Crew Relationships
Bonds between squad members grant combat synergies and drive narrative choices in STAR WARS Zero Company.
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Created by duskvalley
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STAR WARS Zero Company tracks the bonds between squad members through a system of Crew Relationships. The people in Zero Company are not a tidy unit. They hold different worldviews, carry their own grudges, and do not automatically trust one another or Hawks.
Characters who deploy and fight together repeatedly grow closer, and those bonds pay off on the battlefield. Stronger relationships grant tactical synergy bonuses and unlock new support abilities, including cross-training perks that let squadmates share strengths across their classes. A well-bonded pair is more than the sum of its parts.
The flip side is conflict. Clashing personalities can create friction that you have to manage, smoothing over disputes or taking sides. Much of this plays out at the Den, where you spend downtime talking with the crew, and the choices you make there carry narrative consequences that ripple through the story.
The relationship layer ties directly into permadeath. Because losing a companion is permanent, every bond you build is also something you can lose, which makes the social side of the game as fraught as the combat. Investing in a character deepens both their usefulness in a fight and the sting of leaving them behind.