases First Movement Distance by +1m for Operators armed with Rifles. | 2,000 | 2 | |
| Quality Goods IIFurther increases the Chance of Higher Quality Items being available at the Black Market. | 2,250 | 2 | 7 |
| Combat Readiness IThe squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions) | 2,500 | 2 | |
| Core Influence IIImmediately grants +5 Influence in Core Zones. | 2,500 | 2 | 6 |
| Longarm Damage IIncreases Damage by +2 and Critical Damage by +4 for Longarms. | 2,500 | 4 | |
| Mid Influence IImmediately grants +5 Influence in Mid Zones | 2,500 | 3 | |
| Persuasion IPlacing a Contact provides +2 Influence | 2,500 | 2 | |
| Pistol Damage IIncreases Damage by +1 and Critical Damage by +1 for Pistols. | 2,500 | 3 | |
| Repeater Damage IIncreases Damage by +1 and Rapid Fire Damage by +1 per AP for Repeaters. | 2,500 | 3 | |
| Rifle Damage IIncreases Damage by +1 and Critical Damage by +1 for Rifles. | 2,500 | 3 | |
| Rumor GatheringCompleting Missions provides an additional +5 Intel. | 2,500 | 5 | |
| Teamwork Assist Damage IIncreases Assist Damage by +2. | 2,500 | 5 | |
| Improved LoungeOperators remaining at the Den during a mission gain an additional +5 Bond XP. | 2,750 | 7 | |
| Persuasion IIPlacing a Contact provides an additional +3 Influence | 2,750 | 2 | 8 |
| Outer Influence IImmediately grants +5 Influence in Outer Zones | 3,000 | 4 | |
| Pistol Critical Chance IIncreases Critical Chance by +3% for Pistols. | 3,000 | 4 | |
| Rifle Range IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by +2m for Operators armed with Rifles. | 3,000 | 4 | |
| Teamwork Assist Damage IIIncreases Assist Damage by an additional +2. | 3,000 | 2 | 8 |
| Combat Readiness IIThe squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions) | 3,250 | 6 | |
| Unlock LoungeUnlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP. | 3,250 | 3 | |
| Focus Point IAll Operators gain +2 Focus Points. | 3,500 | 3 | |
| Mid Influence IIImmediately grants +5 Influence in Mid Zones | 3,500 | 2 | 7 |
| Pistol Movement IIIncreases First Movement Distance by an additional +1m for Operators armed with Pistols. | 3,500 | 6 | |
| Combat Readiness IIIThe squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions) | 4,000 | 2 | 9 |
| Repeater Overwatch IIIncreases Max Overwatch Range by an additional +2m and Overwatch Area by an additional +33%. | 4,000 | 6 | |
| Additional Weapon Mod SlotAll Operators gain an additional Weapon Mod Slot. | 4,500 | 2 | 4 |
| Longarm Critical Chance IIIncreases Critical Chance by an additional +5% for Longarms. | 4,500 | 6 | |
| Outer Influence IIImmediately grants +5 Influence in Outer Zones | 4,500 | 2 | 8 |
| Repeater Movement IIIncreases First Movement Distance by an additional +1m for Operators armed with Repeaters. | 4,500 | 1 | 7 |
| Rifle Movement IIIncreases First Movement Distance by an additional +1m for Operators armed with Rifles. | 4,500 | 6 | |
| Focus Point IIAll Operators gain an additional +3 Focus Points. | 4,750 | 6 | |
| Additional Utility SlotAll Operators gain an additional Utility Item Slot. | 5,000 | 2 | 5 |
| Pistol Critical Chance IIIncreases Critical Chance by an additional +6% for Pistols. | 5,000 | 7 | |
| Pistol Movement IIIIncreases First Movement Distance by an additional +1m for Operators armed with Pistols. | 5,000 | 2 | 8 |
| Longarm Damage IIIncreases Damage by an additional +2 and Critical Damage by an additional +4 for Longarms. | 5,500 | 2 | 8 |
| Longarm Range and Overwatch IIReduces Chance-To-Hit penalties from Range by an additional 5% and further increases Max Overwatch Range by +6m for Operators armed with Longarms. | 5,500 | 7 | |
| Pistol Damage IIIncreases Damage by +2 and Critical Damage by +1 for Pistols. | 5,500 | 2 | 9 |
| Repeater Damage IIIncreases Damage by an additional +1 and Rapid Fire Damage by an additional +2 per AP for Repeaters. | 5,500 | 2 | 8 |
| Repeater Overwatch IIIIncreases Max Overwatch Range by an additional +2m and Overwatch Area by an additional +33%. | 5,500 | 2 | 9 |
| Rifle Damage IIIncreases Damage by an additional +1 and Critical Damage by an additional +1 for Rifles. | 5,500 | 8 | |
| Rifle Range IIReduces Chance-To-Hit penalties from Range by an additional 5% and increases Max Overwatch Range by an additional +2m for Operators armed with Rifle. | 5,500 | 2 | 7 |
| Focus Point IIIAll Operators gain an additional +4 Focus Points. | 6,500 | 2 | 10 |
| Longarm Critical Chance IIIIncreases Critical Chance by an additional +7% for Longarms. | 6,500 | 2 | 10 |
| Rifle Damage IIIIncreases Damage by an additional +2 and Critical Damage by an additional +2 for Rifles. | 7,000 | 2 | 10 |
The Black Market
Weapon mods run 1,000 to 3,250 credits and utility items 100 to 5,000, before Better Black Market Deals takes fifteen percent off. The list price of every item, cheapest first.
Operations are listed in full on the operations log; the Den's upgrades with their text are under facilities.