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Zero Company Builds

Starting out

How many Action Points does each Operator get per turn?

Three, spent in any order — and three is a holding limit rather than a spending limit, so an Operator handed extra actions can take more.

Confirmed
Confidence
Confirmed
Verified
27 August 2026
Version
Pre-release evidence, plus retail launch-build observations (August 2026)

The short answer

Three, spent in any order — and three is a holding limit rather than a spending limit, so an Operator handed extra actions can take more.

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.

All four costs are now reported. A Pistol attack costs 1 AP, a Longarm 2, a Rifle 1 for the first shot then 2 for the second — the whole turn for two shots — and a Repeater consumes every remaining point. So three Pistol shots fit in a turn, a Longarm leaves one point over, a Rifle Operator chooses between moving and firing twice, and a Repeater ends the turn whenever you fire it.

Some attacks still 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.

Three caps what an Operator can hold at any one moment, not what they can spend. A free assist is available every turn and several abilities grant actions to a teammate, so a well-built turn takes an Operator well past three points of actions. Hawks spending 3 Advantage to grant one is the version most often described; an astromech's comm link donates its own instead, which is a transfer rather than an addition.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • What a Repeater shot deals at 2 AP and at 3 AP. Its cost is reported, and the damage it buys for the extra points is not.
  • The AP cost of each individual ability and Utility.
  • Whether Hawks' AP grant is limited to once per turn.
  • How far past three points a turn can actually go, and whether anything caps it.

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

  • Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again

    Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026

    Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • PC Review — 'Star Wars Zero Company'

    WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26

  • Star Wars Zero Company Tips for Tactics Padawans

    Xbox Wire · Tier 3 — Retail review · accessed 27 August 2026

    Supports: "Fit Check" — "utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission)", and "you'll likely be shifting your best equipment around between different operators as you field different teams". "Action Economy Is King" — "The limit of 3 action points per turn only applies to how many they can hold at any given moment", a free assist available every turn, and abilities that grant additional actions to teammates. Opening paragraph — four difficulty settings, changeable in the menu at any time between missions. Autosave on the first round of a battle, then at cycle start. Bylined Will Fulton, Xbox Wire Editor. Published 2026-08-26

  • Star Wars Zero Company — najlepsza klasa broni: blaster, karabin i pistolet

    PPE.pl · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapon class table, columns "Klasa broni | Koszt PA | Obrażenia broni | Obrażenia krytyczne | Zasięg | Typ broni", repeated in the per-weapon descriptions below it. Blaster długodystansowy (Longarm) — "Obrażenia: 12 | Krytyczne: +12 | Zasięg: Długi", "Wymaga 2 PA do wykonania strzału (wolna broń)". Karabin blasterowy (Rifle) — "Obrażenia: 10 | Krytyczne: +6 | Zasięg: Średni", "Pierwszy strzał w turze kosztuje tylko 1 PA (jako broń szybka), a każdy kolejny w tej samej turze wymaga 2 PA". Blaster powtarzalny (Repeater) — "Obrażenia: 8 | Krytyczne: +4 | Zasięg: Średni", "Ciężka broń automatyczna. Ma niskie obrażenia bazowe, ale zyskuje znaczne premie przy strzałach za 2 PA lub 3 PA. Oddanie strzału zawsze zużywa wszystkie pozostałe PA w danej turze" — no figures given for that bonus. Pistolet blasterowy (Pistol) — "Obrażenia: 6 | Krytyczne: +4 | Zasięg: Krótki", "każdy strzał kosztuje zaledwie 1 PA". The guide's own verdict names the Rifle the best general-purpose weapon, for economical AP use and balanced damage. No accuracy figure and no Modification Slot count anywhere on the page. Bylined Mateusz Wróbel, published 2026-08-26