Delta Force Black Site: All 9 Workstations Explained
Sort the nine base stations by what they produce — currency, materials, intel, or items — so you know what each one feeds before upgrading.
The Black Site is your home-base production layer: a grid of workstations that keep generating output over time, whether you are in a match or offline. Nine stations fill the grid, and each one answers a different question about your account — what you can spend, what you can build, what you know, and what you can carry into a raid.
The exact roster and yields shift between seasons, so read this page as a functional map rather than a name list. Each station panel shows the live values for your account, which is why the useful comparison is between your own stations rather than against a guide’s table from another season.
The four output buckets
Sort every station by what it produces. The bucket tells you what the station feeds and when to invest in it.
| Output bucket | What it produces | What it feeds | When it matters |
|---|---|---|---|
| Currency | Spendable in-game money | Gear purchases, market buys, entry costs | Always — it funds every other bucket |
| Materials | Crafting and upgrade inputs | Station upgrades, gear crafting, quest turn-ins | Mid-game, once upgrade costs dominate |
| Intel | Information: loot hints, route and map knowledge | Raid decisions, key and room targeting | When you run high-risk maps |
| Items | Consumables, gear, and redeemable rewards | Loadout prep, insurance substitutes | Situationally — depends on your raid cadence |
How to read any station panel
Whatever the station is named, its panel answers the same four questions. Read them in this order:
- Output per cycle — what lands in storage when the cycle completes.
- Cycle duration — how long until that output is collectible.
- Input cost — what the station consumes per cycle, if anything. A station that eats materials produces nothing net until you check the exchange rate.
- Upgrade cost curve — what the next level costs and what it adds. The shape of that curve drives every priority decision on the upgrade priority page.
Why the bucket matters more than the name
Seasons rework stations — outputs get retuned, stations get replaced, new ones slot into the grid. A page that lists “station X produces Y” expires the moment a patch lands. The bucket framework does not: currency stations always fund the other three, materials always feed upgrades, intel always improves raid decisions, and items always substitute for purchases. Map the current in-game roster onto the four buckets and every other decision in this series follows.
Station count and the grid
Nine stations sounds like plenty until upgrade costs start compounding. Expect to run all nine eventually, but not at once — the unlock order page covers which ones earn their slot first, and the daily income page covers the collection rhythm that keeps them all producing. If stations interact with each other on the grid — adjacency effects, shared storage — the layout page covers how to arrange them.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Delta Force on Steam — patch notes, current season, and authoritative game data.