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.

CombatEditorial strategy guide9 min
Official character image — Utilities: spend one AP for a better whole turn
Official character image · EA / LUCASFILMEditorial strategy guide

01Verified game rule

Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.

Planning note

Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.

Turn-end check

Can every operator survive the enemy response and still reach the next objective?

02Decision signals

Editorial tactical model

Planning note1 AP
PositionSINGLE USE
ResourcesAREA
Turn-end checkCONTROL

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.

  1. 01Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.
  2. 02Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.
  3. 03Can every operator survive the enemy response and still reach the next objective?
  4. 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.

Example sequence01Read the objective, extraction condition, and enemy activation order.02Create the position or resource state required by the confirmed mechanic.03Commit damage only after the follow-up and recovery route are clear.

05End-of-turn checklist

  1. 01Can every operator survive the enemy response and still reach the next objective?
  2. 02Is useful AP, Advantage, a Utility, or Call for Backup being left unused?
  3. 03Most Utilities are single-use, usually cost 1 AP, and can heal, damage an area, disrupt movement, or create tactical openings.
  4. 04Treat single-use healing, area damage, and movement disruption as planned actions, not panic buttons.

06Continue the field manual

Primary sources

Confirmed rules are separated from editorial recommendations. No invented mission data or unverified drop tables are published.