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The Den’s Upgrade Facility improves shared infrastructure and gives roster-wide weapon bonuses. Every project needs an available Build Slot and takes at least one Cycle; completing a mission advances the Cycle, so check Den tasks before deploying. The only specific upgrade trigger established here is for the Droid Repair Bay: interact with the Astromech in the Pit.
How Den upgrades work
The Den is your home between missions. Its Upgrade Facility funds improvements to existing facilities, such as Medbay Beds, and upgrades that affect all Operators. Construction requires an open Build Slot and takes at least one Cycle. Extra Build Slots let you run projects at the same time. StarWars.com notes that missions advance you to the next Cycle and recommends finishing Den activities before deployment; see its Zero Company guide.
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The Den becomes available after the initial battle tutorial, according to EA’s missing-content help page. That page concerns bonus cosmetics, not upgrade prerequisites. The exact cost and prerequisite for an individual project can depend on what is available in your campaign, so check the Upgrade Facility in-game.
How to unlock the Droid Repair Bay
- Go to the Pit in the Den.
- Interact with the Astromech. The game-text entry says this unlocks the Droid Repair Bay upgrade.
- Build the upgrade at the Upgrade Facility when it is available and you have an open Build Slot.
The Bay lets you recruit droids at Recruitment and repair injured droids at the Medbay. This trigger and effect are recorded by the unofficial Zero Company Databank, which reproduces in-game text; it is not an official EA guide.
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Roster-wide upgrade paths and effects
The Databank facility index names the following weapon and combat paths. Its captured game-text pages provide these effects; values are per tier as described, and “additional” means the stated bonus is added at that tier.
| Upgrade path | Documented effects |
|---|---|
| Combat Readiness | Tier I starts combat with 1 Advantage; tier II with 2; tier III with 3. The starting bonus stacks with Advantage gained during the mission. |
| Longarm Critical Chance | Tier I adds 3% critical chance; tier II adds an additional 5%; tier III adds an additional 7% for Longarms. |
| Longarm Range and Overwatch | Tier I reduces range-based Chance-To-Hit penalties by 5% and adds 4 m maximum Overwatch range. Tier II reduces the penalties by an additional 5% and adds a further 6 m of Overwatch range. |
| Longarm Damage | Tiers I and II each add 2 Damage and 4 Critical Damage. The captured tier III text omits the numerical increments, so its exact effect is not established. |
| Repeater Damage | Tier I adds 1 Damage and 1 Rapid Fire Damage per AP; tier II adds a further 1 Damage and 2 Rapid Fire Damage per AP. |
| Rifle Damage | Tier I adds 1 Damage and 1 Critical Damage; tier II adds a further 1 of each; tier III adds a further 2 of each. |
| Pistol Critical Chance | The facility index lists this path, but the captured effect ladder does not provide readable values. |
| Pistol Damage | The facility index lists this path, but the captured effect ladder does not provide readable values. |
The index also names the Medbay and Droid Repair Bay as Den facilities. Other listed systems—including the armory, customization, holotable, memorial, personnel, and Recruitment—are Den facilities or systems, but are not all upgrades. Facility names and numeric ladders above come from the unofficial Databank’s reproduction of game text. Its facility pages identify different extracted builds, including 25513890 and 25134257, so consult the game for current availability and effects.
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What is known about prerequisites and costs
Beyond the Astromech interaction for the Droid Repair Bay, no complete public, authoritative upgrade tree or table of costs, prerequisites, and unlock Cycles is established. A third-party reference likewise notes that these details are not published comprehensively: Zero Company Databank. The Upgrade Facility is the place to inspect an item’s current cost and requirements; do not assume an upgrade is available at a particular Cycle or that every campaign presents the same choices at the same time.
Which Den upgrades should you get first?
There is no verified universal best order. Choose based on what is constraining your current squad and how you use it:
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- Recovery or offense: If injuries and downtime are the immediate problem, consider infrastructure that supports recovery. If the squad is functioning but needs more combat output, compare the weapon paths that match its loadout.
- Weapon coverage: Weapon upgrades affect all Operators, but are most relevant when several members use that weapon category. Check your roster before spending a slot on a narrow path.
- Combat approach: Combat Readiness supports a stronger opening through starting Advantage; damage and critical upgrades improve different weapon outcomes; Longarm Range and Overwatch addresses range penalties and Overwatch reach.
- Timing and capacity: A project occupies a Build Slot for at least one Cycle. Since missions advance the Cycle, finish important Den activities before leaving, and account for any upgrade that you want completed before the next deployment.
For injury planning, the Databank’s reproduced Medbay records say standard beds take one Cycle to heal, while a Bacta Tank provides instant recovery; they also say injuries lower combat stats and three injuries mean permanent death. Treat those details as unofficially reproduced in-game text rather than independently verified official guidance: Zero Company Databank.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Den upgrades versus other unlocks
Do not confuse upgrade access with cosmetic rewards. EA’s missing-content page describes a separate preorder bonus: complete the Smugglers’ Manifest Operation in Cycle 5, then any available Holotable mission, then talk to M-3VO. Those steps unlock the cosmetic pack, not Den upgrades. EA support: missing content.
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