<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hoodedhorse.com/MENACE/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197994640615</id>
	<title>MENACE Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/MENACE/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197994640615"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/Special:Contributions/76561197994640615"/>
	<updated>2026-09-23T04:59:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/MENACE/index.php?title=Morale&amp;diff=7766</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/index.php?title=Morale&amp;diff=7766"/>
		<updated>2026-03-08T09:52:40Z</updated>

		<summary type="html">&lt;p&gt;76561197994640615: /* Using Morale in MENACE */ fixed malformed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated}}&lt;br /&gt;
&lt;br /&gt;
Morale is used to estimate a unit&#039;s will to fight. If morale gets low enough, a unit will be hesitant to act, might retreat from the enemy, or even disband altogether.&lt;br /&gt;
&lt;br /&gt;
There are three distinct morale states a unit can be in:&lt;br /&gt;
# Unaffected: The unit is fully functional and can act normally.&lt;br /&gt;
# Wavering: The unit is hesitant to act and loses trust in its leadership, highly reducing its combat effectiveness. Its accuracy and action point total was reduced by 20%.&lt;br /&gt;
# Fleeing: The unit is in full retreat as it sees its current position as untenable and attempts to save itself from destruction. The unit can not be controlled anymore and will move as far away from any enemy as possible. If a unit suffered too many losses and is fleeing, it might disband, instantly removing it from the battlefield and counting it as eliminated.&lt;br /&gt;
&lt;br /&gt;
Each unit&#039;s dynamic maximum morale value is calculated as its maximum discipline. This maximum morale value is a snapshot at the beginning of combat, so changes to discipline during combat do not change the morale total.&lt;br /&gt;
&lt;br /&gt;
# If the morale is reduced below 33% of its dynamic max value the unit becomes wavering.&lt;br /&gt;
# If the morale is reduced to 0 or below, the unit will flee.&lt;br /&gt;
# If the morale is reduced to 0 AND the unit is under 33% total health, it might disband (non-player units only; player units will never disband).&lt;br /&gt;
&lt;br /&gt;
== What Affects Morale? ==&lt;br /&gt;
Various factors and events reduce or increase morale during combat.&lt;br /&gt;
&lt;br /&gt;
Most importantly, the max morale changes dynamically with the squad&#039;s hit point total. For example, a squad at 50% of its initial hitpoint total will have its max morale reduced to 50%.&lt;br /&gt;
&lt;br /&gt;
Remember that the wavering status requires a unit to be under 33% of its dynamic maximum morale value. For example, a unit with 100 max morale that lost 40% of its hit points sits at a dynamic max morale value of 60. It will be wavering when morale drops below 20 (rounded) meaning it can only lose 40 morale pointsbefore that happens. While at full strength, it would have to be below 33 to waver, that is a total of 67 morale points it can lose for the same condition.&lt;br /&gt;
&lt;br /&gt;
Morale recovers at 33% of the dynamic max morale per turn. This will lead to most units rallying after one turn of retreating.&lt;br /&gt;
&lt;br /&gt;
Additionally, morale can be influenced positively or negatively by various morale events.&lt;br /&gt;
&lt;br /&gt;
Currently, there are the following events in the game.&lt;br /&gt;
&lt;br /&gt;
Note: This may change during development.&lt;br /&gt;
&lt;br /&gt;
* Taking Damage. Getting hit and losing health reduces morale.&lt;br /&gt;
* Element Lost. Losing an element in its squad reduces a unit&#039;s morale.&lt;br /&gt;
* Ally Routing. A nearby friendly unit fleeing will reduce the morale of other units. This scales with distance.&lt;br /&gt;
* Ally Destroyed. A friendly unit getting destroyed reduces morale. This scales with distance.&lt;br /&gt;
* Morale Attack. This general event reduces morale and is usually connected to an attack. This might be an especially gruesome or even more sinister weapon, like a flamethrower.&lt;br /&gt;
* Objective Failed. Failing one of multiple mission objectives reduces morale.&lt;br /&gt;
* Element Destroyed. Destroying an element in an enemy unit raises morale.&lt;br /&gt;
* Vehicle Defect Inflicted. Inflicting a defect on an enemy vehicle raises morale. &lt;br /&gt;
* Enemy Destroyed. Destroying a whole enemy unit or vehicle raises morale.&lt;br /&gt;
* Objective Completed. Completing one of the multiple mission objectives increases morale.&lt;br /&gt;
&lt;br /&gt;
== Using Morale in MENACE ==&lt;br /&gt;
With all of the above, it becomes evident that keeping your morale up and the enemy&#039;s morale down is crucial in MENACE. Enemies with lower discipline are prone to suffer from mass routs once multiple units are destroyed quickly. To make sure the enemy suffers the most, it makes sense to use a “shock and awe” approach.&lt;br /&gt;
&lt;br /&gt;
The more units get destroyed or routed quickly, the heavier the morale will suffer. As morale regenerates quickly, many units do not waver or flee when being slowly ground down over many turns but turn tail when they see their buddies get obliterated all around them instantly.&lt;br /&gt;
&lt;br /&gt;
It could also make sense to whittle enemy units over time to reduce their max morale and then hit the weakened forces with everything you have to seal the deal.&lt;br /&gt;
&lt;br /&gt;
Some enemies, on the other hand, might not be affected by morale at all and will not waver or flee. They will require a whole different tactic to be defeated.&lt;br /&gt;
&lt;br /&gt;
[1] [https://store.steampowered.com/news/app/2432860/view/577128955243397809 Dev Diary #13 - Discipline and Morale]&lt;/div&gt;</summary>
		<author><name>76561197994640615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/MENACE/index.php?title=OCIs&amp;diff=7764</id>
		<title>OCIs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/index.php?title=OCIs&amp;diff=7764"/>
		<updated>2026-03-08T07:27:19Z</updated>

		<summary type="html">&lt;p&gt;76561197994640615: Changed AI Logistics from +15% supply cost to -15% supply cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OCIs&#039;&#039;&#039;, or &#039;&#039;&#039;Operational Capacity Improvements,&#039;&#039;&#039; are benefits to the systems of the [[TCRN Impetus]] that can be purchased and installed on the strategic layer in one of ten slots the Impetus has available. Their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hull=&lt;br /&gt;
The following OCIs belong to the &#039;&#039;&#039;Hull&#039;&#039;&#039; slot:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  class= &amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! {{H:title|Cost per install|[[File:Oci points.png|center|30px]]}}&lt;br /&gt;
! Acquisition&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 21.png|center|200px]] [[Moonshine Distillery|Moonshine Distillery]] || A secretive (and secretly allowed) area onboard the Impetus for the brewing of unique, TCR-flavored moonshine, a commodity some Waybackers might take a strong interest in. || Gain a &amp;quot;Moonshine&amp;quot; Commodity after each operation || 100 || Event.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 34.png|center|200px]] [[WOO]] || Deploys friendly recruits and propagandists to help draw a manpower replacement stream from the Wayback itself.  || +2 Manpower for each completed mission || 70 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 35.png|center|200px]] [[EXWOO]] || Deploys local Waybackers an TCR true believers to help recruit manpower form the Wayback itself.  || +3 Manpower for each completed mission || 160 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 04.png|center|200px]] [[Repair bay]] || A large floorspac dedicated to the maintenance and repair of hardware such as vehicles, mechs, and more.  || Restores 30% Vehicles HP and removes 1 defect between missions. || 80 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 15.png|center|200px]] [[Repair bay 2]] || A large floorspace filled with workmen dedicated to the maintenance and repair of hardware such as vehicles, mechs, and more. Now assisted with advanced AI software.  || Restores 60% Vehicles HP and removes 2 defects between missions. || 170 || [[Zayn-Beecher Corp]] Trust Reward..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 04.png|center|200px]] [[Recovery teams]] || Pairs engineers with salvage teams to help retrieve and repair vehicles lost on the battlefield.  || Vehicles lost in the battle no longer get permanently destroyed. || 100 || [[Zayn-Beecher Corp]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 23.png|center|200px]] [[Auto supplies]] || A robust system of automated forklifts and overwatch foremen help maximize storage space for essential resources.  || +5% to maximum supplies available for each mission. || 120 || [[The Backbone]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 11.png|center|200px]] [[MEDEVAC]] || Call upon a dropship to evacuate a squad or stabilize a downed squad leader  || Gain the offmap ability &amp;quot;Medevac&amp;quot; which rescues a downed squad leader. || 80 || [[The Backbone]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 13.png|center|200px]] [[Med bay]] || Damaged in the dis-straightening event, this adhoc triage center can still provide medical treatment for the time being. || 1 squadmates revived per mission with a 15% chance to revived each subsequent casualty. || N/A || Unobtainable, Starting OCI.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 05.png|center|200px]] [[Medical bay]] || Provides human and machine-assisted medical treatment for the sick and injured.  || 2 squadmates revived per mission with a 30% chance to revived each subsequent casualty. || 100 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 28.png|center|200px]] [[AI logistics]] || Advanced AI systems manage the Impetus&#039;s hardware inventory, giving vastly more time to repairmen, ordnance teams, and pilots to do their jobs.  || -15% Supply Costs for deploying vehicles. || 130 || [[Zayn-Beecher Corp]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 33.png|center|200px]] [[Fixer]] || A fixer workshop filters through the Impetus&#039;s inventory with a particular focus on repair-and-refurbishing for trade.  || +30% trade-in value when visiting the blackmarket. || 140 || [[DICE of the Gods]] trust reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 21.png|center|200px]] [[Drug lab]] || A clean and sterile environment for the research and production of combat-only PEDs..  || Gain a &amp;quot;Substance&amp;quot;commodity after each operation. || 130 || [[DICE of the Gods]] trust reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:oci_icon_24.png|center|200px]] [[DCRAC]] || Analyzes AAR’s to maximize combat efficiency and training regimens || +20% increase to all earned Promotion Points || 180 || [[The Backbone]] Trust Reward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Electronics=&lt;br /&gt;
The following OCIs belong to the &#039;&#039;&#039;Electronics&#039;&#039;&#039; slot:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  class= &amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! {{H:title|Cost per install|[[File:Oci points.png|center|30px]]}}&lt;br /&gt;
! Acquisition&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Oci icon 02.png|center|200px]] [[Sensor]] || Sensor Arrays help penetrate enemy electronic defense systems so as to gather and process battlefield data. || Gain +1 Intelligence || 60 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 02.png|center|200px]] [[Sensor II]] || Upgraded Sensor Arrays help penetrate enemy electronic defense systems so as to gather and process battlefield data.  || Gain +2 Intelligence || 120 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 26.png|center|200px]] [[Info Hub]] || A network of backdoor channels, informants, and data siphoning rootkits.  || Gain +3 Intelligence || 250 || [[DICE of the Gods]] trust reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 16.png|center|200px]] [[Hacker]] || Hackers can remotely force reboot enemy weapons systems that depend upon chips and data transferring.  || Gain the Offmap Ability &amp;quot;Hacker Attack&amp;quot;, which disables vehicles or other machines for 1 turn. || 120 || [[DICE of the Gods]] trust reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 27.png|center|200px]] [[Decoys]] ||Sensor Decoys fill enemy radar with false contacts, leading to miscues and missteps.  || Gain the Offmap Ability &amp;quot;Sensor Decoys&amp;quot;, which advances the turn order up to 6 times without using your own units. || 160 || [[DICE of the Gods]] trust reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 19.png|center|200px]] [[Consulate]] || The Consulate manages relations with factions in the Wayback || +20% to all Trust Gains. || 160 || [[The Backbone]] trust reward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Armament =&lt;br /&gt;
The following OCIs belong to the &#039;&#039;&#039;Armament &#039;&#039;&#039; slot:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  class= &amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! {{H:title|Cost per install|[[File:Oci points.png|center|30px]]}}&lt;br /&gt;
! Acquisition&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 07.png|center|200px]] [[Minigun Strafing]] || Armament || Equips the Dropship with a long barrel minigun extending from front to tail. Particularly deadly against clusters of soft targets.  || Gain the Offmap Ability &amp;quot;Minigun Strafing&amp;quot;, which fires at 5 tiles with suppressive minigun fire. || 65 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 08.png|center|200px]] [[Unguided Missile Strike]] || Armament || Ship-to-Ship missiles ordinarily used to defend the impetus in space are now juryrigged to be used against ground targets. The sighting systems do not function terrestrially, leaving the weapons somewhat inaccurate but the large explosive payloads only have to land close. || Gain the Offmap Ability &amp;quot;Unguided Missile Strike&amp;quot;, which drops a dummy missile into a generalized area. || 120 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 09.png|center|200px]] [[Rocket Run]] || Armament || Rigs rocket pods onto the dropship, allowing it to strafe targets with a barrarge of unguided rockets. Inflicts very high suppression and fragmentation damage, but little in the way or armor penetration.  || Gain the Offmap Ability &amp;quot;Rocket Pod Run&amp;quot;, which fires a large amount of small, unguided rockets onto the battlefield. || 100 || [[The Backbone]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 18.png|center|200px]] [[Smoke Curtain]] || Armament || A smoke screen that is dropped from the Impetus onto the battlefield, which helps to block enemy line of sight. || Gain the Offmap Ability &amp;quot;Smoke Curtain&amp;quot;, which drops a smoke screen over 3 tiles on the battlefield. || 90 || Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 06.png|center|200px]] [[Supply Drop]] ||  || The Impetus can send additional supplies onto the battlefield. Due to typical battlefield circumstances, a designated landing spot is not always guaranteed.  || Gain the Offmap Ability &amp;quot;Supply Drop&amp;quot;, which drops a crate of ammunition to refill all weapons and Accessories. || 80 || [[The Backbone]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 29.png|center|200px]] [[Auto-Laser Sentry Turret]] || Armament || Deploy an auto-laser sentry turret on the map that automatically fires at enemy units.  || Gain the Offmap Ability &amp;quot;Auto Laser Sentry Turret&amp;quot;, which deploys a turret that automatically shoots at enemies. || 150 || [[Zayn-Beecher Corp]] Trust Reward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oci icon 20.png|center|200px]] [[AP mines]] || Armament || Anti-personnel mines airdropped straight from the Impetus, creating instant Area of Denial and instant death to anyone still wishing to try their luck. || Gain the Offmap Ability &amp;quot;Airdropped Minefields&amp;quot;, which drops 6 anti-personnel mines within a certain area. || 130 || [[DICE of the Gods]] Trust Reward.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197994640615</name></author>
	</entry>
</feed>