Between missions

Star Wars Zero Company Base Building: The Den

Navigate The Den in STAR WARS Zero Company: facilities, upgrades, recruitment, Medbay healing and the Cycle timing to check before your next mission.

The Den is Zero Company’s third-person headquarters on the Ring of Kafrene. Between battles, it brings together mission selection, recruitment, equipment, operator development, treatment and upgrades. Base management matters because construction and recovery interact with the Cycles advanced by tactical missions.

Source: EA · GameplayEA · Q&A

Find the facility you need

Use the headquarters according to the decision in front of you: the Holotable handles the next opportunity, the Armory handles equipment and the Medbay handles injuries. Recruitment and upgrades expand what the company can do as the campaign progresses.

What to do at The Den
FacilityUse
HolotableSelect Operations and Tactical Missions.
PersonnelReview operators and their progression.
Armory / Black MarketEquip weapons, mods and utilities; buy supplies with Credits.
MedbayTreat injuries in regular beds or with Bacta.
Recruitment / Droid BayExpand recruitment options as the campaign progresses.
Customization / MemorialChange appearances and remember lost operators.

Scroll horizontally to see the whole table.

The facilities are related but not interchangeable. Buying a piece of equipment does not heal an injured operator, and adding room to the roster does not enlarge the standard four-person deployment.

The Den combines company management with a headquarters you can explore in third person.
The Den combines company management with a headquarters you can explore in third person.Image: Lucasfilm / EA / Bit Reactor

Source: EA · GameplayEA · Q&A

Plan around the next Cycle

Upgrades need build slots and at least one Cycle. Ordinary Medbay healing takes one Cycle, while Bacta can treat an operator immediately. Treatment costs Credits. Tactical Missions move the timeline forward, making the moment before deployment a useful time to review both construction and recovery.

If you have an available reserve, you can consider deploying that operator while someone else heals. If the injured operator is essential to your intended lineup, immediate treatment may be worth considering instead. This is a resource trade-off, not a rule to use Bacta after every injury.

Source: EA · Gameplay

Operations are not ordinary battles

At the Holotable, Operations spend Intel on choices and rewards without the same tactical combat sequence as Tactical Missions. Tactical Missions can provide Intel, Credits, items or regional influence and advance a Cycle. Some opportunities expire, while critical story missions must be addressed.

Check the choices available before advancing time. The missions and Intel guide explains why the resource, the operation and the tactical deployment should be treated as separate decisions.

The Holotable is the starting point for Operations and Tactical Missions.
The Holotable is the starting point for Operations and Tactical Missions.Image: Lucasfilm / EA / Bit Reactor

Source: EA · GameplayEA · Q&A

A repeatable headquarters routine

EcksToo’s gameplay commentary suggests working through team conversations, medical care, Operations, then equipment, personnel and upgrades before deploying. That sequence is useful as a reminder list, not a compulsory route through the base.

Adapt it to the company’s condition: check injuries and the next objective, decide what can run during the coming Cycle, then confirm the active squad’s equipment. The aim is to leave with an intentional plan rather than discover an unfinished preparation after combat begins.

Source: EcksTooEA · Gameplay

Sources & further reading