Resource control
Ex Sanguis Ability Points and Burst Mode Guide
Ability Points are the hinge between a good local action and a good full turn. Public gameplay explanations describe AP as a resource used to strengthen or extend decisions, while Burst Mode lets a Stilla take a more committed sequence. The exact economy may change through Early Access, but the strategic test is stable: what new outcome does this point buy?

AP has three jobs
The first job is certainty. An extra commitment can turn a risky interrupt into a reliable one or make sure a priority target does not reach its activation. The second is tempo. AP can help convert timeline control into a sequence where several allied actions resolve before the enemy recovers. The third is adaptation. Unspent AP preserves options when a target survives, a hazard changes the board, or the next actor becomes more dangerous than expected.
These jobs compete. Every point spent for certainty now is a point that cannot provide adaptation later. The correct answer depends on the threat, not on a universal percentage or fixed reserve.
Use the outcome test
Before spending, compare the board with and without the point. If both versions end with the same enemy alive, the same timeline order and the same exposure, the AP is probably buying only efficiency. That can still matter, but it should not be automatic.
A high-value spend changes at least one of these:
- the next dangerous actor no longer acts;
- an ally moves ahead of a threat;
- a displacement or environmental chain becomes possible;
- a vulnerable Stilla gains safety;
- a mission objective becomes secure;
- Burst Mode closes the exchange instead of merely extending it.
This outcome test is more durable than a list of skill costs because it remains useful when balance values move.
What AP pinning means in practice
Players may describe a point as “pinned” when the current situation strongly pressures them to reserve or allocate it for a specific response. The useful interpretation is not a hidden rule: it is an opportunity-cost warning. If a looming activation demands an interrupt, the AP needed for that answer is already spoken for even before you click anything else.
Mark that obligation mentally. Plan the rest of the turn with only the free portion of your resource. This prevents the classic failure where a player spends everything on setup and reaches the critical enemy with no way to complete the control chain.
When Burst Mode is correct
Burst Mode is strongest when extra actions are connected by one purpose. A coherent burst might delay a dangerous enemy, reposition it beside a hazard, then finish the sequence with a decisive attack. Another might create safety for the squad and complete an objective before the opposing timeline catches up.
Burst is weaker when it is used to explore possibilities. If you enter the mode before deciding the sequence, each extra option invites more spending and makes it harder to preserve an exit. Write the sequence mentally first: setup, conversion, finish. If the finish is uncertain, identify what the team can still do afterward.
When to bank the point
Bank AP when the battlefield contains unresolved information. A target may survive. A new line of sight may open after movement. Another enemy may become the real threat when the timeline shifts. The reserve is not wasted power; it is insurance against your own forecast being incomplete.
Banking is also correct when a normal action already achieves the objective. Do not pay to make a solved problem look more impressive. Preserve the resource for a future turn where it changes the state.
A practical AP sequence
Read the next three meaningful activations. Reserve the cost of any mandatory answer. Spend from what remains only when an action creates a new tactical state. Re-read the timeline after every displacement or delay. Consider Burst Mode only after the core line is visible. End with a reserve unless the exchange is genuinely closed.
That sequence is intentionally conservative. As you learn enemy behavior and class interactions, you can make sharper commitments. The discipline remains the same: the point has to buy a result, not just an animation.
Mistakes to avoid
Do not spend AP to repair a sequence whose order was wrong. Reorder the setup first. Do not enter Burst because a character can act again; decide what the extra action accomplishes. Do not ignore the following enemy activation because the current target looks vulnerable. And do not import exact demo-era costs into the current build without checking them—the official July playtest update changed several abilities, starting kits and balance values.
Continue with the timeline guide for sequencing or use the Turn Planner to turn a crowded battle state into a short action order.