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Zero Company Builds

Starting out

How many Action Points does each Operator get per turn?

Three, and they can be spent in any order.

Confirmed
Confidence
Confirmed
Verified
15 August 2026
Version
pre-release (no retail build)

The short answer

Three, and they can be spent in any order.

In full

What that means when you are planning

Movement, attacks, Utilities and Abilities all draw from the same pool of three. There is no separate move-then-act structure, so an Operator can shoot, reposition and shoot again if the costs allow it.

Attack costs vary by weapon, and some attacks consume every remaining Action Point — Trick's Fire Repeating Blaster is the clearest example, scaling its damage with how many were left and ending his turn on the spot. Those are the actions that make ordering matter: anything you wanted to do first has to happen first.

The only known way to add an Action Point to a turn is Hawks spending 3 Advantage to grant one to an ally. An astromech's comm link donates its own instead, which is a transfer rather than an addition.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The AP cost of each individual weapon and ability.
  • Whether Hawks' AP grant is limited to once per turn.

Next

Related questions

Do Advantage abilities cost Action Points as well?
No. Advantage abilities spend Advantage instead of Action Points, so using one does not end the Operator's turn.
Is there a hunker-down action in Zero Company?
No. There is no hunker-down action, which is why a spare Action Point is usually best spent on Overwatch.
What is Advantage in Zero Company?
A squad-wide resource: each time an Operator damages an enemy the squad gains 1 Advantage, up to 10, spent on powerful abilities that cost no Action Points.

Where this is covered properly

Sources