There is no risk using adrenaline. You gain two AP this turn, then lose two on the next so you may as well always use it - there is no downside. It is not like you ever go over maximum AP anyway unless you are purposely skipping a round.
It was better in last game where you lost more AP on the following turn than you got on this one making it a gamble but with only 4AP this wouldn't really work here. If you gained two and then lost three for example your next turn would be problematic.
I'd support this change though for the pawn as you could then make two attacks and use the pawn to get out of the way. As it stands it doesn't really do what the tooltip says - you only get your free movement AP as long as you don't want to use it last which limits it.
It would have to be an option though as pressing enter (or whatever) after finishing your turn every single time could get a bit annoying and combat is slow enough anyway.
Last edited by lx07; 04/07/18 08:12 AM.