Star Wars Zero Company Base Building: The Den Setup Guide - Guide

Star Wars Zero Company Base Building: The Den Setup Guide

Master Star Wars Zero Company base building: run The Den, manage holo table operations, heal operators, recruit, and grow squad bonds.

2026-08-14
Star Wars Zero Company Wiki Team
Quick Guide
  • Star Wars Zero Company base building revolves around The Den, a converted freighter HQ on the Ring of Kafrene
  • Holo table operations cover 12 zones and pay out intel, loot, and rare rewards
  • Cycle timer: every mission advances time, and opportunities you skip expire
  • Bonds and dilemmas unlock focus points and permanent cross-training bonuses between operators
  • Med bay discipline: injured operators heal for one full cycle and miss the next mission

Star Wars Zero Company Base Building: Inside The Den

Star Wars Zero Company base building takes place at The Den, the headquarters of your independent outfit for hire, tucked inside a defunct bulk freighter hidden in a hangar on the Ring of Kafrene. After every mission, the camera drops from the tactical overview into third person, so you walk the decks yourself, speak with operators, and run the company between contracts. Set in 20 BBY during the twilight of the Clone Wars, the game treats headquarters management as a full gameplay layer rather than a menu screen, and the choices you make there feed directly into mission performance.

Video Highlights:

  • A full tour of The Den and its stations between missions
  • How operator conversations, bonds, and dilemmas shape squad chemistry
  • Holo table operations across 12 zones and the mission cycle
  • Custom operator recruitment through the full character creator

The Den also works as the game's social hub. Speaking with operators between missions is worth doing every time, both for the writing itself and because conversations are one of the main ways new missions open up. Side characters such as Cleve, the Den's technician, provide comic relief, and operators like Cab, with his rhyming dialect, reward repeat visits. Your answers in these exchanges feed the bond system covered later in this guide.

The Den at a GlanceDetails
LocationDefunct bulk freighter in a hangar, Ring of Kafrene
ExplorationThird-person walking between missions
Core stationsHolo table, recruitment facility, med bay, armory
Key resourcesIntel, loot, and cycle time
Social layerOperator dialogue, bonds, and dilemmas
Preview Build Note

Details in this guide come from a pre-launch preview build shown ahead of the August 27, 2026 release. EA and Bit Reactor have flagged known bugs and ongoing tuning, so specific numbers and unlock timing may shift at launch.

Core Facilities and What They Unlock

Four stations anchor your base of operations. Each one converts a different resource, whether that is intel, cycle time, or loot earned in the field, into long-term squad strength.

Holo Table

  • Mission control hub split into 12 zones
  • Runs non-combat operations for intel and loot
  • Gates rare rewards alongside tactical missions

Recruitment Facility

  • Hires new operators for the roster
  • Full character creator feeds custom recruits
  • Clones join at certain story points

Med Bay

  • Treats operators injured in the field
  • Recovery takes one full cycle
  • Forces healthy squad rotation

Armory

  • Manages gear, loadouts, and outfits
  • Deep appearance customization for most operators
  • Supports eight standard and four exotic specializations
FacilityPrimary FunctionStrategic Value
Holo TableLaunches missions and operations across 12 zonesTurns cycle time into intel, loot, and rare rewards
Recruitment FacilityHires new and custom-created operatorsKeeps the roster deep for rotation and squad comps
Med BayHeals operators injured on missionsPrevents stacked injuries from hollowing out the roster
ArmoryHandles gear, loadouts, and appearanceTailors each operator to your tactical plan
Recruitment Tip

You are not limited to the operators the story hands you. The recruitment facility includes a full character creator that feeds your own custom Star Wars characters into the recruit pool, and clones can be recruited at certain points in the campaign. A few fixed story operators keep preset appearances, but everyone else is yours to shape.

The Between-Mission Management Loop

Base management follows a repeatable loop after every mission. Run it in the same order each cycle and you will rarely lose an operator or an opportunity to poor planning.

1

Return and Walk the Den

After the mission wraps, take control in third person and move through the freighter. Learn the layout early so facility visits stay quick for the rest of the campaign.

2

Treat the Wounded

Send any downed or injured operators to the med bay first. Healing takes one full cycle, which means they miss the next mission, so start that clock immediately.

3

Work the Room

Speak with every operator. Conversations unlock new missions, advance personal storylines, and feed the bond system that drives combat synergies.

4

Plan at the Holo Table

Review all 12 zones, weigh tactical missions against non-combat operations, and check which opportunities expire when the cycle advances.

5

Deploy Your Four-Person Squad

Build the mission team around specialization synergy, bond pairs, and who is healthy, then launch and bank the rewards back at base.

Time Is the Real Currency

Every mission advances the cycle, and opportunities expire if you do not reach them. During the preview, plenty of operations went unfinished purely because the clock ran out. Treat the holo table as a triage board, not a checklist you can clear.

Bonds, Dilemmas, and Informants

The bond system is the most distinctive part of headquarters life. Operators start out neutral or even disliking each other, and fighting together raises those bonds over time. Higher bonds grant focus points and permanent cross-training bonuses, which is where base socializing turns into raw combat value.

Dilemmas sharpen the stakes. At certain points, Hawks faces a choice where every operator weighs in, and how you resolve it can build or damage a bond. Reading your squad before you answer matters more than picking the "best" option on paper.

InteractionEffect on Bonds
Deploying operators togetherRaises the bond between them over time
Call for backup assistsIncreases the bond between the assisting pair
Dilemma resolved in an operator's favorBuilds the affected bond
Dilemma resolved against preferencesDamages the affected bond

Beyond the freighter, the official EA features page confirms you deploy informants across the galaxy to help navigate the high stakes of the Clone Wars, extending your base network past the hangar walls.

Combo Example

Bonds feed directly into tactics. Attack a target, have a squadmate assist through the call for backup system, and drop the enemy's health low enough to trigger Jay's Final Shot, which eliminates the target outright. Every assist also raises the bond between the two operators involved.

Cycle Management and Priorities

Because the cycle advances with every mission, base building is really a prioritization game. Use this framework when the holo table offers more than you can possibly take.

PriorityActionWhy It Matters
HighMed bay treatmentUntreated injuries stack into roster holes
HighExpiring holo table operationsMissed windows are lost when the cycle moves on
MediumOperator conversationsUnlocks missions and builds bonds
MediumRecruitmentKeeps rotation options healthy
FlexibleNon-combat operationsConverts spare cycles into intel and loot

Every-Cycle Checklist:

  • Talk to every operator at least once
  • Send all injured operators to the med bay
  • Review all 12 holo table zones before deploying
  • Check which opportunities expire this cycle
  • Recruit or customize operators when the roster runs thin
Difficulty and Consequence

Story, normal, hard, and expert modes are available, permanent death can be toggled on or off, and a dedicated mode removes manual saves so choices stick. With permadeath active, disciplined med bay use and a deep recruitment bench stop a single bad mission from ending a campaign.

Base Building FAQ

Q: What is the base in Star Wars Zero Company?

The Den, a defunct bulk freighter hidden in a hangar on the Ring of Kafrene. You explore it in third person between missions and use it to launch operations, treat injuries, recruit operators, and manage gear.

Q: Is base building freeform construction or management?

It is management-driven. Rather than placing structures, you run stations like the holo table, recruitment facility, med bay, and armory, and allocate limited cycle time across 12 zones of operations.

Q: What happens if I ignore the med bay?

Operators injured in a mission heal for one full cycle and miss the next mission regardless. Skipping treatment planning stacks absences, which forces weaker squad compositions on later contracts.

Q: Do base decisions affect combat performance?

Yes. Reconnaissance earns intel spent back at The Den, bonds unlock focus points and permanent cross-training bonuses, and dilemma outcomes shape squad chemistry heading into the next fight.

Launch Window

Star Wars Zero Company launches on August 27, 2026. Pre-orders are open on the EA app for Windows, Steam, Epic Games Store, PlayStation Store, and Xbox Store through the official EA features page.