Zero Company

PAIR PROGRESSION

52 Cross Training choices

Search the exact effect, when it can appear, who qualifies, and how many times the choice can be selected. General choices begin at Despised with 50 Bond XP. Specialization choices arrive at Inseparable with 350.

General choices
20
Specialization choices
32
Choice pool
Effect categories
Effect category

BOND RECORD

How the pair system is described

When two Operators Cross Train both Operators receive the selected ability as a permanent upgrade. Cross training upgrades are never lost, and stack if selected multiple times.

Personnel tutorial
When two Operators reach certain relationship levels, they can engage in cross-training to mutually power-up a stat or to teach one another passive abilities.
Available training prompt
A Bond Level has increase between your operators. Proceed to the Personnel facility to initiate Cross Training.
Effect source label
Granted by Cross Training
All 23 relationship-change descriptions
  • Awarded for actions taken in combat that benefitted a teammate
  • Completing Operations across the galaxy creates a lasting connection
  • Awarded when an Operator heals another Operator
  • Awarded when Operators call one another for Backup
  • Operators spent time in the Den Lounge together
  • Fighting together has built a stronger relationship
  • Provided by a conversation choice made by the player
  • Both Operators selected A Friendly Game training
  • Both Operators selected the Conflict Resolution training
  • The death of a teammate in combat has brought these Operators closer
  • A near death experience has strengthened this relationship
  • Very strongly disagreed with each other during a Dilemma
  • Disagreed with how Hawks chose to resolve a Dilemma facing Zero Company
  • Agreed with how Hawks chose to resolve a Dilemma facing Zero Company
  • Disagreed with each other on how to resolve a Dilemma facing Zero Company
  • Agreed with each other on how to resolve a Dilemma facing Zero Company
  • Resolving a dilemma has altered the relationship between Operators
  • Downed one of your squad mates with friendly fire.
  • Damaged one of your squad mates with friendly fire.
  • Assigning an injured Operator to a dangerous task has affected opinions
  • Rallied an Operator who was downed in combat
  • Hawks refused to help this Operator in a time of need
  • Hawks agreed to help this Operator in a time of need

BOND REWARD LADDER

From Reviled to Inseparable

Each row shows what a pair receives on reaching that Bond XP threshold. Read how to schedule pair rotations and rewards.

Bond levelBond XPFocus PointsCross Training choice
-4Reviled0+0None
-3Despised50+11 General
-2Hated70+11 General
-1Disliked80+11 General
0Neutral100+11 General
+1Comrades125+11 General
+2Friends175+21 General
+3Partners250+41 General
+4Inseparable350+71 Specialization

Configured Bond event values: Minor 5 · Medium 25 · Major 30. The current event descriptions do not assign every named action to one value.

52 choicesComplete effects and requirements
Assist DamageCombined Fire GamesIncreases Assist Damage by +1 for both Operators.

Increases Assist Damage by +1 for both Operators.

Bond window
Before Inseparable
Availability
Non-Astromech
Selection cap
4 · 1 Assist Damage choices
Bond XPA Friendly GameBoth Operators enjoy some friendly games and gain +40 Bond XP.

Both Operators enjoy some friendly games and gain +40 Bond XP.

Bond window
Neutral through Partners
Availability
Any Operator type
Selection cap
99 · 2 Bond XP choices
Bond XPConflict ResolutionBoth Operators work through some of their differences and gain +40 Bond XP.

Both Operators work through some of their differences and gain +40 Bond XP.

Bond window
Negative Bond tiers
Availability
Any Operator type
Selection cap
99 · 2 Bond XP choices
Cover BonusCover Combat PracticeIncrease Cover Bonus by 5% for both Operators.

Increase Cover Bonus by 5% for both Operators.

Bond window
Before Inseparable
Availability
Astromech or Jedi
Selection cap
4 · 1 Cover Bonus choices
Critical ChanceTiming ExercisesIncreases Critical Chance by +3% for both Operators.

Increases Critical Chance by +3% for both Operators.

Bond window
Before Inseparable
Availability
Non-Astromech
Selection cap
3 · 1 Critical Chance choices
Critical DamagePrecision Shooting GamesIncreases Critical Damage by +1 for both Operators.

Increases Critical Damage by +1 for both Operators.

Bond window
Before Inseparable
Availability
Non-Astromech
Selection cap
8 · 1 Critical Damage choices
DefenseToughness In The Face of DangerIncreases Defense by +1 for both Operators.

Increases Defense by +1 for both Operators.

Bond window
Before Inseparable
Availability
Any Operator type
Selection cap
4 · 6 Defense choices
First MovementGreater Speed TrainingIncreases First Movement by +1.0m for both Operators.

Increases First Movement by +1.0m for both Operators.

Bond window
Before Inseparable
Availability
Astromech or Jedi
Selection cap
4 · 2 First Movement choices
First MovementSpeed TrainingIncreases First Movement by +0.50m for both Operators.

Increases First Movement by +0.50m for both Operators.

Bond window
Before Inseparable
Availability
Standard non-Jedi
Selection cap
4 · 2 First Movement choices
Focus PointsFreeform TrainingBoth Operators gain an additional +2 Focus Points.

Both Operators gain an additional +2 Focus Points.

Bond window
Before Inseparable
Availability
Any Operator type
Selection cap
99 · 1 Focus Points choices
Grenade Critical ChanceGrenade Timing ExercisesIncreases Grenade Critical Chance by +5% for both Operators.

Increases Grenade Critical Chance by +5% for both Operators.

Bond window
Before Inseparable
Availability
Astromech
Selection cap
6 · 1 Grenade Critical Chance choices
Grenade DamageGrenade TrainingIncreases Grenade Damage by +1 for both Operators.

Increases Grenade Damage by +1 for both Operators.

Bond window
Before Inseparable
Availability
Standard non-Jedi
Selection cap
8 · 1 Grenade Damage choices
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