STAR WARS Zero Company the den

STAR WARS Zero Company The Den

STAR WARS Zero Company The Den: Holotable, Recruitment, Armory, Medbay, facility upgrades, and Cycles. Treat the base as your real campaign screen.

Base facilities, Holotable, and Cycle prep between missions.

~9 min read

At A Glance

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.

FactDetail
Focus keywordstar wars zero company the den
LocationRing of Kafrene — mining / trading outpost (Expansion Region)
CameraThird-person walk as Hawks; combat stays isometric
HolotableGalaxy map · Tactical Missions · Operations · current Cycle
RecruitmentCustom mercenaries (species, spec, name) plus authored joins
ArmorySwap weapons, install mods, buy utilities
MedbayAssign beds — building the room is not enough
Roster7 → 20 Operators
Squad deployUp to 4 Operators per mission
ModeSingle-player only
RelatedMissions · Combat · Talents
VerifiedAugust 28, 2026

What is The Den and how do I walk it?

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.

STAR WARS Zero Company Hawks walking The Den in third person

Why Kafrene

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.

Talk first when Bonds are thin

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.

How do I use the Holotable in STAR WARS Zero Company?

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.

STAR WARS Zero Company Holotable galaxy map and mission pick
Holotable pickWhat it isWhat you spend / get
Tactical MissionIsometric 4-Operator fightCredits, mods, utilities, Focus, Zone Influence; Injuries if you fail the turn
OperationNon-combat strategic jobIntel in; Credits, mods, Bond swings, enemy growth, story flags out
Critical / storyAdvances the campaignUsually requires Hawks in the four
Risky / Dangerous / ExtremePublic difficulty tagsHigher reward, worse Injury risk
Timed windowSome jobs expire when the Cycle advancesDo them now or lose the node

Intel is spent here, not in combat

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.

Do not Holotable on an injured four

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.

How do Cycles work in The Den?

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 stepWhereFail state
Treat InjuriesMedbay terminalDeploying a 2/3 Injury Operator into a story fight
Kit the fourArmoryWrong weapon specialization vs the faction
Fill empty slotsRecruitmentStory mission with fewer than four legal bodies
Spend Focus if you have itFocus / PersonnelSitting on points while a talent is unlocked
Pick the nodeHolotableLetting a timed Operation expire
Fight or operateMission / OperationSoftlock-style roster death — see permadeath

Operations still cost a Cycle slice

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.

Story still wants Hawks

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.

Next: Pick a mission

Matched by build plan, shared topics, and guide progression — not random related links.

What do Recruitment, Armory, and Medbay actually do?

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.

FacilityJobSkip cost
RecruitmentHire custom mercenaries (species, name, spec, weapons) or take authored joinsEmpty slot on a 4-Operator deploy
ArmorySwap Pistol / Rifle / Repeater / Longarm, install mods, buy utilitiesWrong AP cost vs the map
MedbayAssign an injured Operator to a bed; extra beds from upgradesInjury sits until you click the terminal
PersonnelRespec (Tel-Rea excepted), appearance, classWrong spec locked in for the next story node
HolotableMissions, Operations, Cycle, InfluenceDeploying blind
Focus / talentsSpend Focus Points on the per-Operator treeCovered on talents

Medbay does not auto-heal

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.

Recruitment is how permadeath stays playable

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.

Armory is loadout, not cosmetics

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.

Which Den facility upgrades should I buy first?

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.

UpgradeWhat it doesBuy when
Crew QuartersRaises roster cap (public 7 → 20)You cannot hire because the roster is full
Medical Facility / MedbayTreatment efficiency and extra bedsInjuries are stacking faster than one bed
Weapon ModsMore mod slots / weapon treesYou have mods sitting unequipped
Per-weapon treesPistol move, Rifle damage, etc. (public examples)After a specialization is locked for the run
Combat ReadinessGlobal combat bonusesAfter Medbay and slots are not the bottleneck
Black market (via Den level)Extra weapon mods beyond mission dropsWhen mission/Operation mods are not enough

One Medbay bed until you need two

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.

Black market is a Den level, not a street vendor

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.

How do I prep a Cycle without wasting Credits?

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.

  • Do01Open Medbay and assign beds — do not assume Injuries tick down on their own
  • Do02Check Injury counts vs the permadeath toggle before a story node
  • Do03Armory: match Pistol / Rifle / Repeater / Longarm to the next faction (Ion vs droids)
  • Do04Install mods you already own; cosmetics last
  • Do05Recruit if a slot is empty or an authored Operator is dead
  • Do06Spend Focus if a talent is unlocked — details on talents
  • Do07Talk Bonds that are behind, then Holotable: mission vs Operation vs timed window
  • Do08Deploy Hawks plus three; story nodes still want Hawks

Credits order

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.

Then go fight

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.

FAQ

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.

Can I skip The Den between missions?

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.

Does roster size start at 7?

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.

Where is The Den located?

Ring of Kafrene — a mining colony and trading outpost. You walk it in third person as Hawks; combat itself stays isometric.

Do I have to recruit custom Operators?

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.

What should I read after 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.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

Back to home