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The Den’s Upgrade Facility lets you fund infrastructure improvements and roster-wide weapon upgrades. Each construction project needs an available Build Slot and takes at least one Cycle; completing a mission advances the campaign to the next Cycle. The only specific upgrade trigger established here is for the Droid Repair Bay: interact with the Astromech in the Pit. For every other project, check the Upgrade Facility for its current cost and prerequisites—the available sources do not establish a complete unlock tree or cost table.

How Den upgrades and Cycles work

The Den is your home between missions. Its Upgrade Facility funds improvements to existing infrastructure, such as Medbay Beds, as well as weapon upgrades that apply across the roster. The game-text databank states: “Constructing an Upgrade takes at least one Cycle and an available Build Slot.” Additional Build Slots allow multiple projects to be constructed at once. StarWars.com’s guide says missions advance you to the next Cycle and recommends completing Den activities before deploying. Check your Den tasks before launching a mission so you can account for projects and conversations you want to finish first.

The Den becomes available after the initial battle tutorial, according to EA support. That page concerns bonus cosmetics, not Den upgrade prerequisites.

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How to unlock the Droid Repair Bay

Interact with the Astromech in the Pit. The game-text databank identifies this as the trigger for unlocking the Droid Repair Bay upgrade. Once enabled, the Bay lets you recruit droids at Recruitment and repair injured droids at the Medbay. The databank’s Droid Repair Bay entry reproduces the relevant in-game text.

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Den upgrade paths and documented effects

The facility index lists the following roster-wide upgrade paths. The figures below come from an unofficial databank that reproduces in-game text; it is not an EA guide. Its extracted facility pages identify different game builds, including 25513890 and 25134257, so treat these as the documented effects rather than a guarantee that every current campaign displays identical values.

Combat Readiness

Each tier increases the Advantage your Operators start combat with:

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  • Tier I: 1 Advantage.
  • Tier II: 2 Advantage.
  • Tier III: 3 Advantage.

The databank says this starting bonus stacks with Advantage gained during missions.

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Longarm Critical Chance

The tiers add critical chance for Longarms in incremental amounts: Tier I adds 3%, Tier II adds an additional 5%, and Tier III adds an additional 7%.

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Longarm Range and Overwatch

This path addresses range-based Chance-To-Hit penalties and maximum Overwatch range:

  • Tier I reduces range-based Chance-To-Hit penalties by 5% and adds 4m of maximum Overwatch range.
  • Tier II reduces those penalties by an additional 5% and adds a further 6m of Overwatch range.

Longarm Damage

Tiers I and II each add 2 Damage and 4 Critical Damage. The captured Tier III text says it increases Damage and Critical Damage by an additional amount but does not include the values, so the Tier III increment is not established.

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Repeater Damage

  • Tier I adds 1 Damage and 1 Rapid Fire Damage per AP.
  • Tier II adds another 1 Damage and another 2 Rapid Fire Damage per AP.

Rifle Damage

  • Tier I adds 1 Damage and 1 Critical Damage.
  • Tier II adds another 1 Damage and 1 Critical Damage.
  • Tier III adds another 2 Damage and 2 Critical Damage.

Pistol upgrades

The facility index names Pistol Critical Chance and Pistol Damage, but readable effect ladders are not available in the captured databank pages. Their exact tier values are therefore not established. The index also names facilities such as the Armory, Customization, Holotable, Memorial, Personnel, and Recruitment; these are Den systems, not necessarily upgrades.

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See the facility index and upgrade ladders for the reproduced game-text entries.

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Medbay recovery and injury risk

According to the Medbay text reproduced by the unofficial databank, standard beds take one Cycle to heal, while the Bacta Tank provides instant recovery. Injuries lower combat stats, and three injuries mean permanent death. These details come from an unofficial reproduction of in-game text, not an independently verified EA guide. Check the Medbay in your game for the options currently available to your campaign. The databank’s Medbay entry contains the reproduced records.

How to choose what to build first

There is no verified universal best order. Choose based on your current squad and the work you expect to do next:

  • Address the current bottleneck: If injured Operators or recovery are limiting your deployments, consider Medbay infrastructure; if the squad is ready to fight, an offensive path may be more useful.
  • Check weapon coverage: A roster-wide weapon upgrade matters more when several Operators use that weapon category. Review your actual roster before committing to Longarm, Repeater, Rifle, or Pistol upgrades.
  • Match the effect to your tactics: Combat Readiness adds starting Advantage; damage and critical paths improve weapon output; Longarm Range and Overwatch affects range penalties and Overwatch reach.
  • Account for timing: A project ties up a Build Slot for at least one Cycle, and completing a mission advances the Cycle. Finish relevant Den tasks before deployment, as StarWars.com advises.

The available public material does not establish a complete, authoritative table of every upgrade’s cost, prerequisite, and unlock Cycle. Inspect the Upgrade Facility in your campaign for the current requirements and cost rather than relying on an assumed route. A third-party guide likewise notes the absence of a published full matrix: Den upgrades guide.

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