The campaign
What is Intel used for in Zero Company?
Launching Operations.
- Confidence
- Confirmed
- Verified
- 15 August 2026
- Version
- pre-release (no retail build)
The short answer
Launching Operations.
In full
What that means when you are planning
Intel is earned by completing Tactical Missions, and the Espionage Talent adds to it. Operations then spend it, and can pay some back among their rewards.
That makes Espionage one of two Talents that buy income rather than fighting power — Thievery buys Credits, Espionage buys Intel. Both spend a Talent slot that could have bought combat capability, which is a genuine trade rather than a free bonus.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- How much Intel a mission yields, and how much an Operation costs.
- Whether Intel has any use outside Operations.
Next
Related questions
- What are Operations in Zero Company?
- The non-combat half of the campaign — intelligence work and political manoeuvring, run from the HoloTable at the Den between missions.
- How many Talents are there in Zero Company?
- Eleven — ten a Custom Operator can choose between, plus Built-In Comlink, which only astromechs can take.
Where this is covered properly
Sources
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options
- Star Wars Zero Company preview — after 15 hours
Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash