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| | [[Edwin Pike]] || [[File:Edwin Pike.png|center|130px|link=Edwin Pike]] | | | [[Edwin Pike]] || [[File:Edwin Pike.png|center|130px|link=Edwin Pike]] |
| | [[File:Starting perk 02.png|center|70px|link=Edwin Pike#Unique Starting Perk]] [[Edwin Pike#Unique Starting Perk | Stalwart]] | | | [[File:Promotion 04.png|center|70px|link=Edwin Pike#Unique Starting Perk]] [[Edwin Pike#Unique Starting Perk | Taking Command]] |
| | [[Marines]] | | | [[Marines]] |
| | 75 || 70 || 80 || 50 || 50 || 10 || 50 | | | 75 || 70 || 80 || 50 || 50 || 10 || 50 |
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| | [[Harlan Corlain]] || [[File:Corlain 162x162.png|center|130px|link=Harlan Corlain]] | | | [[Harlan Corlain]] || [[File:Harlan Corlain.png|center|130px|link=Harlan Corlain]] |
| | [[File:Starting perk 17.png|center|70px|link=Harlan Corlain#Unique Starting Perk]] [[Harlan Corlain#Unique Starting Perk | In and Out]] | | | [[File:Starting perk 17.png|center|70px|link=Harlan Corlain#Unique Starting Perk]] [[Harlan Corlain#Unique Starting Perk | In And Out]] |
| | [[DICE of the Gods]] | | | [[DICE of the Gods]] |
| | 80 || 75 || 65 || 45|| 50 || 5 || 50 | | | 80 || 75 || 65 || 45|| 50 || 5 || 50 |
| | 1 || 4 || 10 | | | 1 || 4 || 10 |
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| | [[Weiwu]] || [[File:Weiwu 162x162.png|center|130px|link=Weiwu]] | | | [[Wu Wei]] || [[File:Weiwu.png|center|130px|link=Wu Wei]] |
| | [[File:Starting perk 18.png|center|70px|link=Weiwu#Unique Starting Perk]] [[Weiwu#Unique Starting Perk | Dare to Die]] | | | [[File:Starting perk 18.png|center|70px|link=Wu Wei#Unique Starting Perk]] [[Wu Wei#Unique Starting Perk | Dare To Die]] |
| | [[The Backbone]] | | | [[The Backbone]] |
| | 75|| 70|| 75|| 50 || 35|| 15 || 55 | | | 75|| 70|| 75|| 50 || 35|| 15 || 55 |
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| | [[Roisin Murdock]] || [[File:Murdock 162x162.png|center|130px|link=Roisin Murdock]] || [[File:Starting perk 19.png|center|70px|link=Roisin Murdock#Unique Starting Perk]] [[Roisin Murdock#Unique Starting Perk|Buyouy]] || [[Zayn-Beecher Corp]] | | | [[Roisin Murdock]] || [[File:Roisin Murdock.png|center|130px|link=Roisin Murdock]] || [[File:Starting perk 19.png|center|70px|link=Roisin Murdock#Unique Starting Perk]] [[Roisin Murdock#Unique Starting Perk|Buyout]] || [[Zayn-Beecher Corp]] |
| | 80|| 75|| 65 || 0 || 55 | | | 80|| 75|| 65 || 0 || 55 |
| | 1 || 4 || 30 | | | 1 || 4 || 30 |
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The content below is based on the demo release and needs to be updated as it may not accurately represent what's currently in-game.
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Characters are the engine that drives the strategic and tactical gameplay of MENACE. They lead squads of infantry or pilot vehicles during missions, representing and coordinating the elements you deploy, and can grow to have either positive or negative relationships with each other, influencing their combat performance. They are all unique, pre-written personalities each with their own background, preferences, and goals. You begin with a selection of characters from the Terran Congressional Republic Marines, but you can and will be expected to recruit more from the various factions of the Wayback System itself. They can die permanently in battle, and if you lose too many, your campaign will end in failure.
Characters can be divided into two types: Squad Leaders and Pilots. Squad Leaders are the command element of infantry units, operating a unique weapon (if chosen) while the other elements, called Squaddies, are generic grunts who can be renamed at the player's behest but have no unique dialogue or personalities. Each squaddie represents a percentage of the infantry unit's HP, and a squaddie dies when the unit's HP is reduced by that percentage, weakening its morale as well as its number of attacks per turn. If a unit's HP is completely depleted and all its squaddies have been eliminated, the remaining Squad Leader is incapacitated, or "bleeding out," and must be "stabilized" by another Squad Leader before he or she is lost permanently. Vehicles cannot stabilize injured Squad Leaders, or rescue Pilots! A stabilized squad leader cannot be used for the rest of the battle but will not die.[1]
Pilots command vehicles such as tanks, armored personnel carriers, and bipedal combat walkers (mechs). They are incapacitated and must be rescued when their vehicle has suffered critical damage and has been destroyed.
Both Squad Leaders and Pilots have skills in a Perk Tree that can be unlocked as they gain experience and are promoted through surviving tactical battles. While some skills are shared among different characters' perk trees, each character has a special unique perk entirely unique to him or her. Characters also have their own statistics (AP, Discipline, etc). [2]
Each character in the game has their own origin, history, and reason for joining your outfit--the Marines you start with, for instance, will primarily be loyal to the Terran Congressional Republic, whereas natives of the Wayback will likely be more suspicious of the TCR and much more loyal to their home planets (or just cold, hard cash). Various Events the player may encounter might be more favorable to the interests of the TCR over the natives (or vice versa), meaning your decisions run the risk of alienating units from a certain background while pleasing others. Careful management of these factors is crucial in maintaining your Authority and thus ensuring the ultimate success of your mission.
Properties of Characters
Each squad leader/pilot has a set of attributes, from which their combat stats are derived. Squad leaders have seven attributes, while pilots have five.
| Attribute |
Corresp. Stat |
Description of the Stat |
SL/Pilots?
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| Agility
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Action Points
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AP are spent for every action. Once all AP are spent, the current unit's turn ends automatically. AP are fully refreshed each turn.
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Both
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| Weapon Skill
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Accuracy
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Determines the chance of hitting a target without any modifiers, like distance and cover.
|
Both
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| Valour
|
Discipline
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General discipline of a unit. Reduces the amount of suppression suffered from an attack, and determines how easily a unit will break morale and waver or flee.
|
Both
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| Toughness
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Damage Reduction
|
Modifies any damage the unit suffers. This can be negative, the unit suffers more damage, or positive, the unit suffers less damage.
|
SL only
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| Vitality
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Hitpoints
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Hitpoints represent the damage a unit can take before being destroyed. Once these reach zero, the unit is considered dead or destroyed.
|
SL only
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| Precision
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Critical Chance
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Determines the chance to score a critical hit, for 50% more damage. This is calculated for each repetition of an attack individually.
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Both
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| Positioning
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Defense
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The defence is subtracted from any enemy accuracy that attacks this unit.
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Both
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Squad leaders and pilots have four more stats that are not derived from the attributes above:
| Stat |
Description
|
Armor Value
|
Depends on the armor the squad has equipped. Higher armor value requires more penetration to inflict damage; durability decreases with each successfull stop of a bullet.
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Detection
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The ability to spot concealed units on the battlefield. Reduces an enemy unit’s concealment when calculating whether it is visible to this unit or not.
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Concealment
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The ability to stay hidden from enemy sight even when within their view range. Each point of concealment reduces the effective view range of enemies against this unit by 1.
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View Range
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Determines how many tiles a unit can see on the battlefield, revealing enemies and lifting the fog of war. Concealment can hide enemies even when inside the view range.
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Additionally, all characters start with one unique starting perk already unlocked. These perks vary greatly between characters and are designed to make each character feel unique.
Furthermore, each character has their own Perk Tree that can be unlocked through promotions. While not all perks are unique to each character, the selection and order of unlocks will differ.
Each character has a star rating of 1-3★. This determines their base supply cost, promotion cost factor and squaddie tax.
| Stat |
Description
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| Promotion Cost Factor
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A multiplier to the number of Promotion Points required to promote a character.
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| Growth Potential
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The chance of increasing a stat every time a unit takes an associated action. For example, hitting an enemy has a chance to permanently increase accuracy. Higher growth potential will lead to stats increasing faster.
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| Supply Cost
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The amount of supplies it costs to deploy this unit on a mission. The total cost of a unit is further increased by other factors, like equipment costs and number of squaddies.
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- ↪ Main article: Promotion and Demotion
Squad leaders and pilots can be promoted with promotion points that are earned, for example, through completing missions. Promoting a character does not happen automatically. It must be done by the player.
The cost of promoting the same character increases with each promotion, and also scales based on Promotion Scaling Factor, which itself is based on the character's star rating. The higher the character's rating, the greater the promotion point cost.
Characters can hold one of eight ranks, ranging from (1) Lance Corporal to (8) Master Gunnery Sergeant.
It is possible to demote a character. Although half of the invested promotion points will be refunded, the affected leader will not be pleased.
Squad Leaders
Pilots
"Pilots" redirects here, for the friendly unit involved in mission objectives, see Pilots (Unit)
NPCs
These characters are not playable in-game nor do they appear in battles, but they have a significant impact on the story and background.