Reaching a Bond rank offers three options, and the one you pick applies to both Operators in the pair. The choice is a choice — which is what makes Bond pairing plannable — but the three on offer are drawn at random from the pool below, so a training you were saving for may not appear.
Speed Training
+0.50m first movement.
The one that buys back Action Points rather than adding to a stat. Movement comes out of the same three-point pool as attacks, so an Operator who reaches cover in one move instead of two has bought a second Rifle shot — which is exactly the Operator whose second shot costs two AP and who otherwise cannot afford it. Half a metre is small; taken three times on a pair that reaches rank 8 it is not.
Note Applies to the first movement specifically, not to every move — which is the opposite of the astromech's Improved Motors, and the distinction is the source's own wording.
Target Practice
-5% range hit penalty.
Worth exactly as much as the shots your squad is taking from too far away, which for a Longarm on a roof is most of them and for a pistol Gunslinger is none. Reducing a penalty is not the same as raising accuracy: this does nothing at optimal range, so it is a training for the Operators who are always at the edge of theirs.
Note This is the most likely match for the "increased ranged accuracy" a launch-week reviewer listed without naming, and the match is a reading rather than a statement — Ranged Combat Drills and Agility Drills both touch ranged combat too. Recorded here so the reading can be checked rather than inherited.
Agility Drills
-5% enemy ranged hit chance.
The only Cross Training that is purely defensive, and on a permadeath run that makes it the one whose value is hardest to see and easiest to underrate. Three Injuries kill an Operator permanently; a 5% miss is not a heal, it is a fraction of an Injury never taken. Worth most on whoever holds the front and least on a Sharpshooter nobody can reach.
Close Combat Drills
+1 Melee Damage.
The narrowest training in the pool on today's roster. Melee damage matters to Kabb Uppercut's punch and to Tel-Rea Vokoss' lightsabers, and to almost nothing else — no Specialization in the eight is built around it. Take it on a pair containing one of those two; anywhere else it is the option you pick when the other two are worse.
Precision Shooting Games
+1 Critical Damage.
Critical *damage*, not critical chance, so it pays only on the attacks that were already critting — which makes it the natural partner of Timing Exercises rather than a competitor with it. It is worth the most on the Longarm, whose published critical bonus is +12 against the Rifle's +6: the biggest crits gain the most from a flat addition to them being taken repeatedly.
**From Patch 1.1 it also pays a Jedi Padawan**, which it did not before: Critical Damage bonuses now apply to Tel-Rea Vokoss's Force attacks. On any pair containing her that moves this from a wasted pick to a real one, and it compounds with the +10% Melee Critical Chance her own Padawan Training buys.
Note Patch 1.1 fixed Critical Damage bonuses not applying to Tel-Rea Vokoss's Force attacks. The training itself is unchanged; what changed is that one Operator can now use it.
Timing Exercises
+3% Critical Chance.
The safest of the pool. It pays out on every attack rather than on a narrow action, which makes it worth most on whoever attacks most often in a turn — a Gunslinger stacking Onslaught, not a Sharpshooter taking one shot. All four weapon types have a base 5% Critical Chance, so one of these is a 60% increase on the base rate, which is a larger change than the number looks.
Note Recorded as +5% from 2026-08-14 until 2026-09-08. That figure was a previewer reading a pre-release build; +3% is the shipped game's own ability card. The older value is superseded rather than deleted — a build written around +5% was not wrong when it was written.
Freeform Training
+2 Focus Points.
The only one that compounds. Focus Points buy ability and Talent ranks, so this converts a Bond rank into scaling rather than into a flat modifier — and it is worth reading against the rank table beside it, because the rank itself already pays 1 to 7 points. At rank 3 this doubles the payment; at rank 8 it adds two to seven. Taking Focus Points early and combat bonuses late is the obvious line, and now that Focus allocation is freely resettable, taking the points early costs nothing even if you spend them wrongly.
Ranged Combat Drills
+1 Ranged Damage.
Flat damage on every ranged attack, which makes it the mirror of Timing Exercises: that one pays more on the big single shot, this one pays more the more times you pull the trigger. On a pistol Gunslinger firing three times a turn it is +3 a turn before any mod; on a Longarm it is +1. Stacked across several Bond ranks it is the plainest damage increase in the pool.
One Operator's arithmetic changed on 9 September. Tel-Rea Vokoss's Force attacks were applying this bonus **twice**, and Patch 1.1 applies it once — so a pair that stacked this training around her hits for less than it did in the launch fortnight, without anything about the training itself having changed.
Note Patch 1.1 fixed this bonus applying twice to Tel-Rea Vokoss's Force attacks. It applies once now, as it always did to everyone else.
Cover Combat Practice
+5% Cover Bonus.
Defensive, like Agility Drills, and conditional on something Agility Drills is not: it pays only while the Operator is actually in cover. That suits a squad that fights from position and does nothing for one that spends its turns advancing — which is the same divide that decides whether Overwatch is worth holding, so the two questions have one answer per Operator.
Fitness Work
+4 Max Health.
The Bond bonus that touches survivability rather than output, which makes it the one that matters on a permadeath run. Three Injuries kill an Operator permanently, and an Injury is taken on reaching zero health — so raising the ceiling is a direct purchase of runs, not of damage. It is also the exact figure two Zone Influence rewards grant the whole roster, which is the only case in this database of the same statistic arriving from two unrelated systems at the same size.
Reflex Fire Training
+1 Overwatch Damage.
The narrowest of the combat options. It pays only on turns an Operator actually holds a cone, which most never do. It stacks with the Sharpshooter's Pick Them Off, and outside that class it is usually the wrong pick.
A Friendly Game
+40 Bond XP.
The strange one, and the one worth understanding before it is dismissed. It buys no statistic — it buys progress on the ladder that is offering it, and 40 XP is more than a completed Tactical Mission's 30. Taken at rank 1 it is a third of the way to rank 3. Taken at rank 7 it is a ninth of the way to rank 8. It is a training whose value falls the longer you wait, which is the opposite of every other option here.
Grenade Training
+1 Grenade Damage.
Pointed at one Operator type more than any other: the astromech, which carries no weapon, holds three Utility slots and gets three uses of each. Nine grenades a mission at +1 apiece is a real number, and it is the only Cross Training that pays a droid anything at all on the offensive side. Worth nothing to a squad whose explosives are an afterthought.
Combined Fire Games
+1 Assist Damage.
The fifth published source of Assist Damage, after the Scope slot's Tracking line, Hawks' Fearless Leader, the Scoundrel's assist abilities and the roster-wide Teamwork upgrades — and **nothing published says whether any of them stack with each other.** What makes this one different is where it comes from: Call for Backup is both a way to assist and a way to build a Bond, so a pair that assists often is the pair most likely to be offered this, and the one it pays most.