Base Management
Overview
Between missions, Zero Company returns to the Den: the squad’s base of operations on the Ring of Kafrene. EA describes the Den itself as a defunct bulk freighter, tucked away in a hulking hangar on the Ring, maintained by Neesh Renark, and distinct from the Caisson, the squad’s operational transport. The freighter is therefore berthed inside the station rather than docked at it. Unlike XCOM’s menu-based base, the Den is explored in third-person with Hawks as the player character, similar to an action-adventure or RPG hub. Players walk through the Den, interact with characters, and access facilities directly. Speaking with squad members between missions reveals their perspectives on unfolding events.

Resources
Six resources fund the Den: Credits, Intel, Capacitors, Zone Influence, Contacts, and Focus Points. Intel is the only one with a cap, and Capacitors are the rare one that gates Facility Upgrades.
→ Full breakdown of where each comes from and what it buys: Resources
The Cycles System
The campaign advances in Cycles. Each Cycle becomes available after completing a Tactical Mission. Before ending a Cycle, players can run Operations, visit Den facilities, and interact with squad members. Once a Tactical Mission is launched, the Cycle advances, and any Operations or Missions with limited windows that weren’t completed are gone permanently.
Den Facilities

HoloTable
The HoloTable is the command centre for mission planning. It displays all available Operations and Tactical Missions for the current Cycle across three tabs: Influence, Operations, and Missions.
Tactical Missions are ground combat encounters on distant planets. Completing one advances the Cycle. Rewards include Credits, Weapon Mods, Utilities, Focus Points, Zone Influence, and more. Critical Missions are required to advance the main story.
Operations are non-combat assignments: intelligence gathering, bribes, cantina brawls, covert assistance. They cost Intel to launch and provide immediate rewards (Credits, Weapon Mods, Utilities). Some Operations affect Bonds with squadmates or how the enemy evolves. Some carry long consequences: a contact helped early may resurface much later with information or a problem.
Operations and Missions both have time limits. Anything not completed before the window closes disappears from the map permanently.
Recruitment
New Custom Operators can be hired here for Credits. The roster starts capped at 7 Operators and can grow to a maximum of 20 through Den upgrades, story progression, and Authored Operators joining. Each Cycle a rotating selection of Custom Operators becomes available. The pool can be refreshed at will, or players can create their own pool for recruitment. Custom Operators come with a Name, Talent, Primary Specialization, Weapon type, and backstory, all of which can be adjusted after recruitment.
The Den has limited Roster Capacity. Opportunities to expand it exist throughout the campaign.
Personnel
Provides an overview of each Operator’s combat stats, Bonds, and Focus Tree.
Focus Tree: Spend Focus Points to upgrade an Operator’s Talents, Abilities, and Passives across a tiered grid of Special Action and Passive nodes (e.g. Morale Boost III, Lifesaving Measures, Combat Stim). Specializations can also be changed to any standard class from this menu at any time. See Focus Tree for the full breakdown.
Bonds: Each pair of Operators begins with an initial relationship on a named scale; confirmed tiers include Low, Neutral, and High. Completing Operations, Tactical Missions, and using Call for Backup in combat all boost Bonds. When a Bond increases in level, the pair unlocks a Cross Train: the player chooses one benefit (e.g. Timing Exercises for +5% Critical Chance, Reflex Fire Training for +1 Overwatch Damage, or Freeform Training for +2 Focus Points), applied to both Operators. Reaching maximum Bond unlocks a special Cross Training with a Passive Ability.
Dilemmas: At certain points in the story, Hawks faces an important decision. Every Operator weighs in with their opinion. The choice Hawks makes may change Bonds with those Operators. The narrative lead confirmed authored moments where choices can drive a character away from Zero Company entirely.
The Pit
Where Hawks catches up with key Operators between missions. Conversations held here unlock unique hero missions, making the Pit the facility that turns squad relationships into playable content rather than only stat bonuses. It is the social counterpart to the Personnel facility’s mechanical view of the same roster.
Customization Facility
Handles the cosmetic side of the roster: an Operator’s appearance and outfit. For Hawks and custom Operators this extends to changing their species after recruitment, not only at creation. Authored heroes can be customised here too, though within the bounds of their established look. Cosmetics unlocked here populate across all playthroughs, so they do not need unlocking again on a new campaign.
Armory
The Armory handles weapon and equipment management.
Weapon Modifications slot into weapons to alter stats and apply distinct effects. Each Operator has a limited number of modification slots, which can be increased three ways: at the Upgrade Facility, through Zone Influence rewards, or deeper into campaign progression. There are four weapon types: Longarm, Repeater, Rifle, and Pistol. Weapon appearance can also be customised with different blaster models and colours.
Utilities are equippable items that grant either a passive or an active ability in combat: Impact Bombs, Concussion Grenades, Medkits, and more. An Operator’s Specialization determines how many Utilities they can carry, and that allowance can be raised through upgrades or through choices made during Operations and Missions.
The Black Market in the Armory sells Weapon Mods and Utilities for Credits outside of missions. Its stock refreshes every Cycle, so it is worth checking back each time the campaign clock advances. Both the volume and the quality of what it offers can be improved via the Upgrade Facility and campaign progression.
Upgrade Facility
Fund improvements to the Den’s infrastructure. Upgrades usually take one to two Cycles to complete and require an available Build Slot. Additional Build Slots unlock over time, allowing multiple upgrades to run simultaneously.
Facility Upgrades cost Credits and Capacitors, and enhance other facilities, some or all of the roster, or give bonuses on Operations and Missions.
Capacitors are a rare resource, needed for key upgrades and used for nothing else. They come from mission rewards and Zone Influence thresholds that list them, are never sold at the Black Market, and are a different thing from the Capacitor weapon mods, which share the name only. See Resources.
Upgrades are gated by Den level, so the list grows as the Den does. The tracks available:
| Track | What it buys |
|---|---|
| Black Market | Opens the market, then adds items per rotation, the ability to refresh the stock, cheaper refreshes, better quality stock, and lower prices |
| Droid Repair Bay | Unlocks recruiting Astromechs and repairing injured droids in the Medbay. Requires Den level 2 and is prompted by talking to the Astromech in the Pit |
| Medbay | Second, third, and fourth beds, plus reductions to the Credit cost of assigning an Operator to one |
| Networking | Contacts placed in a zone grant Influence, later more per contact, alongside immediate Influence grants in Core, Mid, and Outer zones |
| Cautionary Intel | Cuts the chance of Operators returning injured from dangerous Operations by 20%, and adds +5 Intel per completed mission |
| Crew | Opens the Lounge, where Operators left at the Den during a mission gain +5 Bond XP, and later adds Assist Damage for the roster |
| Utility Items | +2 grenade throw distance for every Operator, and an additional utility slot for all Operators at Den level 5 |
| Combat Readiness | The squad begins every combat with 1, then 2, then 3 Advantage, stacking with Advantage earned in the mission |
| Crew Quarters | Raises maximum roster size, one Operator at a time |
| Crew Focus | A one-off grant of 2, then 3, then 4 Focus Points to every Operator |
| Weapon Mod Slots | Additional modification slots on weapons |
| Weapon lines | Per weapon class: Critical Chance, Blaster Damage, and Critical Damage, plus range-penalty reduction and Overwatch range for Longarms, movement distance for Pistols, and Rapid Fire Damage per AP for Repeaters |
Each Build Slot completes one upgrade per Cycle, so extra slots are what turn this from a queue into parallel construction.
Medbay
Operators recover from combat Injuries here. Each Injury must be treated or it persists into the next mission.
- Standard beds: one Cycle to heal, costs Credits
- Bacta Tank: instant recovery, costs Credits, usable once per Cycle. Disabled on Hard and Expert, where every Injury has to be slept off a Cycle at a time. See Difficulty
The Memorial is located within the Medbay. It honours Operators who have died permanently, recording their stats and accomplishments from their service.

M-3VO staffs the infirmary.
Galaxy News Feed
The Den features a galactic news feed with references to concurrent events happening elsewhere in the galaxy during the same period, allowing players familiar with The Clone Wars series to track the wider war happening in the background.
References
| # | Source | Date |
|---|---|---|
| 1 | EA: Introducing Star Wars Zero Company | 19 Apr 2025 |
| 2 | pcgames.de: Exclusive preview | Mar 2026 |
| 3 | PC Gamer: Hands-on preview | 26 Mar 2026 |
| 4 | EA: Lead Zero Company To Victory | 9 Jun 2026 |
| 5 | EA Star Wars: 5 Things To Know About Star Wars Zero Company (YouTube Short) | 16 Jun 2026 |
| 6 | EA: Answering the Internet’s Biggest Questions (community Q&A) | 21 Jul 2026 |
| 7 | EA Star Wars on X: Den personnel character cards | Aug 2026 |
| 8 | Star Wars Zero Company in-game Upgrade Facility | Aug 2026 |
| 9 | Star Wars Zero Company in-game New Campaign Unlocks screen | 30 Aug 2026 |
| 10 | Star Wars Zero Company in-game Upgrade Facility and resource tooltips | Aug 2026 |
If information is missing, it has not yet been confirmed. Corrections are welcome.