AP is the currency of a turn. Movement, shooting, reloading, kneeling, rotating, swapping weapons, searching corpses, and using items all spend AP. Exact costs depend on the action and gear; the UI shows move costs and hit chances as you hover.
Common actions
Move – Path to a tile. Preview shows AP cost. Movement can trigger opportunity fire.
Shoot – Fire at a target you can see. Hit chance is shown before you commit.
Wait – Skip this marine’s remaining action for the turn.
Reload – Refill the current weapon’s magazine (2 AP).

Swap Weapon – Cycle primary / secondary (2 AP).

Kneel – Toggle kneeling stance (2 AP) — better accuracy when kneeling.
Rotate Left / Right – Change facing without moving (1 AP per step). Facing affects what you can see and engage.
Next Marine – Jump to another available marine.
End Turn – Hand play to the other side.
Fire modes
Depending on the weapon, you may choose:
Snapshot — quick shot
Aimed shot — slower, more accurate
Auto fire — burst / automatic mode where supported
Pick the mode that matches range, cover, and remaining AP.
Vitals
Selected marines show:
Health — when it hits zero, the marine is down
Morale — pressure and stress on the unit
Armor / protection — remaining protective value
Keep wounded marines behind cover; medkits buy time, they don’t win the map alone.
