Action Points (AP)
Every operative gets 3 AP per turn. Movement, shots and abilities all spend from the same pool, so a turn is a budgeting exercise: move, shoot, or do something expensive — rarely all three.
New to turn-based tactics, or to Zero Company? This guide covers the core loop, action points, cover, Overwatch, the Advantage economy and permadeath — the systems that decide whether your first squad survives to see the finale.
The Clone Wars have just ended. As former Republic officer Hawks, you command Zero Company — an elite freelance squad operating in the galaxy's underworld, taking jobs that no one else will. Every Cycle moves through 3 phases, and time only advances when a tactical mission finishes.
Heal, respec, recruit and train — then choose where to deploy next.
Non-combat text Operations that consume Intel and return rewards.
One turn-based deployment per Cycle. This is what advances time.
Six concepts cover almost every tactical decision you will make.
Every operative gets 3 AP per turn. Movement, shots and abilities all spend from the same pool, so a turn is a budgeting exercise: move, shoot, or do something expensive — rarely all three.
Standing behind cover is the single biggest survivability multiplier in the game. The opening mission on Serolonis is explicitly built to teach movement, cover and Overwatch — treat it as a mandatory lesson.
Leave AP unspent and an operative watches a lane, firing automatically when an enemy moves through it. This is how you hold a flank with one unit while the rest of the squad works.
A combat resource generated by flanking, kills and specific abilities, then spent on high-impact plays. Assault's Sweeping Salvo alone generates 4 Advantage, which is why frontline pressure builds momentum.
Attacking around cover strips the defender's protection and raises hit and crit rates — Assault's Strike the Flanks adds +20% critical chance on flanking shots. Flanking is the offensive counterpart to cover.
Operators can die permanently. An injured companion is not the same as a dead one: wounds heal in the Medbay, death is final and also severs that operator's bonds for good.
Your weapon choice sets engagement range and how much of the 3 AP budget a single shot consumes. Pick per role, not per damage number.
Tactical Role: Cheapest AP cost; triggers Quick Draw kill refunds and Assist Shoot reactions.
Tactical Role: Zero point-blank penalty; versatile all-around combat reliability.
Tactical Role: Overloads energy shields and shreds destructible environment cover.
Tactical Role: Highest critical damage multiplier; suffers accuracy penalty within 4 tiles.
For a first campaign, these two are the realistic choices.
Designed for players who want to experience the Clone Wars story without grueling tactical penalties.
The intended tactical balance. Errors can be punished, but smart positioning and Medbay usage will carry the squad.
Follow this order and the early Cycles stay manageable.