Star Wars Zero Company Action Points control almost everything an Operator can do during a Tactical Mission. Each Operator normally starts their turn with three Action Points, or AP, and spends them on movement, attacks, Utilities and abilities in whatever order the situation demands.
That freedom is one of the most important parts of Zero Company’s turn-based combat. You are not locked into a simple move-then-attack structure. If you have enough AP, you can move twice, attack more than once with the right setup, use a Utility, reposition after firing or spend your turn entirely on movement.
| Action Point rule | Details |
|---|---|
| Normal AP per Operator | 3 |
| Used for movement | Yes |
| Used for attacks | Yes |
| Used for Utilities | Yes |
| Used for some abilities | Yes |
| Can actions be taken in different orders? | Yes |
| Can Advantage abilities avoid AP costs? | Many do |
| Can extra AP be granted? | Yes |
What Are Star Wars Zero Company Action Points?
Star Wars Zero Company Action Points are the basic resource used to determine how much each Operator can do during their turn.
Every Operator normally begins with three AP. Those points can then be spent on individual actions rather than being divided into one movement phase and one attack phase.
That means an Operator can potentially:
- Move and then attack
- Attack and then move
- Move several times
- Use an ability before attacking
- Use a Utility and reposition
- Spend the entire turn moving
The important rule is simply whether you have enough Action Points left to pay for the next action.
How Many Action Points Do Operators Have?
Operators normally have three Star Wars Zero Company Action Points per turn.
That three-AP structure is one of the core combat rules and gives players considerably more flexibility than a traditional two-action tactical system.
You are not forced to spend all three AP, but unused Action Points do not exist as a permanent stockpile you can simply bank forever.
Each turn is about deciding how to use the AP currently available to that Operator.
What Costs Action Points?
Movement, standard attacks, Utilities and some abilities all use Star Wars Zero Company Action Points.
The exact cost depends on the action.
A short movement may cost less AP than covering a much larger distance, while attacks and abilities have their own listed costs.
| Action | Uses AP? |
|---|---|
| Movement | Yes |
| Weapon attacks | Yes |
| Utilities | Yes |
| Some abilities | Yes |
| Many Advantage abilities | No, they use Advantage instead |
This is why checking an action’s cost before committing to it matters. Spending too much AP on movement can leave an Operator unable to attack afterwards.
Can You Move More Than Once in a Turn?
Yes.
Because movement consumes Action Points rather than being restricted to one dedicated move action, you can spend multiple AP on movement if necessary.
This can be useful when:
- Crossing a large battlefield
- Reaching full cover
- Escaping an exposed position
- Flanking an enemy
- Reaching an objective
- Moving toward a Downed Operator
The trade-off is obvious: every Action Point spent on movement is one that cannot be spent on another AP-based action that turn.
Can You Attack More Than Once?
Potentially, yes.
The Star Wars Zero Company Action Points system does not impose a universal one-attack-per-turn rule. Whether you can perform multiple attacks depends on the AP cost of the weapon or ability being used and any other effects active on that Operator.
If an attack costs enough AP that only one use fits into the turn, then one attack is all you will get under normal conditions.
If your current setup leaves enough AP for another action, the game allows you to continue acting.
Can You Attack Before Moving?
Yes.
Zero Company allows actions to be performed in flexible order.
You can attack first and then use remaining Star Wars Zero Company Action Points to move into cover, reposition or perform another available action.
This is important because tactical positioning can change after an enemy is damaged or defeated.
You do not have to commit to your final position before firing.
Can You Get More Than Three Action Points?
Yes.
Three is the normal starting amount, but additional AP can be granted through specific abilities and effects.
One confirmed Advantage-powered support ability can give another Operator one additional Action Point for the current turn.
That means an Operator can temporarily act with more flexibility than the normal three-AP limit.
The extra Action Point is a temporary combat effect rather than a permanent increase to their standard AP every round.
How Advantage Works With Action Points
Star Wars Zero Company Action Points and Advantage are separate resources.
Action Points belong to individual Operators.
Advantage belongs to the entire squad and is generated when Operators damage enemies.
| Resource | Action Points | Advantage |
|---|---|---|
| Owned by | Individual Operator | Whole squad |
| Normal amount | 3 per turn | Built during combat |
| Used for movement | Yes | No |
| Used for standard attacks | Yes | No |
| Used for special abilities | Some | Yes |
| Shared between squad | No | Yes |
Many Advantage abilities do not consume Action Points, which means an Operator can use one and still retain their normal AP for movement or attacks.
Why AP Order Matters
The flexibility of Star Wars Zero Company Action Points means the order of your actions can materially change a turn.
For example, attacking first may remove an enemy and open a safer route.
Moving first may create a flank and improve Chance-to-Hit.
Using a Utility first may weaken an enemy before a weapon attack.
There is no single required action order because the system is deliberately built around combining actions differently depending on the battlefield.
Do Utilities Use Action Points?
Yes, Utilities can cost Action Points.
Utilities are separate from standard weapon attacks and character abilities, but they still fit into the same turn economy.
Using a Utility therefore needs to be considered alongside movement and attacks rather than treated as a completely free extra action.
Check the displayed AP cost before committing to one.
Does Overwatch Use Action Points?
Overwatch is a combat action that commits an Operator to reacting to enemy movement rather than taking another immediate offensive action.
Using Overwatch therefore forms part of the Operator’s turn planning and Action Point economy.
It is especially useful when you expect enemies to move into a particular area rather than presenting a good immediate target.
Can Action Points Be Saved for the Next Turn?
Star Wars Zero Company is built around spending the AP available during the current turn rather than permanently banking unused Action Points for later.
The normal three AP refresh as part of the turn structure.
This means there is usually little value in simply leaving an Operator idle with AP remaining unless you are deliberately preserving a particular reaction or tactical state.
Can Injuries Affect Action Points?
Injuries can impose negative combat effects on Operators, but the exact penalty depends on the Injury.
Not every Injury automatically reduces AP.
You should therefore check the specific Injury affecting an Operator rather than assuming every wounded character has fewer Star Wars Zero Company Action Points.
The broader consequence is that injured Operators can enter Tactical Missions with reduced effectiveness until treated.
How to Use Action Points Efficiently
The factual rule is simple: every action has a cost, and each Operator normally gets three AP.
The practical value comes from checking the entire turn before committing the first point.
Before moving, ask whether the new position still leaves enough AP for the attack or ability you intend to use.
Before firing, check whether remaining AP will let you reach cover afterwards.
Before using a Utility, check whether it prevents the action you actually need most.
That is the core decision-making built into Star Wars Zero Company Action Points.
Star Wars Zero Company Action Points FAQ
How many Action Points do Operators get?
Each Operator normally begins their turn with three Action Points.
What uses Action Points?
Movement, attacks, Utilities and some abilities use AP.
Can you move and then attack?
Yes. As long as you have enough Star Wars Zero Company Action Points remaining, actions can be performed in different orders.
Can you attack before moving?
Yes.
Can you move more than once?
Yes. Multiple movement actions can be taken if you spend the required AP.
Can you get extra Action Points?
Yes. Specific abilities can grant temporary additional AP, including a confirmed Advantage ability that provides one extra Action Point for the current turn.
Is Advantage the same as Action Points?
No. Advantage is a shared squad resource, while Action Points belong to individual Operators.
Do Advantage abilities use AP?
Many Advantage abilities use Advantage instead of AP.
How Star Wars Zero Company Action Points Work
Star Wars Zero Company Action Points give each Operator three flexible actions to manage during a normal turn, with movement, attacks, Utilities and abilities all competing for the same resource.
Because actions can be performed in different orders, combat is less about following a fixed move-and-shoot sequence and more about deciding how to spend those three AP efficiently. Advantage then sits alongside the system, allowing certain powerful abilities to be used without consuming the Operator’s normal Action Points.

