Emotional State: Difference between revisions
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! style="width: 13%" | May escalate to | ! style="width: 13%" | May escalate to | ||
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| style="text-align: left | [[File:Emotional state 05 114x114.png|40px]] Frustrated || Being frustrated severely reduces a characters combat effectiveness: -10% Discipline and -10% Accuracy || 5 || | | style="text-align: left | [[File:Emotional state 05 114x114.png|40px]] Frustrated || Being frustrated severely reduces a characters combat effectiveness: -10% Discipline and -10% Accuracy || 5 || Received Friendly Fire || Miserable | ||
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| style="text-align: left | [[File:Emotional state 11 114x114.png|40px]] Hesitant || Increases movement costs by 4 per tile || 5 || ? || Miserable | | style="text-align: left | [[File:Emotional state 11 114x114.png|40px]] Hesitant || Increases movement costs by 4 per tile || 5 || ? || Miserable | ||
Revision as of 20:05, 16 February 2026
Emotional states are temporary buffs or nerfs that are given to squad leaders or pilots after they experience certain types of events. For example, receiving HP damage in a round can result in the 'bruised' state, which may escalate to the 'injured' state if further damage is sustained.
Characters can hold multiple emotional states at once. Some negative states can temporarily be avoided by using certain Accessories, like drugs.
Currently, the game has X emotional states in total (Y positive and Z negative).


