Gaming Guide

Star Wars Zero Company: How to Increase Maximum Operator Roster Size

Unlock all eight extra operator slots through Zone Influence rewards and Crew Quarters upgrades at The Den.

Unlock all eight extra operator slots through Zone Influence rewards and Crew Quarters upgrades at The Den.

Your operator roster in Star Wars Zero Company starts small, and the game caps how many operators you can keep at The Den until you expand that capacity. This is separate from the four-operator field squad you take on missions. Raising the roster limit lets you hold more authored and custom operators in reserve, so you can rotate fresh faces in after injuries or permadeath.

Quick answer: Add up to eight roster slots by leveling Zone Aurek and Zone Krill to Tier 1 for their “Crew Quarters” (+1 Roster Capacity) rewards, then buying Increased Crew Quarters II, III, and IV under the Crew tab at the Upgrade station.


Roster capacity vs. field squad

These upgrades only change how many operators can live inside your base, not how many you deploy. Most missions still limit you to four operators at a time, and Hawks is required on every story mission. Growing the roster gives you a deeper bench to swap from, not a bigger tactical team.

The roster starts at a maximum of 7 operators and can reach a cap of 20 through Den upgrades, story progression, and authored characters joining your squad. The eight slots covered here come from two systems working together.

SourceSlots addedWhere
Zone Aurek (Tier 1)+1Holotable, Influence tab
Zone Krill (Tier 1)+1Holotable, Influence tab
Increased Crew Quarters II+1Upgrade station, Crew tab
Increased Crew Quarters III+1Upgrade station, Crew tab
Increased Crew Quarters IV+1Upgrade station, Crew tab

Note: The Crew Quarters upgrade path adds several slots across its higher tiers, and combined with the two Zone Influence rewards you reach a total of eight additional operator slots.


Unlock two slots through Zone Influence

Two of your extra slots come from the Holotable’s Zone Influence rewards. Both Zone Aurek and Zone Krill hand out a “Crew Quarters” reward worth +1 Roster Capacity at their first influence tier.

Open the Holotable and go to the Influence tab. This is where you can see the reward each Zone gives as you raise its influence level.
Holotable Influence screen with Zone Aurek highlighted and the Loose Lips operation selected
The Holotable Influence screen showing Zone Aurek and its Crew Quarters reward. Image: Electronic Arts
Raise Zone Aurek to Tier 1 to claim its “Crew Quarters” reward for +1 Roster Capacity.
Do the same for Zone Krill, taking it to Tier 1 to collect its matching +1 Roster Capacity reward.

Buy six slots at the Upgrade station

The remaining slots come from the Crew Quarters upgrade path at the Upgrade station in your base. Each higher tier reads “Increases maximum Operators on your roster by 1,” and stacking Tiers II, III, and IV adds up to six additional slots.

Head to the Upgrade station in the base. The recruitment terminal sits behind the Holotable, and the crew quarters upgrade is handled at a terminal to its left.
Mission tracker showing Launch Operation Loose Lips as the player moves toward the operation console
Moving through the ship toward the operation console during the Smugglers and Slugrats mission. Image: Electronic Arts
Select the Crew tab at the top of the Upgrade screen. You will see paths including Teamwork, Combat Readiness, Crew Quarters, Crew Focus, and Weapon Mods.
Purchase Increased Crew Quarters II, then III, then IV. Each tier raises your maximum roster by one, for a combined six slots across the three purchases.

How to confirm the roster grew

Your current limit is displayed at the top of the recruitment terminal page. After claiming a Zone Influence reward or buying a Crew Quarters tier, that number goes up by one, and you can hire more operators before hitting the cap again.

If you have a full roster and want to make room without waiting on an upgrade, you can fire an operator from the terminal to the right of recruitment, or a slot frees up when an operator dies. Recruiting also costs credits, and that cost rises each time you hire a new custom operator.

Work through both systems and you turn a cramped starting roster into a deep bench, giving you the flexibility to rotate operators as the campaign and its permadeath consequences unfold.