Adrenaline

Units with Weary gain Double Strike on their next turn after becoming Exhausted.
Adrenaline grants a temporary Double Strike opportunity. This is not a permanent ability gain.
Remarkable Interactions
- A Unit must have Weary before it can gain Double Strike from Adrenaline.
- Weary Units have a chance to become Exhausted at the beginning of each round.
- Exhausted Units skip their turn and cannot Retaliate.
- After a Weary Unit becomes Exhausted, Adrenaline grants Double Strike on that Unit’s next turn.
- Double Strike allows a Unit to attack twice during its turn.
- Attack Order & Accuracy rules apply to attacks made with Double Strike.
- Adrenaline does not permanently add Double Strike to the Unit.
- Invigorate prevents Weary from activating. Do not include Units with Invigorate on your team if you want Double Strike to activate!
Notable Modifiers
- Melee Mayhem - Melee Units can attack from any position. If a melee Unit gains Double Strike from Adrenaline, keeping it alive long enough to take its next turn can be especially valuable.
- Brute Force - Units with the highest power attack first. Attack modifiers like Double Strike are not factored into individual attack strength.
Notable Abilities
- Invigorate - Allied Units cannot be Exhausted. Consider whether preventing Exhausted will also prevent opportunities to benefit from Adrenaline.
- Soul Siphon - Inflicts Weary on an allied Unit, creating another possible path for Adrenaline to matter.