Phantom Doctrine: Action points
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This chapter is dedicated to action points used in Phantom Doctrine. This mechanics differs slightly from the one used in XCOM series where you only had movement points.

In default, every agent has 2 action points and 1 fire point. Movement range of a given agent depends on their stats (check agents' stats in Gameplay mechanics chapter). The majority of the moves and non-offensive actions require only action points, e.g. when you pick up an agent. Using an item and performing offensive actions require both action and fire points, e.g. shooting in a long burst requires 1 action point and 1 fire point, reload uses 1 action and 1 fire point, using a med kit costs 1 fire point. Plan your moves carefully - try to always have a spare point at the end of a turn. This system allows you to move your agent and shoot in the same turn.
- Phantom Doctrine Game Guide
- Phantom Doctrine: Game Guide
- Phantom Doctrine: Basics
- Phantom Doctrine: General tips
- Phantom Doctrine: Interface
- Phantom Doctrine: Action points
- Phantom Doctrine: Breach mechanic
- Phantom Doctrine: Character development
- Phantom Doctrine: Base Upgrades
- Phantom Doctrine: How to get more money?
- Phantom Doctrine: What to look for on the tactical map?
- Phantom Doctrine: How to reveal enemy agents?
- Phantom Doctrine: How to decrease heat level?
- Phantom Doctrine: Enemy Recon and Counterintelligence
- Phantom Doctrine: Basics
- Phantom Doctrine: Game Guide
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