You'll be expected to make countless decisions throughout your Star Wars Zero Company playthrough, the first of which comes in the game's third chapter as part of the Pick Your Poison operation. You'll need to choose either Kaller or Dantooine, which will determine what your next critical mission will be.
At first, this may seem like a big decision, but in the grand scheme of things, it doesn't really matter which option you choose. This guide will go over the potential outcomes of the Pick Your Poison decision, as well as provide an overview of how some of the other choices in Star Wars Zero Company work.
If you choose Kaller, you'll get the Stolen Goods mission. If you choose Dantooine, you'll get Buyer Beware. Completing Stolen Goods will reward you with 1,200 Credits and a basic weapon mod, while Buyer Beware will get you 1,000 Credits and a random basic utility item. Once you unlock the Black Market (which you can do one cycle after completing Stolen Goods or Buyer Beware), you'll be able to buy basic weapon mods and utility items, so I recommend going with Stolen Goods for the extra Credits. However, when all's said and done, 200 Credits isn't going to make too much of a difference to your playthrough, and the decision has no real impact on the main story, so you should choose the mission that sounds the most interesting to you. I played both across multiple playthroughs and didn't really notice much of a difference in terms of difficulty.
Most of the choices you'll make in Star Wars Zero Company are inconsequential outside of determining what rewards you'll get. I usually went with options that rewarded me with Intel to maximize the number of Operations I could complete, although if you want to fully upgrade The Den (I still had a lot of upgrades left to unlock by the time I finished my playthrough) or plan on spending a lot of money at the Black Market, you should probably focus more on Credits. Certain Operations require you to choose which crew members to assign, and this can be a good way to improve Bonds, although keep an eye on the risk level, as the crewmates you choose can (and often will) get injured during Operations. I tried reloading my save file a few times to see if it changed the outcome, but it seems like injuries are predetermined, so for medium- and high-risk missions, I recommend sending your B-team.
THE THREE CHOICES THAT MATTER (Click to Reveal)Throughout the course of my playthrough, I found that there were only three Star Wars Zero Company choices that really mattered. During the first half of the game, you'll be able to choose whether you want Cly and Luco to join Zero Company (you definitely do). Then, towards the end of the campaign, you'll have the option to complete a mission in which you reunite with Jae (which, again, you absolutely should, as her Final Shot talent is arguably the best in the game).
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