Focus Tree
Overview
The Focus Tree is each Operator’s personal progression system in Star Wars Zero Company. It is accessed from the Personnel facility in the Den, where players spend Focus Points to upgrade an Operator’s Talents, Abilities, and Passives.
Every Operator, whether Hawks, a story companion, or a custom recruit, has their own Focus Tree. It sits alongside, but is distinct from, an Operator’s class: the Class System determines which Specializations and abilities an Operator has, while the Focus Tree determines how those abilities are upgraded over the campaign.
Focus Points
Focus Points are the currency spent in the Focus Tree. They are earned primarily by increasing Bonds between Operators, and can also be awarded by completing Tactical Missions and Operations. The Freeform Training Cross Training option grants +2 Focus Points to both Operators in a pairing.
Tree Structure
The Focus Tree is laid out as a tiered grid, at least five tiers deep, with multiple ability tracks per Operator. Each node has a Focus Point cost and unlocks or upgrades one of:
- A Special Action: an active ability used in combat
- A Passive: an always-on bonus
- An upgrade to the Operator’s existing Talents and Abilities
Many abilities have multiple ranks (e.g. I, II, III), with later ranks costing more Focus Points and improving the effect. Ranks are visible in combat: an ability card shows the rank as part of the ability’s name, so an operator using Combat Recon IV is running the fourth rank of that node. Ranks as high as IV have been seen, and where a rank is shown the AP or Advantage cost on the card belongs to that rank, not to the base ability.
Confirmed Nodes
| Node | Type | Effect |
|---|---|---|
| Morale Boost III | Special Action | The Operator and all nearby allies gain 4 stacks of Morale, temporarily increasing Chance-to-Hit. Each stack adds +9% Chance-to-Hit; Morale is lost when the Operator takes damage. |
| Lifesaving Measures II / III | Passive | Med Kits used by this Operator restore an additional +20% Health (rank II). A higher rank (III) is confirmed to exist. |
| Combat Stim | Ability | The Medic’s temporary buff to a teammate (increased damage and health) appears as a Focus Tree node. See Class System. |
| Identify Weakness II | Fast Action | The Scoundrel’s ability at rank II: 1 AP, effective range 16.0m, applying Vulnerable 1 so the next attack can critically hit. |
| Easy Mark III | Special Action | The Scoundrel’s ability at rank III: 5 Advantage, once per turn, applying Marked 1 so the Scoundrel Assists the next ally to attack that target. |
| Combat Recon IV | Fast Action | The Scout’s ability at rank IV: 1 AP, once per turn, granting +1 Advantage per enemy assessed and revealing hidden enemies across a 5.5m area within a 20.0m range. |
| Open Fire II | Special Action | The Gunslinger’s Ultimate at rank II: 7 Advantage for 17 damage, firing 3 Chained Ranged attacks that each gain +10% Chance-to-Hit. |
| Brutal Strike IV | Melee Action | A Soldier melee ability at rank IV: 1 AP for 16 damage, once per turn, rushing and striking a target and applying Dazed. |
| Sweeping Salvo III | Special Action | The Assault’s Ultimate at rank III: 7 Advantage for 14 damage in a Cone, applying Disoriented 1 to all enemies caught in it. |
Relationship to Other Systems
- Bond System: Bonds are the primary source of Focus Points, and Cross Training can grant them directly.
- Class System: an Operator’s Talent, Primary Specialization, and Secondary Specialization define the abilities the Focus Tree upgrades.
- Base Management: the Focus Tree is found under the Personnel facility, where Specializations can also be reassigned.
References
If information is missing, it has not been confirmed by an official or press source.