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Action Points
June 21, 2026 at 11:40 PM
Added a gameplay screenshot to illustrate the page
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. Actions can be taken in any order.

Movement and abilities both draw from the same three points. Walking across the battlefield costs AP, with the cost rising the farther a character travels, and so does attacking. The AP cost of an attack varies by weapon type, and some shots consume all remaining AP. That single shared pool forces real decisions: a character that sprints to a better position may not have the points left to fire once it arrives.
Not everything costs AP. Cover and Positioning choices play out through movement, while some actions sit outside the AP economy entirely. Call for Backup costs no AP and lets one random Operator pull a teammate into its next attack. Setting up Overwatch does cost AP but ends the turn, so it works best as a final action. Utilities such as Medpacs and grenades typically cost one AP.
Hawks adds a wrinkle to the 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, persists between turns, and caps at 10. Keeping the two straight is central to playing well: routine moves come out of AP, while game-changing abilities come out of advantage. See Turn-Based Combat for how the two systems fit together.