Star Wars Zero Company Action Points & Turn Planning
Learn Star Wars Zero Company action points: budget movement and weapon costs, time Overwatch, use Comlink and Uppercut, and keep a backup action ready.
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In Star Wars Zero Company, each Operator normally starts a turn with 3 action points. Budget the move, the attack and your next safe position together. Weapon costs vary, and Overwatch ends that Operator's turn, so complete its movement, Utilities and other setup first.
Read the preview before using a cost table
| Action | What to check | Planning consequence |
|---|---|---|
| Movement | Cost along the highlighted route | A farther endpoint can leave too few AP for the planned attack |
| Weapon attack | Weapon-specific cost and whether it consumes remaining AP | Calculate the move-and-shot combination for this weapon |
| Utility | The actual item's action cost | Reserve it before committing an expensive attack |
| Overwatch | Cone, remaining AP and target lanes | Place it after that Operator's other actions |
| Advantage ability | Cost from the shared resource pool | Reserve the pool for the next useful ability |
EA documents variable movement and weapon costs, as well as the turn-ending Overwatch rule, in its battlefield overview. The preview is more useful than assuming every grenade or shot has one universal cost.
Three turn plans to use in combat
Reach and shoot: if your current attack preview costs 2 AP and the route costs 1 AP, three AP cover both. You have no point left to retreat. Pick a safe firing endpoint before committing.
Set up another Operator: use a control or support action to improve the next attack, inspect the new target state, then choose the finisher. Act across the squad rather than completing an irreversible sequence for the first character you selected.
Recover after a failed finish: reserve an available teammate until the priority target is actually dead. Spending every Operator's points on optimistic damage previews leaves no useful response to a miss.
Extra AP and refunds have different rules
- Built-In Comlink: the extracted record lists 1 AP spent by an Astromech to give an ally 1 AP. Transfer it when that point makes the recipient's next useful action affordable; see the support-droid build.
- Uppercut: a successful Kabb kill can refund the AP used for that skill. A wall collision alone is not the refund condition. Inspect the result before planning the next action; see Kabb's build.
- Advantage: keep its budget separate. Cly's ElectroWeb plan can fail even with AP left if another ultimate has spent the shared pool.
A 20-second check before ending the squad turn
- Is the priority threat dead, controlled or accounted for?
- Can the next required objective interaction still happen?
- Is an exposed or downed teammate reachable by someone who still has an action?
- Did you leave an Operator in a position that needs a retreat it can no longer afford?
- Are Overwatch cones protecting a useful lane instead of empty terrain?
Sources and review
Sources checked October 8, 2026: EA's battlefield overview, the linked Comlink data and Epic's Uppercut description. The budget examples and end-turn checklist are original editorial planning aids, not fixed game formulas or playtest results.
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