Combat system

Action Points guide

Each Operator receives three AP per turn and can spend them in any order. Weapons, movement, Utilities, and Abilities each have their own costs.

Base AP3 per Operator
Action orderFree
Attack costVaries by weapon
OverwatchEnds the Operator turn

What spends AP

Advantage Abilities and Call for Backup are important exceptions. They can affect the turn without drawing from the same three-point pool.

  • Movement
  • Weapon attacks
  • Utilities
  • Standard Abilities

Sequence expensive actions last

Before firing, check whether another Operator can scan, remove cover, or improve the angle. Before using an attack that consumes the remaining AP, confirm that the Operator has already moved, used support tools, and completed any setup action.

The squad can interleave turns, so one Operator can create an opening and another can exploit it before the first returns to finish a target.

Read the full three-AP route before confirming it

Suppose the movement preview shows 1 AP and the chosen attack shows 2 AP. Confirming both spends all three points, so that Operator cannot use a normal Utility or reposition afterward. If the support action matters, use it first or have another Operator create the opening.

Movement distance and weapon choice change the displayed cost. Use the icons in the current action preview instead of memorizing one weapon pattern, especially after changing equipment.

A combat action card showing its Action Point cost beside the remaining AP for the four deployed Operators
Read the selected action card and the squad AP pips together before confirming a route. This frame is reused because it shows both pieces of information in one view.Gamers Heroes combat guide at 04:20

Extra AP changes breakpoints

An extra point is most valuable when it crosses a weapon or ability cost breakpoint. Giving one AP to an Operator who still cannot afford the intended action produces no immediate value, so inspect the current weapon cost first.

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