Action Points
Action Points are the per-turn currency that drives movement and abilities for every character in STAR WARS Zero Company.
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Action Points, often shortened to AP, are the core currency of every turn in STAR WARS Zero Company. Each character in the squad receives three Action Points at the start of its turn, and nearly everything it does spends from that pool.
Movement and abilities both draw from the same three points. Walking across the battlefield costs AP, and so does shooting, reloading, or using a skill. That single shared pool forces real decisions: a character that sprints to a better position may not have the points left to attack once it arrives. Careful players weigh distance against output on every turn.
Hawks adds a wrinkle to the AP economy. The leader can spend a small amount of the shared advantage resource to refresh one Action Point for a squadmate, once per turn. Used well, that single extra point can let a character reach cover and still fire, finish a wounded enemy, or escape a flank that would otherwise be fatal.
Action Points are personal and reset every turn. The advantage pool is shared and persists, built up by attacking and spent on the biggest abilities. Keeping the two straight is central to playing well: routine moves come out of AP, while game-changing ultimates come out of advantage. Together the two systems define the rhythm of combat.