Action Points guide
Each Operator receives three AP per turn. The important part is not the number, but the freedom to spend those points in any order and the different costs attached to each weapon and action.
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.
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.