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The Den - Version 8 vs Version 9
Jun 26, 2026, 02:06 PM
Added internal cross-reference links
Jul 22, 2026, 02:13 AM
Added the Den support crew, roster capacity limits, and how the holotable divides a cycle's work
11The Den is the home base for Zero Company and the hub you return to between missions. It is where the squad lives, plans, and prepares, and the developers have described it as the largest and most interactive base ever built for a Star Wars game. While you are in the Den the camera shifts from the isometric battlefield view to third-person.2233The Den sits in a hangar on the Ring of Kafrene, a deep-space mining colony and trading post in the Kafrene asteroid belt. From this fixed home base the squad stages every operation across the galaxy map, traveling aboard their transport ship, the Caisson, which is flown by the droid pilot M-3VO.4455Facilities667788The Den is organized into stations, each handling a different part of running the company:991010StationPurposeHolotableLaunch Tactical Missions or Operations and check Zone Influence; shows everything available for the current cycleRecruitmentHire new custom Operators for Credits; the selection refreshes each cyclePersonnelReview combat stats and Bonds, spend Focus Points in the Focus Tree, and change SpecializationsArmoryOutfit the squad with weapons, slot Weapon Mods, and buy gear and Utilities from the Black MarketUpgradeFund Den infrastructure, such as a Droid Bay that unlocks Astromech recruits, or roster-wide weapon upgradesMedbayRecover from Injuries; standard beds take a cycle, while a Bacta Tank heals instantlyCustomizationChange the appearance, species, and outfits of Hawks and custom OperatorsMemorialHonor Operators lost to permadeath, reviewing their stats and accomplishments1111Resources12121313Two resources drive the Den economy. Credits are the squad's spending money for hiring, gear, and healing. Intel, gathered from missions and Operations, is spent to run Operations that gather information or loot. Tactical Missions also award Focus Points for upgrades and Zone Influence; collect enough Zone Influence and you unlock Zone Rewards such as upgrades, powerful Utilities, contacts, and Credits.14141515Cycles and Operations16161717Time at the Den runs on cycles. Each cycle you choose how to spend limited time across two kinds of activity, and many missions and Operations are time-limited, so you cannot do everything at once.18181919ActivityDescriptionTactical strikesTurn-based combat missions launched from the galaxy map; certain ones are critical to advance the storyOperationsText-driven intelligence jobs with branching choices, rewards, and timers; they cost Intel to runResearch and upgradesImprove gear and unlock new equipment and facilities, each taking at least one cycle and a build slotRecruitmentHire and develop new Operators for the squad2020Holding Back the Enemy21212222The Den layer also pressures you. Each cycle the enemy factions grow stronger, gaining one of two possible power-ups, and you choose which upgrade to deny them. That choice turns base management into a strategic tug of war: every cycle you spend preparing is a cycle the adversary uses to dig in.23+24+Support Crew25+26+Not everyone in Zero Company deploys. Four members work the Den itself, keeping the company informed, funded, armed, and patched up between missions. None of them can be added to a squad.27+28+Crew MemberResponsibilityBennic HallorenRepublic IntelligenceRuna BlaskOperations and FinanceNeesh RenarkArmory and Black MarketM-3VO, also called MeevoPilot and Medbay29+Roster Capacity30+31+The Den holds a maximum of seven Operators at the start of the campaign. That ceiling climbs to twenty, raised by Den upgrades, by story progress, and by authored Operators joining the company. Recruitment refreshes each cycle, so capacity, not availability, is usually what limits the roster.32+33+Choosing the Cycle's Work34+35+Both kinds of deployment are picked at the holotable. Operations are funded with Intel and resolve on the galaxy map, while a cycle closes when you select a Tactical Mission and send the squad out. Offers expire, though story-critical missions become obligatory once enough time passes. See Operations and Tactical Missions for how the two differ in practice.