Star Wars Zero Company Combat Mechanics
Plan Star Wars Zero Company combat mechanics with three AP, targeting previews, shared Advantage and injury recovery, then choose the guide for your next turn.
On this page4 sections
To plan Star Wars Zero Company combat mechanics, start with three AP per Operator, read the actual targeting preview, and reserve shared Advantage for the action that secures the objective. Before the next deployment, check injuries and the Medbay so the same role is available again.
Find the answer for your next decision
| Your question | Guide | Decision it helps you make |
|---|---|---|
| Can I move and still attack? | Action Points | Add the displayed movement and action costs; use support before ending the turn |
| Should I shoot now or flank? | Cover and damage | Compare your actual previews, remaining AP and landing safety |
| Should this Operator deploy again? | Injuries and recovery | Weigh injury count, recovery time and the availability of a healthy substitute |
Plan a squad turn
Pick the target that most threatens the objective. Let another Operator prepare its position or health, then act with the finisher. You can switch between available Operators instead of spending every AP on one character first. Use Overwatch after that character's other actions because it ends their turn.
The shared Advantage pool holds up to ten points. Advantage actions do not consume AP, but they still compete for that finite pool. A Cly setup and a Luco Combat Gas plan therefore need a combined budget. Use the build guides to connect those resource choices with specific talents.
Read the current preview
Movement distance and the weapon action determine costs; a generic “one move, one shot” rule can fail. Hit chance also depends on the actual shot. The comparison tool uses your entered preview values rather than inventing a universal cover coefficient.
Patch 1.1 corrects several hit, Overwatch and damage interactions. Follow its stated scope instead of assuming all cover formulas or class balances changed.
Sources and review
Checked October 8, 2026 against EA's combat explanation. The decision table and planning sequence are editorial guidance; linked pages identify their more specific evidence.
3 entries
In this section
Action Points (AP)
Learn Star Wars Zero Company action points: budget movement and weapon costs, time Overwatch, use Comlink and Uppercut, and keep a backup action ready.
Cover & Damage Mechanics
Use Star Wars Zero Company cover and flanking to improve shots: compare live hit previews, budget movement AP, expose targets and choose safer firing lanes.
Injuries & Medbay Recovery
Manage Star Wars Zero Company injuries with Medbay healing, Bacta Tank timing and roster rotation, so a downed Operator does not derail your next mission.