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Crew Relationships
June 21, 2026 at 11:35 PM
Added the Bonds, Cross Train, Focus Points, Focus Tree, and Dilemmas detail from the official Personnel breakdown
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.
Each pair of Operators has a Bond that measures how much they like or dislike each other. Bonds begin neutral or negative, and they grow when characters fight together, complete Operations and Tactical Missions, or use Call for Backup. When a Bond rises a level, both Operators can Cross Train for a permanent combat stat bonus, and reaching the maximum Bond level unlocks a special Cross Training passive ability. A well-bonded pair is more than the sum of its parts.
Bonds feed progression. Raising Bonds is the main way to earn Focus Points, which you spend in each Operator's Focus Tree to upgrade talents, abilities, and passives. You manage all of this at the Personnel station in the Den, where you can also review combat stats and change most Operators' Specializations.
The flip side is conflict. Clashing personalities create friction you have to manage. At certain story points Hawks faces a Dilemma, an important decision on which every Operator weighs in, and the choice can raise or lower Bonds across the squad. Much of this plays out at the Den, where downtime conversations 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.