Starting out
How many Action Points does each Operator get per turn?
Three, and they can be spent in any order.
- 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
- 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