Tactical index / Editorial strategy guide
Utilities: spend one AP for a better whole turn
Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.

01Verified game rule
Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.
Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.
Can every operator survive the enemy response and still reach the next objective?
02Decision signals
Editorial tactical model
03Tactical procedure
Use this procedure as a decision order, not a rigid script. Re-check it whenever a hit misses, reinforcements arrive, or the objective changes.
- 01Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.
- 02Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.
- 03Can every operator survive the enemy response and still reach the next objective?
- 04Is useful AP, Advantage, a Utility, or Call for Backup being left unused?
04Field scenario
Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons. Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.
05End-of-turn checklist
- 01Can every operator survive the enemy response and still reach the next objective?
- 02Is useful AP, Advantage, a Utility, or Call for Backup being left unused?
- 03Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.
- 04Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.
Primary sources
Confirmed rules are separated from editorial recommendations. No invented mission data or unverified drop tables are published.