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MechanicsBase Management

Base Management

Overview

Between missions, Zero Company returns to the Den — the squad’s base of operations on the Ring of Kafrene. 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.

Hawks at the holographic galaxy map (HoloTable) in the Den

Resources

ResourceHow earnedHow spent
CreditsCompleting Operations and Tactical MissionsRecruitment, Armory purchases, Medbay healing, Upgrades
IntelCompleting Tactical MissionsLaunching Operations
Focus PointsPrimarily by increasing BondsUpgrading Talents, Abilities, and Passives in the Focus Tree
Zone InfluenceCompleting Operations and Tactical Missions in a regionUnlocking Zone Rewards (Upgrades, Utilities, Contacts)
ContactsEarned via Zone Influence rewardsGaining large amounts of Influence

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

The command deck of the Den, with the HoloTable at its centre and facilities around the perimeter

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. 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. Specializations can be changed to any standard class from this menu at any time.

Bonds: Each pair of Operators begins with an initial relationship — usually neutral or negative. Completing Operations, Tactical Missions, and using Call for Backup in combat all boost Bonds. When a Bond increases in level, both Operators gain the ability to Cross Train — unlocking a permanent combat stat bonus. 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.

Armory

The Armory handles weapon and equipment management.

Weapon Modifications slot into weapons to alter stats and apply distinct effects. Each weapon has a set number of modification slots, which can be increased during the campaign. 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 combat items — Impact Bombs, Concussion Grenades, Medkits, and more. An Operator’s Specialization determines how many Utilities they can carry.

The Black Market in the Armory sells Weapon Mods and Utilities for Credits outside of missions.

Upgrade Facility

Fund improvements to the Den’s infrastructure. Upgrades take at least one Cycle to construct and require an available Build Slot. Additional Build Slots unlock over time, allowing multiple upgrades to run simultaneously.

Example upgrades confirmed:

  • Droid Bay — required to recruit Astromech Custom Operators
  • Roster-wide weapon upgrades — enhance combat stats of all Operators

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

The Memorial is located within the Medbay. It honours Operators who have died permanently, recording their stats and accomplishments from their service.

The Memorial in the Den — a hologram of a fallen Twi'lek operator above a control console

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

#SourceDate
1EA — Introducing Star Wars Zero Company 19 Apr 2025
2pcgames.de — Exclusive preview Mar 2026
3PC Gamer — Hands-on preview 26 Mar 2026
4EA — Lead Zero Company To Victory 9 Jun 2026

If information is missing, it has not been confirmed by an official or press source.

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