Three Action Points and Advantage 10
Each operator has three Action Points per turn to move, attack, use utilities, or place Overwatch. Advantage is a shared squad resource with a maximum of 10, spent on powerful abilities that do not cost AP. The comm-station still in this file shows ADV 10 on the HUD next to End Turn and four operator portraits. Treat that as a UI exhibit of the cap, not a drop table.
Call for Backup is named in the same first-party primer as a tool that can raise bonds. This page will not invent cooldown numbers or a ranking of which spec should spend Advantage first. If a still shows a 75 percent chance-to-hit marker, that is a screenshot of one attack in one capture, not a published formula you can copy into a calculator.
Advantage is shared across the squad and capped at 10. Spending it does not spend AP. Three AP still pay for move, attack, utilities, or Overwatch. The player squad acts, then the enemy, on Tactical Missions.
Overwatch cones
Overwatch spends remaining AP, places an adjustable cone, and can fire during the enemy turn. Using it ends that operator’s turn. Figure 03 is the Overwatch exhibit: cones painted on the board during DEMOLISH THE COMM STATION / PLANT THE CHARGES. Adjust the cone in the game; this wiki does not publish degree values Bit Reactor did not print.
Because Overwatch ends the turn, it competes with spending leftover AP on a last attack or a utility. That trade is visible in the UI (End Turn vs remaining AP). Community habit from other tactics games is not evidence. Stay inside the cone, the 3 AP budget, and the Advantage cap.
Overwatch consumes remaining AP and ends that operator’s turn when placed. The cone is adjustable. It can fire on the enemy turn. Figure 03 is the cone exhibit, not a degree table. Do not import another game’s overwatch rules. A leftover AP after moving can be a last shot instead of a cone.
Cover, flank, high ground
Partial and full cover reduce chance-to-hit; flanking and high ground improve it; some cover can be destroyed. EA states those modifiers without publishing percentages. The grenade still shows a Concussion Grenade Mk. IV radius; the astromech wheel shows Impact Bomb as a 1 AP fast action dealing 8 damage in a 3.0 m area during SPY ON THE SMUGGLERS. Those numbers are on the captured UI, labeled as such, not extrapolated into a full weapon database.
The Armory uses four weapon types: Longarm, Repeater, Rifle, and Pistol. This combat page will not grow a fifth type or a mod list. Fully Geared is a Steam achievement for equipping 4 weapon mods to a weapon; that is an achievement name, not a hidden tree.
Partial cover and full cover both reduce chance-to-hit. Flanking and high ground improve it. Some cover can be destroyed. EA did not publish the percentages. Screenshot hit chances stay captions, not a calculator.
Eight Specializations
Assault is the frontline fighter for medium to close-range kills against targets in cover. Gunslinger uses multi-target blaster attacks and fast strikes. Heavy is an armored frontliner that soaks attacks in the open. Medic handles healing, injury prevention, and teammate boosts. Scoundrel is the wildcard that exploits unprepared situations. Scout is recon whose planning benefits the team. Sharpshooter is the long-range marksman. Soldier is mainstay offense with melee, grenades, heavy blaster fire, and a rocket launcher.
Each of those eight has an Ultimate, a Standard, and a Passive in the Lead article. Node values are not in first-party copy, so they are not in this table. Hawks can take a specialization; custom operators add species options (Neimoidian, Ovissian, Rodian, Weequay) without adding a ninth spec row.
| Specialization | Role |
|---|---|
| Assault | Frontline fighter for medium to close-range kills against targets in cover |
| Gunslinger | Multi-target blaster attacks and fast strikes |
| Heavy | Armored frontliner that soaks attacks in the open |
| Medic | Healing, injury prevention, and teammate boosts |
| Scoundrel | Wildcard that exploits unprepared situations |
| Scout | Recon specialist whose planning benefits the team |
| Sharpshooter | Long-range marksman focused on chosen targets |
| Soldier | Mainstay offense with melee, grenades, heavy blaster fire, and a rocket launcher |
Combat stills
The gallery on this route is the Steam combat set assigned here: industrial rocket, extraction zone, Overwatch cones, grenade radius, confirm-fire marker, and the astromech wheel. Step through them as numbered figures. Thumbs are selectors, not duplicate exhibits.
Squad size remains up to four on a standard mission. Some missions add extra controllable characters. Hawks is still required on story missions. For injuries and permadeath, see First deployment and the FAQ. For Holotable Operations that skip this layer entirely, see The Den.
Six Steam combat stills are bound to this route. Thumbs select; the large plate carries data-gallery-current. Industrial rocket, extraction zone, Overwatch cones, grenade radius, confirm-fire, and the 1 AP astromech wheel are the set. Captions keep Steam filenames so the store gallery stays matchable. Previous and next step the same six plates in order without inventing extra stills.

Gameplay trailer
The official Gameplay trailer from the EA Star Wars channel is bound to this combat route. Play it from a local still. It is marketing footage, not a hidden tutorial that overrides the Lead article.
If you came here from an XCOM comparison: both are single-player turn-based tactics. This wiki will not map AP onto time units from another game or copy someone else’s cover chart. Use the eight-spec table and the 3 AP / Advantage 10 / Overwatch facts as the ceiling of what we can file. Cover is partial or full, flanking and high ground help, and some cover can be destroyed — still without published percents. Call for Backup is named as a bond tool. Focus Points buy the Focus Tree between missions, not during the 3 AP turn.
Soldier’s rocket launcher is the first-party kit line that matches the industrial rocket still. Gunslinger’s multi-target blaster line matches the need for overlapping cones. Medic’s injury prevention line is why permadeath and Medbay sit on other pages. Scout’s planning line is why Operations exist on the Holotable. Keep those links instead of inventing a synergy chart. Standard squad size is up to four; Hawks is required on story missions; roster cap 7 to 20 is a Den fact that still bounds how many specs you can bring home. Advantage is shared, so spending it on one operator’s Ultimate is a squad choice, not a private meter.

