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.
| Facility | Use |
|---|---|
| Holotable | Select Operations and Tactical Missions. |
| Personnel | Review operators and their progression. |
| Armory / Black Market | Equip weapons, mods and utilities; buy supplies with Credits. |
| Medbay | Treat injuries in regular beds or with Bacta. |
| Recruitment / Droid Bay | Expand recruitment options as the campaign progresses. |
| Customization / Memorial | Change 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.

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.

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