Base progression hub
The Den Guide — Facilities & Upgrades in STAR WARS Zero Company
The Den is where a Cycle is planned and paid for: Operators are healed, upgrades are built, gear is changed and the next Mission is chosen. Start from the problem you have right now — the sections below are ordered by what you actually do when you come back to the base.
- 12Den facilities
- 74Den upgrade records
- 69Named upgrades with an effect
- 6Medbay upgrades
What do you need to do at the Den?
Pick the task you came back for. Each one jumps to the facility that handles it.
- Heal an Operator
- Upgrade the Company
- Improve Weapons
- Recruit Operators
- Change a Build
- Check Missions
- Buy or Sell Gear
- Manage Bonds
✦ The buttons are anchors inside this page. Nothing here depends on your save file — the page tells you where a decision lives and what it costs, not what your company currently owns.
Pre-deployment
Before You Leave the Den
A Mission advances the campaign, so anything you meant to do at the Den has to happen before you deploy. Tick the list off as you go; it is stored in this browser only.
0 / 12 checked
✦ The list is a planning order, not a checklist the game checks for you. Skipping a line is a decision, not an error.
Facility map
Den Facilities
Every facility this site can attribute upgrades to, grouped by what it is for. The upgrade counts come from the strategy tag each upgrade record carries.
Campaign

Holotable
6 upgrades
You need to decide what this Cycle looks like before you spend anything.
- Handles
- Tactical Missions and Operations
- Zone Influence through the Influence Lens
- Placing Contacts
- Affects
- Intel spent on Operations
- Cycle advancement when a Mission runs
- Influence in each Zone

Networking
4 upgrades
Contacts and Intel are not paying out enough for the risks you are taking.
- Handles
- Value of a placed Contact
- Intel awarded by Missions
- Injury chance on Dangerous Operations
- Affects
- Influence
- Intel
- Injury risk
Operators

Personnel
3 upgrades
You are spending Focus Points or reviewing how an Operator is built.
- Handles
- Focus Points
- Supported specializations
- Build progression and Bonds
- Affects
- Focus Points per Operator
- Which abilities an Operator can reach

Recruitment
1 upgrades
You want another body in the roster, or a Droid once the Droid Repair Bay is built.
- Handles
- Recruiting Operators
- Recruiting Droids after the Droid Repair Bay upgrade
- Affects
- Credits
- Roster depth
- Roster capacity, which the Crew Quarters line raises

Crew Quarters
4 upgrades
The roster is full and you still want to recruit.
- Handles
- Maximum Operators on your roster
- Affects
- How large a company you can field and rotate

Customization
No upgrade line
You want to change how an Operator looks.
- Handles
- Appearance options
- Affects
- Cosmetics only — the collected upgrade records hold no Customization line
Combat

Armory
2 upgrades
You need to change what an Operator carries before a Mission.
- Handles
- Weapons
- Weapon Mods
- Utility items
- The Black Market, once unlocked
- Affects
- Credits
- Calculated damage, accuracy and critical values

Upgrade Facility
34 upgrades
You want the company permanently stronger, not just this Mission.
- Handles
- Roster-wide upgrades
- New facilities and abilities
- Company-wide weapon upgrades
- Affects
- Credits and the upgrade resource
- Build Slots
- Cycle time
Recovery

Medbay
6 upgrades
An Operator came back from a Mission injured.
- Handles
- Beds, which take a Cycle per treatment
- Bacta Tank treatment, which is instant
- Droid repairs once the Droid Repair Bay is built
- Affects
- Credits
- Cycles
- Which Operators are available for the next Mission
Social

Lounge
4 upgrades
The squad is about to leave and you want Bonds to keep moving without them.
- Handles
- Bond XP for Operators left at the Den while a Mission runs
- Affects
- Bond progress for everyone who stays behind
Economy

Black Market
8 upgrades
You want Weapon Mods or Utility items that the normal stock does not carry.
- Handles
- Weapon Mods and Utility items
- Item quality and stock size
- Refreshing the stock
- Affects
- Credits, competing with upgrades, healing and recruitment
Memory

Memorial
No upgrade line
You want to look back at the Operators the company lost.
- Handles
- Records of fallen Operators
- Affects
- No upgrade line in the collected data
✦ 74 upgrade records were collected; 69 carry both a name and an effect and are the ones listed on this page. Unnamed and deprecated entries are counted in the total but never rendered as if they were buildable.
Campaign
Holotable — Missions, Operations and Influence
Use the Holotable when you need to decide what this Cycle looks like. It is where a Mission is selected and where Influence is placed, and it is the second economy of the Den after Credits.
What it handles
- Tactical Missions for the current Cycle
- Operations, which are paid for with Intel
- Zone Influence through the Influence Lens
What it consumes
- Intel, spent on Operations
- A Cycle, which advances when a Mission runs
Why the timing matters
- Mission availability changes as Cycles pass
- Expiring content has to be taken before the Cycle that removes it
Intel is the second economy at the Den. It is spent on Operations at the Holotable, and Missions always award a base amount of Intel plus bonuses — Rumor Gathering adds to that base.
✦ Operations spend Intel and pay out rewards that include Influence, items, Credits and Bond outcomes, which is why an Influence upgrade and an Intel upgrade are both campaign upgrades rather than economy ones.
Operators
Personnel — Focus Points, Builds and Bonds
Use Personnel while you are spending Focus Points or deciding what an Operator becomes. It is the in-game end of the build pages.
Use it when you are
- Spending Focus Points
- Reviewing an Operator
- Changing a supported specialization
- Reviewing Bonds and progression
Upgrade line at this facility
- Focus Point I, II and III, which raise Focus Points for every Operator in the company
What it feeds
- Which abilities an Operator can reach
- How a squad is put together
I need to…
Choose a class
Best Specializations →
Compare every specialization by resolved abilities, weapons and squad fit.
Build an Operator
Build Planner →
Load a specialization, add abilities and mods, and read the calculated result.
Review the roster
Operators →
Abilities, weapon profile, Bonds and related missions for each Operator.
Check relationships
Bonds →
See which pairs have a verified Bond and what it unlocks.
Combat
Armory — Weapons, Mods, Utilities and the Black Market
Use the Armory when you need to change what an Operator carries. Buying, modding and Black Market access all start here.
Manage
- Weapons
- Weapon Mods
- Utility items
- Loadouts
- Black Market stock, once unlocked
Consumes
- Credits
- Black Market slots, which upgrade separately
Related decisions
- Which weapon family your squad actually fields
- Whether a mod or a company-wide upgrade is the better Credits
✦ A company-wide weapon upgrade and a weapon mod both raise damage, but only one of them is paid for at the Upgrade Facility with a Build Slot. Check the goal browser below before you buy the mod.
Core system
How Den Upgrades Work
An upgrade is a construction rather than a purchase. Choose it, pay the requirement, and it occupies a Build Slot while the campaign advances.
Step 1
Choose an upgrade
Step 2
Pay the requirement
Step 3
It occupies a Build Slot
Step 4
A Mission or Cycle advances
Step 5
Construction progresses
Step 6
The upgrade becomes active
Build capacity
- Available Build Slots
- Builds in progress
- Completed construction waiting to be collected
What upgrades can unlock
- New abilities for existing facilities
- New facilities, such as the Droid Repair Bay
- Company-wide weapon and roster effects
What this page cannot know
- How many Build Slots your save has
- Which construction is running right now
- How many Credits you are holding
✦ This is the system, not your save. The page never prints a Build Slot count or a Credits balance, because the site has no way to read them.
Upgrade browser
Browse Den Upgrades by Goal
Pick the problem you are trying to fix. Every upgrade carries a facility tag and a resolved effect, so the grouping is a filter over verified fields rather than a hand-written tier list.
Unlock Lounge
Lounge · Tier I of II
Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.
- Paid with:
- Credits
- Supports:
- Bonds
Improved Lounge
Lounge · Tier II of II
Operators remaining at the Den during a mission gain an additional +5 Bond XP.
- Paid with:
- Upgrade resource
- Supports:
- Bonds
Teamwork Assist Damage I
Lounge · Tier I of II
Increases Assist Damage.
- Paid with:
- Upgrade resource
- Supports:
- Operator Power
Teamwork Assist Damage II
Lounge · Tier II of II
Increases Assist Damage.
- Paid with:
- Upgrade resource
- Supports:
- Operator Power
Grenade Throw Distance
Upgrade Facility
Increases Grenade Throw Distance by +2.0m.
- Paid with:
- Credits
- Supports:
- Combat
Additional Weapon Mod Slot
Upgrade Facility
All Operators gain an additional Weapon Mod Slot.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Combat, Capacity
Additional Utility Slot
Upgrade Facility
All Operators gain an additional Utility Item Slot.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Combat, Capacity
Combat Readiness I
Upgrade Facility · Tier I of III
The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
- Paid with:
- nothing named in the recipe data
- Supports:
- Combat
Combat Readiness II
Upgrade Facility · Tier II of III
The squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
- Paid with:
- Upgrade resource
- Supports:
- Combat
Combat Readiness III
Upgrade Facility · Tier III of III
The squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
- Paid with:
- Credits + Upgrade resource
- Supports:
- Combat
Increased Crew Quarters I
Crew Quarters · Tier I of IV
Increases maximum Operators on your roster by 1.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Increased Crew Quarters II
Crew Quarters · Tier II of IV
Increases maximum Operators on your roster by 1.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Increased Crew Quarters III
Crew Quarters · Tier III of IV
Increases maximum Operators on your roster by 2.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Increased Crew Quarters IV
Crew Quarters · Tier IV of IV
Increases maximum Operators on your roster by 2.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Focus Point I
Personnel · Tier I of III
All Operators gain +2 Focus Points.
- Paid with:
- nothing named in the recipe data
- Supports:
- Operator Power
Focus Point II
Personnel · Tier II of III
All Operators gain an additional +3 Focus Points.
- Paid with:
- Upgrade resource
- Supports:
- Operator Power
Focus Point III
Personnel · Tier III of III
All Operators gain an additional +4 Focus Points.
- Paid with:
- Upgrade resource
- Supports:
- Operator Power
Medical Bed II
Medbay · Tier I of III
The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Capacity
Medical Bed III
Medbay · Tier II of III
The Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Capacity
Medical Bed IV
Medbay · Tier III of III
The Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Capacity
Cheaper Medical Supplies I
Medbay · Tier I of II
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
- Paid with:
- Credits
- Supports:
- Healing & Recovery
Cheaper Medical Supplies II
Medbay · Tier II of II
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
- Paid with:
- Upgrade resource
- Supports:
- Healing & Recovery
Droid Repair Bay
Recruitment · Medbay
Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.
- Paid with:
- nothing named in the recipe data
- Supports:
- Healing & Recovery, Recruitment & Roster
Persuasion I
Networking · Tier I of II
Placing a Contact provides +2 Influence
- Paid with:
- Credits
- Supports:
- Intel & Influence
Persuasion II
Networking · Tier II of II
Placing a Contact provides an additional +3 Influence
- Paid with:
- Upgrade resource
- Supports:
- Intel & Influence
Rumor Gathering
Networking
Completing Missions provides an additional +5 Intel.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Intel & Influence
Cautionary Intel
Networking
Reduces the chance of Injuries on Dangerous Operations by 20%
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Intel & Influence
Core Influence I
Holotable · Tier I of II
Immediately grants +5 Influence in Core Zones.
- Paid with:
- nothing named in the recipe data
- Supports:
- Intel & Influence
Core Influence II
Holotable · Tier II of II
Immediately grants +5 Influence in Core Zones.
- Paid with:
- Upgrade resource
- Supports:
- Intel & Influence
Mid Influence I
Holotable · Tier I of II
Immediately grants +5 Influence in Mid Zones
- Paid with:
- nothing named in the recipe data
- Supports:
- Intel & Influence
Mid Influence II
Holotable · Tier II of II
Immediately grants +5 Influence in Mid Zones
- Paid with:
- Upgrade resource
- Supports:
- Intel & Influence
Outer Influence I
Holotable · Tier I of II
Immediately grants +5 Influence in Outer Zones
- Paid with:
- nothing named in the recipe data
- Supports:
- Intel & Influence
Outer Influence II
Holotable · Tier II of II
Immediately grants +5 Influence in Outer Zones
- Paid with:
- Upgrade resource
- Supports:
- Intel & Influence
Unlock Black Market
Black Market
Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.
- Paid with:
- nothing named in the recipe data
- Supports:
- Credits & Black Market
Cheaper Refresh
Black Market
Reduces the cost to refresh the Black Market by 50%.
- Paid with:
- Upgrade resource
- Supports:
- Credits & Black Market
Increased Market Inventory I
Armory · Black Market · Tier I of II
The Black Market gains +1 item available for purchase.
- Paid with:
- Credits
- Supports:
- Credits & Black Market
Increased Market Inventory II
Armory · Black Market · Tier II of II
The Black Market gains +1 item available for purchase.
- Paid with:
- Upgrade resource
- Supports:
- Credits & Black Market
Expedited Delivery
Black Market
Adds the ability to refresh available items in the Black Market
- Paid with:
- Credits
- Supports:
- Credits & Black Market
Better Black Market Deals
Black Market
Reduces the Black Market prices by 15%
- Paid with:
- Upgrade resource
- Supports:
- Credits & Black Market
Quality Goods I
Black Market · Tier I of II
Increases the Chance of Higher Quality Items being available at the Black Market.
- Paid with:
- Credits
- Supports:
- Credits & Black Market
Quality Goods II
Black Market · Tier II of II
Further increases the Chance of Higher Quality Items being available at the Black Market.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Credits & Black Market
Longarm Critical Chance I
Upgrade Facility · Tier I of III
Increases Critical Chance for Longarms.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Longarm Critical Chance II
Upgrade Facility · Tier II of III
Increases Critical Chance for Longarms.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Longarm Critical Chance III
Upgrade Facility · Tier III of III
Increases Critical Chance for Longarms.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Weapons & Gear
Longarm Damage I
Upgrade Facility · Tier I of II
Increases Damage and Critical Damage for Longarms.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Longarm Damage II
Upgrade Facility · Tier II of II
Increases Damage and Critical Damage for Longarms.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Longarm Range and Overwatch I
Upgrade Facility · Tier I of II
Reduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Longarms.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Longarm Range and Overwatch II
Upgrade Facility · Tier II of II
Reduces Chance-To-Hit penalties from Range by an additional 5% and further increases Max Overwatch Range for Operators armed with Longarms.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Pistol Critical Chance I
Upgrade Facility · Tier I of II
Increases Critical Chance for Pistols.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Pistol Critical Chance II
Upgrade Facility · Tier II of II
Increases Critical Chance for Pistols.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Pistol Damage I
Upgrade Facility · Tier I of II
Increases Damage and Critical Damage for Pistols.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Pistol Damage II
Upgrade Facility · Tier II of II
Increases Damage and Critical Damage for Pistols.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Pistol Movement I
Upgrade Facility · Tier I of III
Increases First Movement Distance for Operators armed with Pistols.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Pistol Movement II
Upgrade Facility · Tier II of III
Increases First Movement Distance for Operators armed with Pistols.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Pistol Movement III
Upgrade Facility · Tier III of III
Increases First Movement Distance for Operators armed with Pistols.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Repeater Movement I
Upgrade Facility · Tier I of II
Increases First Movement Distance for Operators armed with Repeaters.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Repeater Movement II
Upgrade Facility · Tier II of II
Increases First Movement Distance for Operators armed with Repeaters.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Weapons & Gear
Repeater Damage I
Upgrade Facility · Tier I of II
Increases Damage and Rapid Fire Damage per AP for Repeaters.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Repeater Damage II
Upgrade Facility · Tier II of II
Increases Damage and Rapid Fire Damage per AP for Repeaters.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Repeater Overwatch I
Upgrade Facility · Tier I of III
Increases Max Overwatch Range and Overwatch Area by +33%.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Repeater Overwatch II
Upgrade Facility · Tier II of III
Increases Max Overwatch Range and Overwatch Area by an additional +33%.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Repeater Overwatch III
Upgrade Facility · Tier III of III
Increases Max Overwatch Range and Overwatch Area by an additional +33%.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Weapons & Gear
Rifle Movement I
Upgrade Facility · Tier I of II
Increases First Movement Distance for Operators armed with Rifles.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Rifle Movement II
Upgrade Facility · Tier II of II
Increases First Movement Distance for Operators armed with Rifles.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Rifle Range I
Upgrade Facility · Tier I of II
Reduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Rifles.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Rifle Range II
Upgrade Facility · Tier II of II
Reduces Chance-To-Hit penalties from Range by an additional 5% and increases Max Overwatch Range for Operators armed with Rifle.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Rifle Damage I
Upgrade Facility · Tier I of III
Increases Damage and Critical Damage for Rifles.
- Paid with:
- nothing named in the recipe data
- Supports:
- Weapons & Gear
Rifle Damage II
Upgrade Facility · Tier II of III
Increases Damage and Critical Damage for Rifles.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
Rifle Damage III
Upgrade Facility · Tier III of III
Increases Damage and Critical Damage for Rifles.
- Paid with:
- Upgrade resource
- Supports:
- Weapons & Gear
✦ Upgrades appear under every goal they serve, so lines like Crew Quarters count as both recruitment and capacity. Amounts the game resolves at runtime — several weapon upgrades state their effect without a number — are left out rather than guessed.
Dependencies
Upgrade Lines and Tiers
Most upgrades belong to a numbered line: the same asset stem, tiers counted in the record itself. Prerequisite rules are not published in the collected data, so this shows the chain the game enumerates and nothing further.
Cheaper Medical Supplies
Medbay
- T1Cheaper Medical Supplies IReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
- T2Cheaper Medical Supplies IIReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
Combat Readiness
Upgrade Facility
- T1Combat Readiness IThe squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
- T2Combat Readiness IIThe squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
- T3Combat Readiness IIIThe squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
Core Influence
Holotable
- T1Core Influence IImmediately grants +5 Influence in Core Zones.
- T2Core Influence IIImmediately grants +5 Influence in Core Zones.
Focus Point
Personnel
- T1Focus Point IAll Operators gain +2 Focus Points.
- T2Focus Point IIAll Operators gain an additional +3 Focus Points.
- T3Focus Point IIIAll Operators gain an additional +4 Focus Points.
Increased Crew Quarters
Crew Quarters
- T1Increased Crew Quarters IIncreases maximum Operators on your roster by 1.
- T2Increased Crew Quarters IIIncreases maximum Operators on your roster by 1.
- T3Increased Crew Quarters IIIIncreases maximum Operators on your roster by 2.
- T4Increased Crew Quarters IVIncreases maximum Operators on your roster by 2.
Increased Market Inventory
Armory · Black Market
- T1Increased Market Inventory IThe Black Market gains +1 item available for purchase.
- T2Increased Market Inventory IIThe Black Market gains +1 item available for purchase.
Longarm Critical Chance
Upgrade Facility
- T1Longarm Critical Chance IIncreases Critical Chance for Longarms.
- T2Longarm Critical Chance IIIncreases Critical Chance for Longarms.
- T3Longarm Critical Chance IIIIncreases Critical Chance for Longarms.
Longarm Damage
Upgrade Facility
- T1Longarm Damage IIncreases Damage and Critical Damage for Longarms.
- T2Longarm Damage IIIncreases Damage and Critical Damage for Longarms.
Longarm Range and Overwatch
Upgrade Facility
- T1Longarm Range and Overwatch IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Longarms.
- T2Longarm Range and Overwatch IIReduces Chance-To-Hit penalties from Range by an additional 5% and further increases Max Overwatch Range for Operators armed with Longarms.
Medical Bed
Medbay
- T1Medical Bed IIThe Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.
- T2Medical Bed IIIThe Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.
- T3Medical Bed IVThe Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.
Mid Influence
Holotable
- T1Mid Influence IImmediately grants +5 Influence in Mid Zones
- T2Mid Influence IIImmediately grants +5 Influence in Mid Zones
Outer Influence
Holotable
- T1Outer Influence IImmediately grants +5 Influence in Outer Zones
- T2Outer Influence IIImmediately grants +5 Influence in Outer Zones
Persuasion
Networking
- T1Persuasion IPlacing a Contact provides +2 Influence
- T2Persuasion IIPlacing a Contact provides an additional +3 Influence
Pistol Critical Chance
Upgrade Facility
- T1Pistol Critical Chance IIncreases Critical Chance for Pistols.
- T2Pistol Critical Chance IIIncreases Critical Chance for Pistols.
Pistol Damage
Upgrade Facility
- T1Pistol Damage IIncreases Damage and Critical Damage for Pistols.
- T2Pistol Damage IIIncreases Damage and Critical Damage for Pistols.
Pistol Movement
Upgrade Facility
- T1Pistol Movement IIncreases First Movement Distance for Operators armed with Pistols.
- T2Pistol Movement IIIncreases First Movement Distance for Operators armed with Pistols.
- T3Pistol Movement IIIIncreases First Movement Distance for Operators armed with Pistols.
Quality Goods
Black Market
- T1Quality Goods IIncreases the Chance of Higher Quality Items being available at the Black Market.
- T2Quality Goods IIFurther increases the Chance of Higher Quality Items being available at the Black Market.
Repeater Damage
Upgrade Facility
- T1Repeater Damage IIncreases Damage and Rapid Fire Damage per AP for Repeaters.
- T2Repeater Damage IIIncreases Damage and Rapid Fire Damage per AP for Repeaters.
Repeater Movement
Upgrade Facility
- T1Repeater Movement IIncreases First Movement Distance for Operators armed with Repeaters.
- T2Repeater Movement IIIncreases First Movement Distance for Operators armed with Repeaters.
Repeater Overwatch
Upgrade Facility
- T1Repeater Overwatch IIncreases Max Overwatch Range and Overwatch Area by +33%.
- T2Repeater Overwatch IIIncreases Max Overwatch Range and Overwatch Area by an additional +33%.
- T3Repeater Overwatch IIIIncreases Max Overwatch Range and Overwatch Area by an additional +33%.
Rifle Damage
Upgrade Facility
- T1Rifle Damage IIncreases Damage and Critical Damage for Rifles.
- T2Rifle Damage IIIncreases Damage and Critical Damage for Rifles.
- T3Rifle Damage IIIIncreases Damage and Critical Damage for Rifles.
Rifle Movement
Upgrade Facility
- T1Rifle Movement IIncreases First Movement Distance for Operators armed with Rifles.
- T2Rifle Movement IIIncreases First Movement Distance for Operators armed with Rifles.
Rifle Range
Upgrade Facility
- T1Rifle Range IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Rifles.
- T2Rifle Range IIReduces Chance-To-Hit penalties from Range by an additional 5% and increases Max Overwatch Range for Operators armed with Rifle.
Teamwork Assist Damage
Lounge
- T1Teamwork Assist Damage IIncreases Assist Damage.
- T2Teamwork Assist Damage IIIncreases Assist Damage.
Unlock Lounge
Lounge
- T1Unlock LoungeUnlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.
- T2Improved LoungeOperators remaining at the Den during a mission gain an additional +5 Bond XP.
✦ A higher tier in a line means a stronger version of the same effect — for example the Combat Readiness line adds one starting Advantage per tier. It does not tell you whether the earlier tier is a hard requirement.
Priorities
Not Sure What to Upgrade?
Pick your biggest problem and this page points at the categories that address it. The ordering itself belongs to the Den upgrade priority guide.
Operators keep getting injured
Medbay and injury-chance upgrades
I need more damage
Company-wide combat and weapon upgrades
My roster is too small
Crew Quarters and Recruitment upgrades
My equipment is not good enough
Weapon upgrades plus Black Market stock
Bonds progress too slowly
The Lounge Bond XP line
I need more campaign resources
Networking and Influence upgrades
For an actual order — what to build first, what to skip and what to leave until the late campaign — use the priority guide. This page stays on what each facility and upgrade does.
See the full Den upgrade priority guide →Recovery
Medbay — Injuries, Beds and the Bacta Tank
Treating an injury is a campaign decision, not only a health decision: it costs Credits and either a Cycle or a Bacta Tank assignment.
Standard Bed
Time: one Cycle per treatment
Cost: Credits. Exact amount not verified.
Bacta Tank
Time: instant
Cost: more Credits than a Bed. Exact amount not verified.
Capacity
Medical Bed II, III and IV each add a bed.
6 Medbay upgrades in the collected data.
Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.
Use a Bed when
- The Operator is not needed for the next Mission.
- You want the cheaper option and can spend the Cycle.
- You have an idle Bed — capacity comes from the Medical Bed upgrades.
Use the Bacta Tank when
- The Operator is required for the next Mission and there is no Cycle to spare.
- You are on Normal difficulty or below — the Tank is disabled on Hard and above.
- The Credits are worth more to you than the Cycle.
✦ The Bacta Tank heals instantly but costs more than a Bed. On Hard difficulty and above the Bacta Tank is disabled, so treatment planning there is about Beds and Cycles only. The two lists above are recommendations built on the treatment rules, not a second set of rules.
Injury risk per Mission
- Low 20%
- Medium 33%
- High 50%
- Always 100%
✦ These are the configured injury chances the game uses for a Mission's risk level; Cautionary Intel reduces the chance on Dangerous Operations.
Medbay upgrades
Medical Bed II
Medbay · Tier I of III
The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Capacity
Medical Bed III
Medbay · Tier II of III
The Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Capacity
Medical Bed IV
Medbay · Tier III of III
The Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.
- Paid with:
- Credits
- Supports:
- Healing & Recovery, Capacity
Cheaper Medical Supplies I
Medbay · Tier I of II
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
- Paid with:
- Credits
- Supports:
- Healing & Recovery
Cheaper Medical Supplies II
Medbay · Tier II of II
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
- Paid with:
- Upgrade resource
- Supports:
- Healing & Recovery
Droid Repair Bay
Recruitment · Medbay
Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.
- Paid with:
- nothing named in the recipe data
- Supports:
- Healing & Recovery, Recruitment & Roster
Healing competes with the rest of the Den for the same Credits, and it also competes for Cycles. If an Operator is needed for the next Mission, that is a scheduling problem: check what the next Cycle actually offers before you commit a Bed.
Operators
Recruitment and Roster
Recruitment is where the roster grows; the Crew Quarters line is what decides how large it can get.
- Before a long stretch of Missions, so injuries do not strand a squad
- When a Bond pair you rely on has no replacement
- When a new weapon family is worth fielding
- New Operators with their own kit and specialization options
- Droids, once the Droid Repair Bay upgrade is built
- Roster size is raised by Increased Crew Quarters I to IV
- Recruiting without a free slot wastes the trip
When to recruit
What recruitment unlocks
How capacity works
Upgrades that change the roster
Increased Crew Quarters I
Crew Quarters · Tier I of IV
Increases maximum Operators on your roster by 1.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Increased Crew Quarters II
Crew Quarters · Tier II of IV
Increases maximum Operators on your roster by 1.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Increased Crew Quarters III
Crew Quarters · Tier III of IV
Increases maximum Operators on your roster by 2.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Increased Crew Quarters IV
Crew Quarters · Tier IV of IV
Increases maximum Operators on your roster by 2.
- Paid with:
- nothing named in the recipe data
- Supports:
- Capacity, Recruitment & Roster
Droid Repair Bay
Recruitment · Medbay
Interact with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.
- Paid with:
- nothing named in the recipe data
- Supports:
- Healing & Recovery, Recruitment & Roster
Relationships
Lounge and Bond Progression
The Lounge is not decoration: it is the facility that keeps Bond XP moving for the Operators who stay at the Den while a Mission runs.
How it works
- Operators left at the Den during a Mission gain Bond XP
- Unlock Lounge starts the effect, Improved Lounge adds to it
Why it matters
- Bond progress happens on Cycles you are already spending
- It costs no extra Credits or Cycles
What it feeds
- Bond tiers
- Cross Training options
- Pair-based squad planning
Unlock Lounge
Lounge · Tier I of II
Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.
- Paid with:
- Credits
- Supports:
- Bonds
Improved Lounge
Lounge · Tier II of II
Operators remaining at the Den during a mission gain an additional +5 Bond XP.
- Paid with:
- Upgrade resource
- Supports:
- Bonds
Economy
Black Market
The Black Market is unlocked by its own upgrade and reached through the Armory. It sells Weapon Mods and Utility items, and its stock size, quality and refresh price are all upgradeable.
What it does
- Sells Weapon Mods and Utility items
- Has limited stock that can be refreshed
- Item quality varies, and Quality Goods shifts the odds
What it consumes
- Credits for items
- Credits for refreshes
Why timing matters
- The same Credits pay for upgrades, healing and recruitment
- Every market upgrade is a Build Slot spent on something that is not combat or recovery
Unlock Black Market
Black Market
Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.
- Paid with:
- nothing named in the recipe data
- Supports:
- Credits & Black Market
Cheaper Refresh
Black Market
Reduces the cost to refresh the Black Market by 50%.
- Paid with:
- Upgrade resource
- Supports:
- Credits & Black Market
Increased Market Inventory I
Armory · Black Market · Tier I of II
The Black Market gains +1 item available for purchase.
- Paid with:
- Credits
- Supports:
- Credits & Black Market
Increased Market Inventory II
Armory · Black Market · Tier II of II
The Black Market gains +1 item available for purchase.
- Paid with:
- Upgrade resource
- Supports:
- Credits & Black Market
Expedited Delivery
Black Market
Adds the ability to refresh available items in the Black Market
- Paid with:
- Credits
- Supports:
- Credits & Black Market
Better Black Market Deals
Black Market
Reduces the Black Market prices by 15%
- Paid with:
- Upgrade resource
- Supports:
- Credits & Black Market
Quality Goods I
Black Market · Tier I of II
Increases the Chance of Higher Quality Items being available at the Black Market.
- Paid with:
- Credits
- Supports:
- Credits & Black Market
Quality Goods II
Black Market · Tier II of II
Further increases the Chance of Higher Quality Items being available at the Black Market.
- Paid with:
- Credits + Upgrade resource
- Supports:
- Credits & Black Market
Community consideration
Players disagree about this one. Some delay heavy Black Market spending until their Credit economy and core Den priorities are stable; others treat it as a good late-campaign sink once resources are flowing. That is player strategy, not a rule the game states, so this page keeps it out of the upgrade effects above.
Economy
Where Your Credits Go at the Den
Credits are the single resource behind almost every Den decision, which is why upgrading, healing, recruiting and shopping are competing choices rather than separate menus.
A currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.
Upgrade Facility
19 upgrade recipes name Credits. Building one also occupies a Build Slot for at least one Cycle.
Medbay
Every Bed or Bacta Tank assignment is paid for. Cheaper Medical Supplies reduces that cost.
Recruitment
New Operators and, once unlocked, Droids are paid for at Recruitment.
Black Market
Weapon Mods, Utility items and stock refreshes are bought at the Armory once the market is unlocked.
Some Operations
The Credits description lists some Operations as another Credits sink.
✦ The description above is the game's own text for Credits. This page uses it instead of an opinion about which sink is best, because the best sink depends on the run.
Construction
How Build Slots and Build Time Work
Construction is a queue: one Build Slot builds one upgrade, and more slots mean more parallel work.
Slot 1
Upgrade A — building
Slot 2
Upgrade B — building
Waiting
Upgrade C — no free slot
How to get more Build Slots
- Slot capacity is raised by upgrades of its own
- With more slots, two upgrades can progress at once
- A busy slot is the usual reason a plan feels slow
How long an upgrade takes
- Construction is counted in Cycles
- It takes at least one Cycle
- A Cycle advances when the campaign advances, normally through a Mission
✦ Per-upgrade build durations are not stored in the collected records, so no individual upgrade on this page claims a specific number of Cycles.
Troubleshooting
Can't Find or Finish an Upgrade?
These are the reasons an upgrade is missing from the list or looks stuck, in the order worth checking.
Check 1
Is the upgrade on another tab or category?
Upgrades sit under category headings rather than in one list. The goal browser above lists every named upgrade and which facility it belongs to, so use it as the index when the in-game list looks short.
Check 2
Has the earlier tier in the same line been built?
Most upgrade names come in lines numbered I, II, III and IV. The Upgrade Lines section shows which tiers belong to the same line, so you can see what comes before the entry you are looking for.
Check 3
Is the facility itself unlocked?
Some upgrades are gated behind a facility or a story beat. The Droid Repair Bay entry, for example, is unlocked by interacting with the Astromech in the Pit before it can be built.
Check 4
Is a Build Slot free?
Construction needs a free Build Slot. If every slot is busy, finish or wait for the current work first.
Check 5
Has the Cycle advanced since you started it?
Construction progresses as the campaign advances. If a build looks stuck, the Cycle has not moved since you paid for it.
✦ The tab and line lists on this page exist precisely because the in-game upgrade list is short until you open every category, which is how players reach the final Mission without seeing a whole class of upgrade.
Suggested route
What Should I Do at the Den Right Now?
Tick what is true for your save. The steps come back in a fixed order, and each one only appears because you said it applies.
Suggested checklist
Tick anything that applies and the checklist fills in. With nothing selected there is no order to suggest.
✦ This is a suggested checklist built from the systems above, not an optimal route — the page has no way to read your Credits, your Build Slots or your roster.
Questions
Den FAQ
What is the Den in Zero Company?
The Den is your base between Missions. It holds the facilities you use to heal Operatives, build upgrades, recruit, change equipment and pick the next Mission, and it is where the campaign economy is actually spent.
What should I do at the Den?
Work through the four loops in this order: recover anyone injured, start a construction if a Build Slot is free, spend Focus Points and Intel, then finish the equipment and squad check before you deploy. The checklist at the top of this page turns that into a task list.
What facilities are in the Den?
This page tracks 12 facilities and facility lines: Holotable, Networking, Personnel, Recruitment, Crew Quarters, Customization, Armory, the Upgrade Facility, Medbay, Lounge, Black Market and Memorial. Their names come from the game strings and icons rather than from a fan list.
How do Den upgrades work?
An upgrade is a construction, not a purchase. You choose it at the Upgrade Facility, pay the requirement, and the build occupies a Build Slot while the campaign advances. Later upgrades can add Build Slots so more than one thing can be built at a time.
How long do Den upgrades take?
Construction is measured in Cycles and takes at least one Cycle. The collected upgrade records do not store a per-upgrade build duration, so this site does not print a number it cannot verify for an individual upgrade.
How do you get more Build Slots?
Build Slots are raised by upgrades of their own rather than bought directly. Treat slot upgrades as the ceiling on how fast the rest of your upgrade plan can run.
What should I upgrade first?
That is a priority question rather than a system question, so it lives on the Den upgrade guide. This page tells you which upgrade belongs to which facility and which ones answer a given problem; the ordering itself is on the guide.
Where is the Medbay?
The Medbay is a Den facility and is the only place injuries are treated. It also handles Droid repairs once the Droid Repair Bay upgrade is built.
How does the Medbay work?
Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.
Does healing cost Credits?
Yes. Assigning an Operator to a Bed or to the Bacta Tank is a Credits cost. Cheaper Medical Supplies I and II each reduce that cost, and the exact base price is not stored in the collected data, so it is not printed here.
How long does healing take?
A Bed takes a Cycle to heal an Operator. The Bacta Tank heals instantly, which is the whole reason to pay more for it.
What does the Bacta Tank do?
The Bacta Tank heals instantly but costs more than a Bed. On Hard difficulty and above the Bacta Tank is disabled, so treatment planning there is about Beds and Cycles only.
Where do you recruit Operators?
At Recruitment. New Operators, and Droids once the Droid Repair Bay is built, are recruited there. Roster capacity sets how many you can hold, and that comes from the Crew Quarters upgrade line.
How do you upgrade weapons?
Weapon upgrades are company-wide: they apply to every Operator using that weapon family. The collected records cover 28 weapon upgrades across Rifles, Pistols, Repeaters and Longarms.
Where is the Black Market?
The Black Market is unlocked by its own upgrade and accessed at the Armory. It sells Weapon Mods and Utility items, and its stock size, quality and refresh cost are all upgradeable.
Is the Black Market worth upgrading?
It competes with everything else in the Credits economy — 8 collected upgrades touch the market itself, and every one of them is paid for out of the same pool as healing, recruitment and the Upgrade Facility. Whether to spend there first depends on your run, so this page sticks to what each upgrade changes.
Why can I not see an upgrade?
The usual causes are a category tab you have not opened, an earlier tier in the same line that is not built yet, a facility or story requirement, a Build Slot that is already busy, or a Cycle that has not advanced since you paid. The diagnostic above walks through them in order.
Why has my Den upgrade not finished?
Construction advances with the campaign. If the build has not completed, the Cycle has not moved since it started, or the construction has not been collected from the Upgrade Facility.
Can you finish every Den upgrade in one run?
That depends on campaign length, Credits earned and how much you spend elsewhere, and the collected data does not prove that every one of the 74 upgrade records can be completed in a single campaign. Treat the list as a set of options rather than a checklist to complete.
How many upgrade lines are there?
25 of the 35 collected upgrade lines have more than one tier. Those are the ones where seeing the whole line matters, because each tier builds on the one before it.
Are all Den upgrades the same for every playstyle?
No. Weapon upgrades only help Operators using that weapon family, Bond upgrades only matter if you leave Operators at the Den, and Influence upgrades only pay out through the Holotable. Read each upgrade against the squad you actually field.
Next step
What Should You Decide Next?
I know what the upgrades do
Den Upgrade Priority →
Turn the options on this page into an order of construction.
I am changing a build
Best Specializations →
Personnel is where a build is applied, and this is where the choice is made.
I am planning a Cycle
Missions →
Check what is available and what expires before you spend the Cycle on construction.
I want to test the result
Build Planner →
Apply an Operator's kit and read the calculated numbers before committing Credits.
Every facility, upgrade, cost and effect on this page is derived from the same 74 upgrade records and game strings the rest of the site reads. Nothing is invented where the data is silent.