Gaming How-To

Star Wars Zero Company: How to End Your Turn

Hold the Spacebar to pass control to the enemy, whether or not your operators still have Action Points left.

Hold the Spacebar to pass control to the enemy, whether or not your operators still have Action Points left.

Ending a turn in Star Wars Zero Company hands control over to the enemy, so it is one of the first controls you will use in the Clone Wars tactics campaign from Bit Reactor. The action is deliberately simple, and you can trigger it whenever you want during your turn.

Quick answer: Hold the Space bar to end your turn. This works after every operator has acted or while they still have Action Points remaining.


Hold Space to end your turn

The turn does not end on a single tap. You press and hold the key so the command cannot fire by accident in the middle of a combat sequence.

Finish giving orders to any operators you still want to move, attack, or use abilities with. Nothing is locked in, so you can keep issuing commands right up until you decide to pass.
Press and hold the Space bar. An on-screen prompt confirms the input with the instruction to hold Space when you are ready to end the turn.
Ending Your Turn tutorial panel telling the player to hold Space to end the turn
The “Ending Your Turn” tutorial panel prompts you to hold the Spacebar tied to the “End Turn” button. Image credit: Bit Reactor / via @PazarGamingGuides
Keep holding until the turn passes. The “End Turn” button on the tactical screen registers the command, and the enemy begins its own actions immediately afterward.
Tactical combat screen highlighting the End Turn button during a mission
The combat screen highlights the “End Turn” button as the player hands the round over to the enemy. Image credit: Bit Reactor / via @PazarGamingGuides

Ending a turn with Action Points still available

You are never forced to spend everything before passing. Each operator starts the turn with three Action Points (AP) to move, attack, and use abilities in any order, and some actions cost more than one point. If you want to hold a position or bait the enemy into moving first, you can end the turn with unused AP still on the board.

Action Points tutorial panel open with a squad unit selected mid-turn
The “Action Points” panel appears with a squad unit selected, showing the movement and ability options for the turn. Image credit: Bit Reactor / via @PazarGamingGuides

Moving costs AP as well, so the same three points cover both how far an operator travels and how many actions it can take. Plan the full turn before you commit, then hold Space once you are satisfied with your positions.

Operator following a blue movement path toward a target with the Action Points panel open
The selected operator follows a blue movement path toward its destination while the “Action Points” panel explains AP spending. Image credit: Bit Reactor / via @PazarGamingGuides

How to confirm the turn ended

You know the command worked when the enemy takes over. As soon as your turn ends, hostile units such as B1 Battle Droids begin their moves and attacks. Because the handoff is instant, treat every end-turn decision as a commitment and make sure your operators are in cover or in a position you are happy to defend before you press the key.

DetailWhat to know
ControlHold the Space bar
AP per operator3, used to move, attack, and use abilities in any order
End early?Yes, even with AP remaining
What happens nextThe enemy immediately takes its actions

That is the whole process. Once you are comfortable holding Space to pass, you can focus on the parts that decide each fight, spending your Action Points wisely and choosing the right moment to give the enemy their opening.