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Squad Planner

Mechanic

Zero Company action points explained

Each squad member has three Action Points per turn. Movement, attacks, Utilities and Abilities all draw from that pool, and you can take those actions in any order. Attack costs vary by weapon, and some attacks consume every remaining AP — which ends that Operator's turn immediately.

Confirmed
Confidence
Confirmed
Verified
4 August 2026
Version
pre-release (no retail build)

The three-point turn

Three AP is the entire budget for an Operator's turn. There is no separate move-then-act structure: movement, attacks, Utilities and Abilities all come out of the same pool, and you choose the order.

That flexibility is what makes turn planning matter. Moving twice and attacking once, moving once and attacking twice, or standing still and using an Ability three times are all legal within the same three points — assuming the costs allow it.

Not all attacks cost the same

Attack AP cost varies by weapon. Some attacks consume all available AP, which means that using one is a commitment: the Operator does nothing else that turn, including repositioning out of danger.

This is the single most important unknown for build planning. Until the retail build publishes AP costs, any claim about how many attacks a given weapon allows per turn is speculation.

Actions that sit outside the AP budget

Two confirmed systems bypass AP entirely. Call for Backup is a zero-AP support action that adds a teammate's assistance to the next attack. Advantage abilities are paid for out of the shared Advantage pool rather than AP — which is why a squad can fire a rocket and still move.

Hawks' unique Talent goes one step further and restores an AP to a squadmate, once per turn, at the cost of Advantage. That is the only confirmed way to increase a turn's AP budget.

Confirmed

The rules as officially stated

  • Each squad member has three AP per turn.
  • Movement, attacks, Utilities and Abilities can all use AP.
  • Actions may be taken in any order.
  • Attack AP cost varies by weapon.
  • Some attacks consume all available AP.

Planning

What this means for squad building

  • Display AP budgets per Operator and flag sequences that cannot fit in three points.
  • Weapon comparisons must include AP efficiency, not just damage.
  • A squad with no AP support and several all-AP attacks will have very little movement.
  • Free actions — Call for Backup, Advantage abilities — are how a turn gets more done than three points should allow.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The exact AP cost of every attack, Ability and Utility.
  • Which specific weapons have attacks that consume all AP.
  • Whether movement cost scales with distance or is a flat per-move charge.
  • Whether any Focus Tree nodes reduce AP costs.

Related mechanics

Builds that depend on this mechanic

Sources