Zero CompanyDatabank
Earning credits
Strategy layer

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.

20.6%A weapon mod
20.6%A utility item
13.4%A permanent combat stat
11.6%One contact
9.8%Credits: 750, 1,000, 1,250, 1,500, 1,750, 20% each
8.3%Capacitors, a small batch
5.2%A focus point for a deployed operator
4.1%Bond progress across the roster
3.9%Two contacts
2.6%Capacitors, a medium batch
Missions with a fixed credit set on top
1,500Hostage Situation, optional mission
1,500Eavesdropping, story mission
1,000Cold Metal, optional mission
1,000Not Your Turf, story mission
1,000Strike Action, story mission

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.

Rumor GatheringCompleting Missions provides an additional +5 Intel.2,500
Spy NetworkGain +5 Intel each Cycle
Persuasion IPlacing a Contact provides +2 Influence2,500
Persuasion IIPlacing a Contact provides an additional +3 Influence2,750 + 2 Cap.
Unlock LoungeUnlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.3,250
Improved LoungeOperators remaining at the Den during a mission gain an additional +5 Bond XP.2,750
Increased Crew Quarters IIncreases maximum Operators on your roster by 1.400
Increased Crew Quarters IIIncreases maximum Operators on your roster by 1.600
Increased Crew Quarters IIIIncreases maximum Operators on your roster by 2.800
Increased Crew Quarters IVIncreases maximum Operators on your roster by 2.
Additional Utility SlotAll Operators gain an additional Utility Item Slot.5,000 + 2 Cap.
Additional Weapon Mod SlotAll Operators gain an additional Weapon Mod Slot.4,500 + 2 Cap.
Cheaper RefreshReduces the cost to refresh the Black Market by 50%.
Cautionary IntelReduces the chance of Injuries on Dangerous Operations by 20%2,000

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.

UpgradeCreditsCapacitorsRoster level
Increased Crew Quarters IIncreases maximum Operators on your roster by 1.4002
Medical Bed IIThe Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.5002
Increased Crew Quarters IIIncreases maximum Operators on your roster by 1.6003
Medical Bed IIIThe Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.6003
Medical Bed IVThe Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.7006
Better Black Market DealsReduces the Black Market prices by 15%7505
Expedited DeliveryAdds the ability to refresh available items in the Black Market7505
Increased Crew Quarters IIIIncreases maximum Operators on your roster by 2.8005
Cheaper Medical Supplies IReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.1,0004
Upgrade Base1,000
Increased Market Inventory IThe Black Market gains +1 item available for purchase.1,2503
Quality Goods IIncreases the Chance of Higher Quality Items being available at the Black Market.1,5002
Cautionary IntelReduces the chance of Injuries on Dangerous Operations by 20%2,0004
Core Influence IImmediately grants +5 Influence in Core Zones.2,0002
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.2,0002
Grenade Throw DistanceIncreases Grenade Throw Distance by +2.0m.2,0003
Increased Market Inventory IIThe Black Market gains +1 item available for purchase.2,0006
Longarm Critical Chance IIncreases Critical Chance by +3% for Longarms.2,0002
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.2,0003
Pistol Movement IIncreases First Movement Distance by +1m for Operators armed with Pistols.2,0002
Repeater Movement IIncreases First Movement Distance by +1m for Operators armed with Repeaters.2,0004
Repeater Overwatch IIncreases Max Overwatch Range by +2m and Overwatch Area by +33%.2,0002
Rifle Movement IIncreases First Movement Distance by +1m for Operators armed with Rifles.2,0002
Quality Goods IIFurther increases the Chance of Higher Quality Items being available at the Black Market.2,25027
Combat Readiness IThe squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)2,5002
Core Influence IIImmediately grants +5 Influence in Core Zones.2,50026
Longarm Damage IIncreases Damage by +2 and Critical Damage by +4 for Longarms.2,5004
Mid Influence IImmediately grants +5 Influence in Mid Zones2,5003
Persuasion IPlacing a Contact provides +2 Influence2,5002
Pistol Damage IIncreases Damage by +1 and Critical Damage by +1 for Pistols.2,5003
Repeater Damage IIncreases Damage by +1 and Rapid Fire Damage by +1 per AP for Repeaters.2,5003
Rifle Damage IIncreases Damage by +1 and Critical Damage by +1 for Rifles.2,5003
Rumor GatheringCompleting Missions provides an additional +5 Intel.2,5005
Teamwork Assist Damage IIncreases Assist Damage by +2.2,5005
Improved LoungeOperators remaining at the Den during a mission gain an additional +5 Bond XP.2,7507
Persuasion IIPlacing a Contact provides an additional +3 Influence2,75028
Outer Influence IImmediately grants +5 Influence in Outer Zones3,0004
Pistol Critical Chance IIncreases Critical Chance by +3% for Pistols.3,0004
Rifle Range IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by +2m for Operators armed with Rifles.3,0004
Teamwork Assist Damage IIIncreases Assist Damage by an additional +2.3,00028
Combat Readiness IIThe squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)3,2506
Unlock LoungeUnlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.3,2503
Focus Point IAll Operators gain +2 Focus Points.3,5003
Mid Influence IIImmediately grants +5 Influence in Mid Zones3,50027
Pistol Movement IIIncreases First Movement Distance by an additional +1m for Operators armed with Pistols.3,5006
Combat Readiness IIIThe squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)4,00029
Repeater Overwatch IIIncreases Max Overwatch Range by an additional +2m and Overwatch Area by an additional +33%.4,0006
Additional Weapon Mod SlotAll Operators gain an additional Weapon Mod Slot.4,50024
Longarm Critical Chance IIIncreases Critical Chance by an additional +5% for Longarms.4,5006
Outer Influence IIImmediately grants +5 Influence in Outer Zones4,50028
Repeater Movement IIIncreases First Movement Distance by an additional +1m for Operators armed with Repeaters.4,50017
Rifle Movement IIIncreases First Movement Distance by an additional +1m for Operators armed with Rifles.4,5006
Focus Point IIAll Operators gain an additional +3 Focus Points.4,7506
Additional Utility SlotAll Operators gain an additional Utility Item Slot.5,00025
Pistol Critical Chance IIIncreases Critical Chance by an additional +6% for Pistols.5,0007
Pistol Movement IIIIncreases First Movement Distance by an additional +1m for Operators armed with Pistols.5,00028
Longarm Damage IIIncreases Damage by an additional +2 and Critical Damage by an additional +4 for Longarms.5,50028
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.5,5007
Pistol Damage IIIncreases Damage by +2 and Critical Damage by +1 for Pistols.5,50029
Repeater Damage IIIncreases Damage by an additional +1 and Rapid Fire Damage by an additional +2 per AP for Repeaters.5,50028
Repeater Overwatch IIIIncreases Max Overwatch Range by an additional +2m and Overwatch Area by an additional +33%.5,50029
Rifle Damage IIIncreases Damage by an additional +1 and Critical Damage by an additional +1 for Rifles.5,5008
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.5,50027
Focus Point IIIAll Operators gain an additional +4 Focus Points.6,500210
Longarm Critical Chance IIIIncreases Critical Chance by an additional +7% for Longarms.6,500210
Rifle Damage IIIIncreases Damage by an additional +2 and Critical Damage by an additional +2 for Rifles.7,000210

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.

Weapon mods
1,000Amplifier, Mk 1
1,050Basic Adjuster, Mk 1
1,100Ion Modulator, Mk 1
1,100Tracking Scope, Mk 1
1,200Rapid Cycler, Mk 1
1,200Shock Modulator, Mk 1
1,350Targeting Scope, Mk 1
1,400Long Range Scope, Mk 1
1,500Precision Scope, Mk 1
1,600Custom Ergonomic, Mk 2
1,750Turbo Cycler, Mk 2
1,800Dual Amplifier, Mk 3
1,800Phase Adjuster, Mk 2
2,000Lightning Cycler, Mk 3
2,000Sniper's Scope, Mk 2
2,100Type-K Ergonomic, Mk 3
2,200Pirate Adjuster, Mk 3
2,350Horizon Scope, Mk 3
2,500Assassin's Scope, Mk 3
2,500Spiral Condenser, Mk 3
3,250Auto-Scope, Mk 4
3,250Enigma Adjuster, Mk 4
3,250IQ Ergonomic, Mk 4
3,250Limitless Scope, Mk 4
3,250Stalker Scope, Mk 4
Utility items
800Bacta Stim, Mk 1
900Firebomb, Mk 1
1,000Repulsor Units, Mk 1
1,000Smoke Bomb, Mk 1
1,050Rangefinder, Mk 1
1,100Medpac, Mk 1
1,100Scattergun, Mk 1
1,100Targeting Visor, Mk 1
1,200Impact Underlay, Mk 1
1,500Control Pain, Mk 1
1,500Droid Dismantler, Mk 1
1,500Fast Healing, Mk 1
1,500Fortified Will, Mk 1
1,500Serenity, Mk 1
1,500Surging Harmony, Mk 1
1,500Tranquility, Mk 1
1,500Trauma Kit, Mk 1
1,600Gas Dispenser, Mk 1
1,600Medpac Mk. II, Mk 2
1,700Firebomb Mk. II, Mk 2
1,800Auto-Rangefinder, Mk 2
1,800Flamethrower, Mk 1
1,800Medpac
1,900Ion Blaster, Mk 1
2,000Droid Popper, Mk 1
2,000Impact Bomb, Mk 1
2,300Firebomb Mk. III, Mk 3
2,300Hyper-Bacta Stim, Mk 4
2,900Thermal Imploder, Mk 3
3,000Worn RSKF-44, Mk 1
3,100Medpac Mk. III, Mk 3
3,900Restored RSKF-44, Mk 3
5,000Custom RSKF-44, Mk 4
5,000Medpac Mk. IV, Mk 4

Operations are listed in full on the operations log; the Den's upgrades with their text are under facilities.