Every Operator starts a turn with 3 Action Points. Movement, attacks, and abilities draw from that pool in any order, but their costs differ. Plan from the visible AP and selected weapon, not from an assumed number of actions.
The live preview closes the decision
Before confirming, name the job of every AP that should remain. If the preview changes the cost, route, target, or final position, cancel and choose again.
Choose your current turn state
Choose the equipped weapon and the AP spent before its first attack this turn. The answer gives one legal attack plan only when that weapon has not fired yet.
Which weapon is equipped, and how much AP was spent before its first attack this turn?
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 3 AP before first attack
3 shots
- Premise
- This answer applies when:
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 3 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- 1 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 2 AP before first attack
2 shots
- Premise
- This answer applies when:
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 2 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- 1 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 1 AP before first attack
1 shot
- Premise
- This answer applies when:
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 1 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- 1 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 0 AP before first attack
Do not start this attack; the current AP cannot pay for it.
- Premise
- This answer applies when:
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP · 0 AP before first attack. - Do now
- Choose movement, support, or another Operator instead of forcing an unavailable attack.
- Why this answer
- 1 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The Operator finishes in safety without wasting AP on an impossible sequence.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 3 AP before first attack
2 shots
- Premise
- This answer applies when:
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 3 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- 1 AP first shot, 2 AP each additional shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 2 AP before first attack
1 shot
- Premise
- This answer applies when:
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 2 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP attack, then reserve the listed 1 spare AP before confirming. - Why this answer
- 1 AP first shot, 2 AP each additional shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- The attack leaves 1 AP for position or support, but spending it first may remove the attack.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 1 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 1 AP before first attack
1 shot
- Premise
- This answer applies when:
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 1 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- 1 AP first shot, 2 AP each additional shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 0 AP before first attack
Do not start this attack; the current AP cannot pay for it.
- Premise
- This answer applies when:
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP · 0 AP before first attack. - Do now
- Choose movement, support, or another Operator instead of forcing an unavailable attack.
- Why this answer
- 1 AP first shot, 2 AP each additional shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The Operator finishes in safety without wasting AP on an impossible sequence.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 3 AP before first attack
1 shot
- Premise
- This answer applies when:
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 3 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP attack, then reserve the listed 1 spare AP before confirming. - Why this answer
- 2 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- The attack leaves 1 AP for position or support, but spending it first may remove the attack.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 1 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 2 AP before first attack
1 shot
- Premise
- This answer applies when:
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 2 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- 2 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 1 AP before first attack
Do not start this attack; the current AP cannot pay for it.
- Premise
- This answer applies when:
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 1 AP before first attack. - Do now
- Choose movement, support, or another Operator instead of forcing an unavailable attack.
- Why this answer
- 2 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- The attack leaves 1 AP for position or support, but spending it first may remove the attack.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The Operator finishes in safety without wasting AP on an impossible sequence.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 0 AP before first attack
Do not start this attack; the current AP cannot pay for it.
- Premise
- This answer applies when:
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP · 0 AP before first attack. - Do now
- Choose movement, support, or another Operator instead of forcing an unavailable attack.
- Why this answer
- 2 AP for every shot This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The Operator finishes in safety without wasting AP on an impossible sequence.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 3 AP before first attack
One 3 AP burst
- Premise
- This answer applies when:
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 3 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- One attack uses every AP still available This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 2 AP before first attack
One 2 AP burst
- Premise
- This answer applies when:
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 2 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- One attack uses every AP still available This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 1 AP before first attack
One 1 AP burst
- Premise
- This answer applies when:
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 1 AP before first attack. - Do now
- If this weapon has not fired this turn, preview the
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP attack, then reserve the listed 0 spare AP before confirming. - Why this answer
- One attack uses every AP still available This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The planned attack sequence resolves and the remaining 0 AP has an assigned job.
- Next action
- Check the live shot and route preview before spending the next point.
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 0 AP before first attack
Do not start this attack; the current AP cannot pay for it.
- Premise
- This answer applies when:
Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP · 0 AP before first attack. - Do now
- Choose movement, support, or another Operator instead of forcing an unavailable attack.
- Why this answer
- One attack uses every AP still available This state applies before this weapon's first attack of the turn. Each Operator has 3 Action Points (AP) to move, attack, and use abilities on each turn, in any order. Some actions cost multiple AP. Use what you have learned to defeat the remaining B1 Battle Droids.
- Tradeoff
- This line commits the remaining budget and leaves no AP for a later correction.
- Alternative
- The live preview shows a different cost, blocked target, unsafe final tile, or a more urgent objective action.
- If it fails
- The attack is unavailable, costs more than planned, or leaves the Operator exposed with no useful follow-up.
- Recovery
- Cancel before confirming, keep the remaining AP, and give the attack to another Operator or take a protected setup action.
- Done when
- The Operator finishes in safety without wasting AP on an impossible sequence.
- Next action
- Check the live shot and route preview before spending the next point.
Has this weapon already fired?
Use the live preview instead of this selector. If a
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP has already fired, later attacks use the additional-attack cost in its current rule, not the first-attack result shown here.
Plan the AP budget
The turn’s AP is a budget, not a guaranteed action count. Check the displayed cost before confirming a move, attack, or ability. Preview movement and the intended follow-up from the same board state.
A safe turn has one declared result: remove a threat, reach an objective, rescue an ally, or establish a protected lane. Optional damage comes after that result is affordable. If movement consumes the intended attack, stop before confirming and keep the protected position or assign the attack to another Operator.
Overwatch is a final action
Reaction fire mechanicOverwatchOverwatch is an action that ends a unit's turn, and has them hunker down and fire at any enemy unit that moves through their Target Area. The Overwatching unit can fire a number of times equal to the amount of Action Points invested. Overwatch Shots have a 50% chance to immediately Stop a target's movement. If an Operator holding an Overwatch takes damage, they will exit Overwatch and all remaining shots are lost.Shot budget1 per AP investedStop chance50% per shotBreak conditionTaking damage ends the stance ends that Operator’s turn. Finish movement, attacks, and support first; then invest only the AP that remains.
Order the squad
Read the board before the first action. Check the objective timer, the enemies with dangerous lines, the one safe destination another Operator may need, and the setup required by the intended finisher.
Work backward from the result. The Operator who creates a legal line, removes protection, or applies a needed state acts before the Operator who spends that opening. Keep the most flexible Operator uncommitted while new information can still change the plan.
After every resolved action, verify the target, remaining AP, and safe tiles again. Do not continue a script after its setup missed, the target died early, or the objective changed.
Handle personal AP exceptions
Personal Talents can change the visible AP result, but their exact rules belong to the Operator record.
Kabb Uppercut · Unique TalentUppercutKabb Uppercut can deliver powerful punches. His history in professional fights gives him the ability to close range and knock his foes backwards with a devastating uppercut.OperatorKabb UppercutProgression6 tiersUse and costOnce per turn · variable AP shown in previewKill resultRestores all AP consumed by the actionRange and impact21m targeting · +4 impact damage per object struckTier mechanicsT1 +0 melee / 3m push · T2 +1 melee / 3.5m push · T3 +2 melee / 4m push · T4 +4 melee / 4.5m push · T5 +6 melee / 5m push · T6 +8 melee / 6m push can refund consumed AP only when it defeats the target, and
Trick · Unique TalentFor My BrothersThis Operator can automatically recover after being Downed in battle. Upgrading this talent improves this recovery effect.OperatorTrickProgression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP can return a limited amount when its recovery condition is met. Open the Operator Talent record for the exact tier and trigger instead of treating either result as a normal full-turn reset.
Shared-resource sequences are separate from AP. If the plan spends
Shared combat resourceAdvantageAdvantage is used to power Special Actions. Each time an Operator damages an enemy unit, the squad receives 1x Advantage.Maximum10Gain1 per damaging hitUsePowers Special ActionsIconShared Combat Recon icon used for Advantage, reserve that resource on the Advantage page before committing the AP sequence.
Recover a broken sequence
Find the first failed assumption. If movement costs more, cancel it. If a shot remains blocked, keep the finisher uncommitted. If the target falls early, redirect the squad to the objective or a protected position. If the flexible Operator already acted, reduce the turn to the one result that still matters.
The turn is complete when the essential objective is resolved, every remaining AP has a clear use or is intentionally left unused, and no Operator is exposed merely to preserve the original script.
REFERENCES
References
Current weapon-class Action Point costs and firing patterns.
Official EA Help weapon class guideThe Action Point tutorial states the turn's AP allowance and that actions can have different costs.
Current game text




