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gunshots end your turn, but only take 1 AP
throwing items uses 1 AP
miasma abilities use 1 AP
using diggs as you healer/inventory guy you can keep elvis stocked in miasma as needed. alternatively elvis can pop one kw heal himself then drop a barrel, the barrel miasma ability i equipped with a range extender and kw inverter, for the vortex ability only the kw inverter, much bigger boom. you can use elvis to reposition guys and drop a barrel, use jade to chuck a single grenade (super if you got it) to blow up the barrel and do some additional damage to the guys, that still leaves digs unused and one ap left on jade, pop heals with diggs if you need to, supermedpod if you have it, as it can heal more than one, otherwise you can use diggs rush abiltiy and tackle one to put them out for the next turn, jade equip with the chain lightning miasma and the chip that disables robots. that would have at least 2 dead and 4 disabled for the first turn. leaving only 2 to mess with you, rinse and repeat the chain lighting to keep at least 3 cc'd while you whittle down the rest.
As to my problem i tried quite a few things but could find no fix for this bug, i just started a new save, since i didnt have to read any of the info and already had a good grasp on the mechanics and didnt need to watch any cutscenes im already caught up, only took about 7 hours :P which is funny cause i think im near then endish so that would mean i could speed run the game in around 10 hours