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The Den
June 21, 2026 at 11:35 PM
Added the full facility roster (Holotable, Recruitment, Personnel, Armory, Upgrade/Droid Bay, Medbay, Customization, Memorial) and Zone Influence rewards
The 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.
The 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.
The Den is organized into stations, each handling a different part of running the company:
Station | Purpose |
|---|---|
Holotable | Launch Tactical Missions or Operations and check Zone Influence; shows everything available for the current cycle |
Recruitment | Hire new custom Operators for Credits; the selection refreshes each cycle |
Personnel | Review combat stats and Bonds, spend Focus Points in the Focus Tree, and change Specializations |
Armory | Outfit the squad with weapons, slot Weapon Mods, and buy gear and Utilities from the Black Market |
Upgrade | Fund Den infrastructure, such as a Droid Bay that unlocks Astromech recruits, or roster-wide weapon upgrades |
Medbay | Recover from Injuries; standard beds take a cycle, while a Bacta Tank heals instantly |
Customization | Change the appearance, species, and outfits of Hawks and custom Operators |
Memorial | Honor Operators lost to permadeath, reviewing their stats and accomplishments |
Two 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.
Time 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.
Activity | Description |
|---|---|
Tactical strikes | Turn-based combat missions launched from the galaxy map; certain ones are critical to advance the story |
Operations | Text-driven intelligence jobs with branching choices, rewards, and timers; they cost Intel to run |
Research and upgrades | Improve gear and unlock new equipment and facilities, each taking at least one cycle and a build slot |
Recruitment | Hire and develop new Operators for the squad |
The 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.