What is the Holotable in STAR WARS Zero Company The Den?
The strategic map UI in The Den. You pick Tactical Missions and Operations, read the current Cycle, and spend Intel. It is the command center, not a lore prop.
Searching star wars zero company the den? The Den is Zero Company’s base in STAR WARS Zero Company — a third-person hub on the Ring of Kafrene between isometric fights. You treat Injuries, recruit, kit the Armory, spend Focus, talk Bonds, and pick the next action on the Holotable. Campaign time advances in Cycles. Bit Reactor / Electronic Arts. Verified August 28, 2026. Steam.
This STAR WARS Zero Company The Den page is the campaign screen, not flavor. Combat rules stay on combat; mission types stay on missions.
| Fact | Detail |
|---|---|
| Focus keyword | star wars zero company the den |
| Location | Ring of Kafrene — mining / trading outpost (Expansion Region) |
| Camera | Third-person walk as Hawks; combat stays isometric |
| Holotable | Galaxy map · Tactical Missions · Operations · current Cycle |
| Recruitment | Custom mercenaries (species, spec, name) plus authored joins |
| Armory | Swap weapons, install mods, buy utilities |
| Medbay | Assign beds — building the room is not enough |
| Roster | 7 → 20 Operators |
| Squad deploy | Up to 4 Operators per mission |
| Mode | Single-player only |
| Related | Missions · Combat · Talents |
| Verified | August 28, 2026 |
The Den is the most-visited location in STAR WARS Zero Company. After every tactical mission you come home, the camera drops from the battlefield isometric view into third person, and you walk Hawks through the rooms. Authored Operators — Trick, Tel-Rea, Cly, and the rest — stand around doing their own thing. That walk is how Bonds, respecs, and facility terminals actually get used.

The Den sits on the Ring of Kafrene, a deep-space mining colony and trading outpost halfway between the Core and the Outer Rim. Canon first showed the Ring in Rogue One. Public framing: it is a crime-heavy backwater, which is why an off-books mercenary company can operate there without a Republic parade. Lore is flavor; the terminals are the job.
Walking up to a squadmate is not a cutscene skip. Dialogue can move Bonds up or down and unlock background (Trick’s helmet scarring is the public example). Cross Training and combat reactions still want missions together — the Den talk is the other half. Details: bonds.
The room that actually sends you back to war is the Holotable.
The Holotable is the command center inside STAR WARS Zero Company The Den. From here you open the galaxy map, read the current Cycle, spend Intel, and choose a Tactical Mission (the 4-Operator fight) or an Operation (non-combat, text / Intel spend). Main story beats and optional jobs both live here. Influence, contacts, and time-limited windows show on this table — not in a separate pause menu.

| Holotable pick | What it is | What you spend / get |
|---|---|---|
| Tactical Mission | Isometric 4-Operator fight | Credits, mods, utilities, Focus, Zone Influence; Injuries if you fail the turn |
| Operation | Non-combat strategic job | Intel in; Credits, mods, Bond swings, enemy growth, story flags out |
| Critical / story | Advances the campaign | Usually requires Hawks in the four |
| Risky / Dangerous / Extreme | Public difficulty tags | Higher reward, worse Injury risk |
| Timed window | Some jobs expire when the Cycle advances | Do them now or lose the node |
Intel fuels Operations and contacts on the galaxy map. Burning it all on one Operation when a timed node is about to expire is the usual leak. Full mission taxonomy: missions.
The table will let you deploy. Medbay will not auto-fix anyone. Assign beds first — the facilities section below is the checklist the Holotable cannot see.
Cycles are why that order matters.
A Cycle is the campaign beat, not a calendar day. Public structure: Den prep → Holotable choice → tactical mission and/or Operation → return with loot → the clock moves. Completing jobs advances time. Some Holotable nodes expire when the Cycle ticks. That is why The Den is the real campaign screen — skipping prep to “just deploy” can age out a better node.
| Cycle step | Where | Fail state |
|---|---|---|
| Treat Injuries | Medbay terminal | Deploying a 2/3 Injury Operator into a story fight |
| Kit the four | Armory | Wrong weapon specialization vs the faction |
| Fill empty slots | Recruitment | Story mission with fewer than four legal bodies |
| Spend Focus if you have it | Focus / Personnel | Sitting on points while a talent is unlocked |
| Pick the node | Holotable | Letting a timed Operation expire |
| Fight or operate | Mission / Operation | Softlock-style roster death — see permadeath |
Operations do not put you on the isometric map, but they still spend Intel and can move Bonds, enemy upgrades, and Zone Influence. Treat them as a Cycle action, not a free pause-menu click.
Critical missions typically require Hawks plus up to three others. Custom mercenaries fill gaps; they do not replace Hawks on story nodes. Roster rules: operators.
The three rooms that make a Cycle legal are Recruitment, Armory, and Medbay.
Matched by build plan, shared topics, and guide progression — not random related links.
Public Den facilities are walkable rooms with terminals, not abstract upgrade icons. These three are the ones that break a Cycle if you skip them.
| Facility | Job | Skip cost |
|---|---|---|
| Recruitment | Hire custom mercenaries (species, name, spec, weapons) or take authored joins | Empty slot on a 4-Operator deploy |
| Armory | Swap Pistol / Rifle / Repeater / Longarm, install mods, buy utilities | Wrong AP cost vs the map |
| Medbay | Assign an injured Operator to a bed; extra beds from upgrades | Injury sits until you click the terminal |
| Personnel | Respec (Tel-Rea excepted), appearance, class | Wrong spec locked in for the next story node |
| Holotable | Missions, Operations, Cycle, Influence | Deploying blind |
| Focus / talents | Spend Focus Points on the per-Operator tree | Covered on talents |
Building or unlocking the Medical Facility is not treatment. Open the Medbay terminal, pick the squadmate, assign a bed. They will not recover just because the room exists. More beds come from upgrading Medbay at the Den upgrade terminal — extra beds are wasted until you actually have two Injuries at once.
Custom hires are fully customizable: species, clothing, voice, name, specialization. Authored Operators can still die (Hawks cannot). You will recruit replacements. That is the XCOM-shaped half of Zero Company, and it happens in this room — not on the Holotable.
Weapon models and color schemes live here too, but mods change crit, damage, and status. You can even swap weapons mid-combat; class perks may still favor one specialization. Full AP table: weapons.
Credits spent on the wrong facility upgrade delay all three rooms. Priority is next.
Facility upgrades spend Credits earned from missions and Operations. Public trees do not publish a safe credit price on this wiki — confirm the terminal. What is verified is the job of each tree. Buy the job you are already failing, not the one that sounds like a DPS buff.
| Upgrade | What it does | Buy when |
|---|---|---|
| Crew Quarters | Raises roster cap (public 7 → 20) | You cannot hire because the roster is full |
| Medical Facility / Medbay | Treatment efficiency and extra beds | Injuries are stacking faster than one bed |
| Weapon Mods | More mod slots / weapon trees | You have mods sitting unequipped |
| Per-weapon trees | Pistol move, Rifle damage, etc. (public examples) | After a specialization is locked for the run |
| Combat Readiness | Global combat bonuses | After Medbay and slots are not the bottleneck |
| Black market (via Den level) | Extra weapon mods beyond mission drops | When mission/Operation mods are not enough |
Public play advice: do not buy extra beds “just in case.” One assigned bed covers a clean run. Buy the second when two Operators are actually queued. Crew Quarters is the other early spike — you cannot recruit if the roster is capped.
As The Den levels, a black-market source unlocks additional mods. Missions and Operations still drop mods. You do not have to max the market before you can field a legal four.
A Cycle checklist keeps the spend honest.
Work this list every time you return to STAR WARS Zero Company The Den. It is the difference between a Holotable click and a campaign that still has Operators.
Consumable-like needs first: Medbay if Injuries exist, Crew Quarters if you cannot hire, Weapon Mods slots if loot is clogged. Combat Readiness is a bonus on top of a living roster. We do not invent credit numbers — read the upgrade terminal.
The Den loop exists so combat has a legal four with treated Injuries. If you came here from a wipe, fix the roster before you open the Holotable again.
The strategic map UI in The Den. You pick Tactical Missions and Operations, read the current Cycle, and spend Intel. It is the command center, not a lore prop.
You can rush the next Holotable node, but Injuries, kit, Recruitment, and Focus all land here. Medbay will not treat anyone unless you assign a bed.
Public systems copy: initial roster 7, cap 20 via Crew Quarters / Den upgrades. Confirm the terminal in your client if a patch moved the numbers.
Ring of Kafrene — a mining colony and trading outpost. You walk it in third person as Hawks; combat itself stays isometric.
Story missions typically require Hawks plus three. Customs fill Standard specs the authored roster does not cover, and they replace permadeath losses. Recruitment is in The Den.
Pick the next node on missions, spend Focus on talents, or return to the beginner guide if the first Cycle still feels opaque.
Matched by build plan, shared topics, and guide progression — not random related links.