Relationships between operators in Star Wars Zero Company are tracked pair by pair, and the game does not surface those numbers during missions. If you want to see who gets along with whom, how close a pairing is to the next tier, and what that tier will hand you, there is exactly one place to look.
Quick answer: Walk to the Personnel terminal at the back of the Holotable room in The Den, interact with it, then select the Bonds tab at the top of the screen.
Where the Personnel terminal is in The Den
The Den is your base between missions, and it is split into named facilities including the Holotable, Recruitment, Personnel, Armory, Customization, Command Center, The Pit, Office, Upgrade, Medbay, and Memorial. Personnel is the one that owns everything relationship-related.


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Each pairing gets its own meter running from 0 to 8, displayed as a named tier rather than a bare number. Relationships do not all start in the middle, and some pairs begin in negative territory because of who they are and where they fought during the Clone Wars.
| Tier | What it indicates |
|---|---|
| Very Low | Active friction between the two operators |
| Low | Poor working relationship, below the starting baseline |
| Neutral | The common starting point for most pairings |
| High | Strong rapport, with better Cross Training on offer |
| Very High | The top of the scale, unlocking the strongest reward |
Bonds are tracked between individual pairs, not across the squad as a whole. One operator can sit at High with a regular teammate and Very Low with someone they rarely deploy alongside, and both numbers live on the same screen.
Note: the same screen also shows the experience required to reach the next level, so you can tell at a glance which pairings are close to a payout and which need several more missions together.
Rewards listed next to each bond level
Two rewards sit behind every tier increase. The first is Focus Points, the currency spent in the Focus Tree to upgrade an operator’s talents, abilities, and passives. The second is Cross Training, a permanent bonus that applies to both halves of the pairing.
When a bond levels up, you pick one Cross Training option from the choices presented. Three that appear at a High bond are worth knowing before you commit.
| Cross Training | Effect on both operators |
|---|---|
| Timing Exercises | +5% Critical Chance |
| Reflex Fire Training | +1 Overwatch Damage |
| Freeform Training | +2 Focus Points |
Earlier tiers offer smaller permanent gains along the same lines, including Ranged Combat Drills for +1 Ranged Damage, Fitness Work for +4 Max Health, and options covering grenade damage, melee damage, critical chance, and the accuracy penalty at long range. Conflict Resolution shows up as an alternative that grants no passive and instead pushes the pair toward their next bond level.
The options offered at each threshold are drawn at random for that playthrough, so a second campaign will not present them in the same order. A Cross Training is also locked in once taken, unlike Focus Points, which can be refunded and spent again. Reaching maximum bond replaces the usual stat bonus with a special Cross Training that grants a Passive Ability.
How to confirm you are on the right screen
You are in the correct place when the tab header reads Bonds and the panel lists operator pairings with a meter beside each one rather than weapon stats or ability icons. If you are still looking at a blaster and its damage numbers, you are on Overview. If you are looking at spendable upgrade nodes, you have gone one tab too far into the Focus Tree.
Bonds cover custom recruits and astromechs as well as the authored companions, so every operator on the roster has an entry here. Checking the screen before you commit a squad is the cheapest way to see which pairings are one shared mission away from a Cross Training choice, and which relationships have slipped after a Dilemma went badly.






