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.

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

Operator
Campaign
Base
Social

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

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…

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.

  1. Step 1

    Choose an upgrade

  2. Step 2

    Pay the requirement

  3. Step 3

    It occupies a Build Slot

  4. Step 4

    A Mission or Cycle advances

  5. Step 5

    Construction progresses

  6. 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

    1. T1Cheaper Medical Supplies IReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
    2. T2Cheaper Medical Supplies IIReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
  • Combat Readiness

    Upgrade Facility

    1. T1Combat Readiness IThe squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
    2. T2Combat Readiness IIThe squad begins each combat with 2 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
    3. T3Combat Readiness IIIThe squad begins each combat with 3 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
  • Core Influence

    Holotable

    1. T1Core Influence IImmediately grants +5 Influence in Core Zones.
    2. T2Core Influence IIImmediately grants +5 Influence in Core Zones.
  • Focus Point

    Personnel

    1. T1Focus Point IAll Operators gain +2 Focus Points.
    2. T2Focus Point IIAll Operators gain an additional +3 Focus Points.
    3. T3Focus Point IIIAll Operators gain an additional +4 Focus Points.
  • Increased Crew Quarters

    Crew Quarters

    1. T1Increased Crew Quarters IIncreases maximum Operators on your roster by 1.
    2. T2Increased Crew Quarters IIIncreases maximum Operators on your roster by 1.
    3. T3Increased Crew Quarters IIIIncreases maximum Operators on your roster by 2.
    4. T4Increased Crew Quarters IVIncreases maximum Operators on your roster by 2.
  • Increased Market Inventory

    Armory · Black Market

    1. T1Increased Market Inventory IThe Black Market gains +1 item available for purchase.
    2. T2Increased Market Inventory IIThe Black Market gains +1 item available for purchase.
  • Longarm Critical Chance

    Upgrade Facility

    1. T1Longarm Critical Chance IIncreases Critical Chance for Longarms.
    2. T2Longarm Critical Chance IIIncreases Critical Chance for Longarms.
    3. T3Longarm Critical Chance IIIIncreases Critical Chance for Longarms.
  • Longarm Damage

    Upgrade Facility

    1. T1Longarm Damage IIncreases Damage and Critical Damage for Longarms.
    2. T2Longarm Damage IIIncreases Damage and Critical Damage for Longarms.
  • Longarm Range and Overwatch

    Upgrade Facility

    1. T1Longarm Range and Overwatch IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Longarms.
    2. 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

    1. T1Medical Bed IIThe Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.
    2. T2Medical Bed IIIThe Medbay gains a 3rd Bed allowing you to remove Injuries from up to 3 Operators at the same time.
    3. 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

    1. T1Mid Influence IImmediately grants +5 Influence in Mid Zones
    2. T2Mid Influence IIImmediately grants +5 Influence in Mid Zones
  • Outer Influence

    Holotable

    1. T1Outer Influence IImmediately grants +5 Influence in Outer Zones
    2. T2Outer Influence IIImmediately grants +5 Influence in Outer Zones
  • Persuasion

    Networking

    1. T1Persuasion IPlacing a Contact provides +2 Influence
    2. T2Persuasion IIPlacing a Contact provides an additional +3 Influence
  • Pistol Critical Chance

    Upgrade Facility

    1. T1Pistol Critical Chance IIncreases Critical Chance for Pistols.
    2. T2Pistol Critical Chance IIIncreases Critical Chance for Pistols.
  • Pistol Damage

    Upgrade Facility

    1. T1Pistol Damage IIncreases Damage and Critical Damage for Pistols.
    2. T2Pistol Damage IIIncreases Damage and Critical Damage for Pistols.
  • Pistol Movement

    Upgrade Facility

    1. T1Pistol Movement IIncreases First Movement Distance for Operators armed with Pistols.
    2. T2Pistol Movement IIIncreases First Movement Distance for Operators armed with Pistols.
    3. T3Pistol Movement IIIIncreases First Movement Distance for Operators armed with Pistols.
  • Quality Goods

    Black Market

    1. T1Quality Goods IIncreases the Chance of Higher Quality Items being available at the Black Market.
    2. T2Quality Goods IIFurther increases the Chance of Higher Quality Items being available at the Black Market.
  • Repeater Damage

    Upgrade Facility

    1. T1Repeater Damage IIncreases Damage and Rapid Fire Damage per AP for Repeaters.
    2. T2Repeater Damage IIIncreases Damage and Rapid Fire Damage per AP for Repeaters.
  • Repeater Movement

    Upgrade Facility

    1. T1Repeater Movement IIncreases First Movement Distance for Operators armed with Repeaters.
    2. T2Repeater Movement IIIncreases First Movement Distance for Operators armed with Repeaters.
  • Repeater Overwatch

    Upgrade Facility

    1. T1Repeater Overwatch IIncreases Max Overwatch Range and Overwatch Area by +33%.
    2. T2Repeater Overwatch IIIncreases Max Overwatch Range and Overwatch Area by an additional +33%.
    3. T3Repeater Overwatch IIIIncreases Max Overwatch Range and Overwatch Area by an additional +33%.
  • Rifle Damage

    Upgrade Facility

    1. T1Rifle Damage IIncreases Damage and Critical Damage for Rifles.
    2. T2Rifle Damage IIIncreases Damage and Critical Damage for Rifles.
    3. T3Rifle Damage IIIIncreases Damage and Critical Damage for Rifles.
  • Rifle Movement

    Upgrade Facility

    1. T1Rifle Movement IIncreases First Movement Distance for Operators armed with Rifles.
    2. T2Rifle Movement IIIncreases First Movement Distance for Operators armed with Rifles.
  • Rifle Range

    Upgrade Facility

    1. T1Rifle Range IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range for Operators armed with Rifles.
    2. 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

    1. T1Teamwork Assist Damage IIncreases Assist Damage.
    2. T2Teamwork Assist Damage IIIncreases Assist Damage.
  • Unlock Lounge

    Lounge

    1. T1Unlock LoungeUnlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.
    2. 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.

    When to recruit

    • 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

    What recruitment unlocks

    • New Operators with their own kit and specialization options
    • Droids, once the Droid Repair Bay upgrade is built

    How capacity works

    • Roster size is raised by Increased Crew Quarters I to IV
    • Recruiting without a free slot wastes the trip

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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?