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Fatigue and Desperate Killing (Hundred Days War Chronicle)

After one action, the character enters fatigue and their movement range shrinks, but they can act again within the same turn.

Identity and experience

After one action, the character enters fatigue and their movement range shrinks, but they can act again within the same turn. VOLTAGE supports both enhancement and finishing moves; When health is low, it can perform Desperate Kill at the cost of death. SAFETY difficulty will periodically refresh the entire team.

AP action and fatigue recovery

For normal actions, select your character, skill, and attack position, then move and attack together. AP recovers at the start of your turn; The basic rule listed in the strategy is that defeating enemies with HP above 2 can also earn AP, and defeating multiple such enemies simultaneously grants multiple AP in one move.

Fatigue limits movement to one square. "Defensive Stance" consumes AP, grants 3 armor, and removes fatigue and status effects; When you need to continue moving, you can use it between two actions to restore your mobility.

Resource changes during finishes and deaths

Ultimate Self-Drive and Self-Drive Enhancement do not consume AP and can still be used even if AP has been reset to zero. After using the ultimate Driving force, it stuns for one turn; When HP is below 5, Desperate Kill does not consume VOLTAGE, and activates the same effect as Ultimate Self-Drive Power.

Members who die in battle will be revived in the next WAVE. Upon death, you gain 100% VOLTAGE; deaths caused by deadly kills also gain resources according to this rule; The number of deaths counted as "Nice DEATH" increases BP after victory. The value in the VOLTAGE slot can be carried over to the next WAVE.

Use and replenishment of strategic materials

Strategic supplies do not consume AP. "Attack Medicine" increases the user's attack power by 1, "Agility Medicine" increases movement by 3 and removes fatigue, "Defense Medicine" increases armor by 3 points; Potion buffs only apply during the turn of use. The Iron Barrier is a roadblock with 5 HP, and enemies attack it first. After the entire battle ends, supplies are automatically replenished, without replenishing during WAVE switches, nor does it cost BP or materials.

Related entries

References

Data compiled on: 2026-10-12.

本版编辑:免费机器翻译 · 2026-10-23

内容许可:CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/

本译文依据的源修订