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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.
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| class="hides hidem" style="font-size: 100%; text-align: center;" |
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.<br>{{#if: {{{1|}}}
  |''{{{1}}}''
  |}}
|}
'''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. A stabilized squad leader cannot be used for the rest of the battle but will not die.[https://store.steampowered.com/news/app/2432860/view/512947503265480934]
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.[https://store.steampowered.com/news/app/2432860/view/512947503265480934]


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.
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.
Line 7: Line 13:
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). [https://store.steampowered.com/news/app/2432860/view/512947503265480934]
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). [https://store.steampowered.com/news/app/2432860/view/512947503265480934]


==Properties of Characters==
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 [[Wayback System|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.


===Statistics===
 
Each squad leader/pilot comes with a variety of different skills and characteristics. There are 10 different statistics in total: [https://store.steampowered.com/news/app/2432860/view/512947503265480934]
== Properties of Characters ==
<tabber>
|-|Attributes and Combat Stats =
 
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.  


{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|+ Character Stats
|-
|-
! Name !! Description
! Attribute !! Corresp. Stat !! Description of the Stat !! SL/Pilots?
|-
| style="width: 8%" | Agility
| style="width: 12%" | '''[[Action Points]]'''
| AP are spent for every action. Once all AP are spent, the current unit's turn ends automatically. AP are fully refreshed each turn.
| Both
|-
| Weapon Skill
| '''[[Accuracy]]'''
| Determines the chance of hitting a target without any modifiers, like distance and cover.
| Both
|-
| Valour
| '''[[Discipline]]'''
| 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
|-
| Toughness
| '''[[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
|-
| Vitality
| '''[[Hitpoints]]'''
| Hitpoints represent the damage a unit can take before being destroyed. Once these reach zero, the unit is considered dead or destroyed.
| SL only
|-
| Precision
| '''[[Critical Chance]]'''
| Determines the chance to score a critical hit, for 50% more damage. This is calculated for each repetition of an attack individually.
| Both
|-
|-
| style="width: 20%" | '''Action Points'''
| Positioning
| Each character has a finite amount of Action Points, or AP, per turn. Any action, like moving a tile or using a skill, costs a certain amount of AP.
| '''[[Defense]]'''
| The defence is subtracted from any enemy accuracy that attacks this unit.  
| Both
|}
 
 
Squad leaders and pilots have four more stats that are not derived from the attributes above:
 
{|class="wikitable" style="width: 100%;"
|-
|-
| [[File:Hitpoints per Element inverted Icon.png|20px]] '''Hitpoints per Element'''
! Stat !! Description
| The amount of damage a unit can take until one of its elements is removed as a casualty. A squad with 10HP and five elements can take a total of 50 damage until it is completely out of action.
|-
|-
| [[File:Armor Value inverted Icon.png|20px]] '''Armor Value'''
| style="width: 10%" | [[File:Armor Value Icon.png|25px]] '''[[Armor Value]]'''
| Depends on the armor the squad has equipped. The higher the value, the more penetration an attack needs to deal damage. Armors also have durability that is reduced every time the armor successfully stops a bullet.
| 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.
|-
|-
| [[File:Discipline inverted Icon.png|20px]] '''Discipline'''
| [[File:Detection Icon.png|25px]] '''[[Detection]]'''
| Reduces incoming suppression and increases suppression recovery. Moral tests are also done against the discipline of a unit. These have to be succeeded when losing elements, friendly units getting killed, or allies fleeing from the battle. The higher the discipline, the less likely a squad is to become wavering or retreat from the battlefield.
| 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.
|-
|-
| [[File:Accuracy inverted Icon.png|20px]] '''Accuracy'''
| [[File:Concealment Icon.png|25px]] '''[[Concealment]]'''
| This determines the chances to hit for all attacks. Accuracy can be reduced by being suppressed by enemy fire and other effects. It can also be improved by deploying.
| 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.
|-
|-
| [[File:Detection inverted Icon.png|20px]] '''Detection'''
| [[File:View Range Icon.png|25px]] '''[[View Range]]'''
| How well the squad can detect hidden/concealed enemy units. This value is subtracted from the enemy’s concealment value.
| 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.
|}
 
Additionally, all characters start with one [[Perks#Unique Perks|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 [[Perks|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.
 
 
|-|Character Quality Level and Costs=
Each character has a star rating of 1-3★. This determines their [[Supply_Cost#Base_personnel_cost|base supply cost]], [[Promotion and Demotion#Promotion Cost Factor|promotion cost factor]] and [[Supply_Cost#Squaddie_tax_(infantry_squads)|squaddie tax]].
{|class="wikitable" style="width: 100%;"
|-
|-
| [[File:View Range inverted Icon.png|20px]] '''View Range'''
! Stat !! Description
| The distance in tiles the squad can see and reveal enemy units that have no concealment. Certain large objects can completely block lines of sight and allow for unrevealed approaches.
|-
|-
| [[File:Concealment inverted Icon.png|20px]] '''Concealment'''
| style="width: 10%" | [[Promotion and Demotion#Promotion Cost Factor|Promotion Cost Factor]]
| How well the squad can stay hidden while in the field of view of enemy units. This is also increased by the environment like forests, buildings, or tall grass. A unit with some concealment that is deployed behind cover can ambush enemies very effectively.
| A multiplier to the number of Promotion Points required to promote a character.
|-
|-
| '''Unique Starting Perk'''
| [[Growth Potential]]
| Every squad leader starts with one unique perk already unlocked. These are very different between SLs and are designed in a way to make them feel unique and emphasize each individual's character.
| 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.
|-
|-
| '''Perk Tree'''
| [[Supply Cost]]
| Each squad leader has their own perk tree that can be unlocked through “promotions.” Not all perks are unique to this character, but the selection and order of unlocks will be different for each.
| 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.
|}
|}


===Promotion and Demotion===
|-|Promotion and Demotion=
:''↪ Main article: [[Promotion and Demotion]]''
:''↪ Main article: [[Promotion and Demotion]]''


Squad leaders and pilots can be promoted with [[Promotion and Demotion#Promotion Points|promotion points]] that are earned, for example, through completing missions. Promoting a character does not happen automatically. It must be done by the player.
Squad leaders and pilots can be promoted with [[Promotion and Demotion#Promotion Points|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.
The cost of promoting the same character increases with each promotion, and also scales based on [[Promotion and Demotion#Promotion Scaling Factor|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 [[Promotion and Demotion#Ranks|ranks]], ranging from (1) Lance Corporal to (8) Master Gunnery Sergeant.
Characters can hold one of eight [[Promotion and Demotion#Ranks|ranks]], ranging from (1) Lance Corporal to (8) Master Gunnery Sergeant.


It is possible to demote a character. Although a small portion of the invested promotion points will be refunded, the affected leader will not be pleased.
It is possible to demote a character. Although half of the invested promotion points will be refunded, the affected leader will not be pleased.
</tabber>


==Squad Leaders==
==Squad Leaders==
{| class="wikitable"
{| class="wikitable sortable" style="text-align: center"
|-
|-
! Name !! Portrait !! Unique Skill !! Affiliation  
! Name !! class="unsortable" | Portrait !! class="unsortable" | Starting Perk !! Affiliation  
! [[File:Hitpoints per Element inverted Icon.png|20px]]
! {{H:title|Agility (→ Action Points)|AGI}}
! [[File:Armor Value inverted Icon.png|20px]]
! {{H:title|Weapon Skill (→ Accuracy)|WS}}
! [[File:Discipline inverted Icon.png|20px]]
! {{H:title|Valour (→ Discipline)|VAL}}
! [[File:Accuracy inverted Icon.png|20px]]
! {{H:title|Toughness (→ Damage Reduction)|TOUG}}
! [[File:Detection inverted Icon.png|20px]]
! {{H:title|Vitality (→ Hitpoints)|VIT}}
! [[File:View Range inverted Icon.png|20px]]
! {{H:title|Precision (→ Critical Chance)|PREC}}
! [[File:Concealment inverted Icon.png|20px]]
! {{H:title|Positioning (→ Defense)|POS}}
! {{H:title|Promotion Cost Factor|PCF}}
! {{H:title|Growth Potential|Growth Pot.}}
! Supply Cost
|-
|-
| [[Jane Darby]] || [[File:Jane_Darby.jpg|100px]] || [[File:High_Value_Target_icon.png|thumb|center|70px|[[High Value Target]]]] || [[Marine]] || 50 || 10 || 70 || 70 || 0 || 9 || 0
| [[Jane Darby]] || [[File:Jane Darby.png|center|130px|link=Jane Darby]]  
| [[File:Starting perk 03.png|center|70px|link=Jane Darby#Unique Starting Perk]] [[Jane Darby#Unique Starting Perk| High Value Target]]
| [[Marines]]  
| 88 || 80 || 70 || 50 || 40 || 20 || 75
| 1.3 || 5 || 30
|-
|-
| [[Charles Lim]] || [[File:Charles_lim.jpg|100px]] || ? || [[Marine]] || 50 || 55 || 70 || 70 || 0 || 9 || 0
| [[Charles Lim]] || [[File:Charles Lim.png|center|130px|link=Charles Lim]]  
| [[File:Starting perk 04.png|center|70px|link=Charles Lim#Unique Starting Perk]] [[Charles Lim#Unique Starting Perk | Aspiring]]
| [[Marines]]
| 75 || 65 || 70 || 55 || 50 || 0 || 60
| 1 || 7 || 10
|-
|-
| [[Marta Carda]] || [[File:Marta_Carda.jpg|100px]] || ? || [[Marine]] || 50 || 10 || 56 || 56 || 0 || 9 || 1  
| [[Marta Carda]] || [[File:Marta Carda.png|center|130px|link=Marta Carda]]
| [[File:Starting perk 13.png|center|70px|link=Marta Carda#Unique Starting Perk]] [[Marta Carda#Unique Starting Perk | Out Of The Craters]]
| [[Marines]]
| 57 || 60 || 60 || 45 || 40 || 0 || 50
| 0.8 || 9 || 0
|-
| [[Edwin Pike]] || [[File:Edwin Pike.png|center|130px|link=Edwin Pike]]
| [[File:Promotion 04.png|center|70px|link=Edwin Pike#Unique Starting Perk]] [[Edwin Pike#Unique Starting Perk | Taking Command]]
| [[Marines]]
| 75 || 70 || 80 || 50 || 50 || 10 || 50
| 1 || 2 || 10
|-
| [[Tekko'Beo Phosa]] || [[File:Tekko'Beo Phosa.png|center|130px|link=Tekko'Beo Phosa]]
| [[File:Starting perk 08.png|center|70px|link=Tekko'Beo_Phosa#Unique Starting Perk]] [[Tekko'Beo_Phosa#Unique Starting Perk | Rampage]]
| [[Marines]]
| 75 || 65 || 70 || 75 || 70 || 0 || 40
| 1 || 3 || 10
|-
| [[Jean Sy]] || [[File:Jean Sy.png|center|130px|link=Jean Sy]]  
| [[File:Starting perk 05.png|center|70px|link=Jean_Sy#Unique Starting Perk]] [[Jean_Sy#Unique Starting Perk | Economics]]
| [[Pirates]]
| 63 || 60 || 60 || 50 || 40 || 0 || 50
| 0.8 || 4 || 0
|-
| [[Kody Greifinger]] || [[File:Kody Greifinger.png|center|130px|link=Kody Greifinger]]
| [[File:Promotion 11.png|center|70px|link=Kody_Greifinger#Unique Starting Perk]] [[Kody_Greifinger#Unique Starting Perk | Guerilla]]
| Unaligned<br>(Former [[Marines|Marine]])
| 88 || 80 || 75 || 65 || 60 || 10 || 60
| 1.3 || 4 || 30
|-
| [[Fedor Yazhov]] || [[File:Fedor Yazhov.png|center|130px|link=Fedor Yazhov]]
| [[File:Starting perk 11.png|center|70px|link=Fedor Yazhov#Unique Starting Perk]] [[Fedor Yazhov#Unique Starting Perk | No Mercy]]
| Mercenary
| 75 || 65 || 65 || 50 || 50 || 10 || 55
| 1 || 6 || 10
|-
| [[J.G. Wetteroth]] || [[File:J.G. Wetteroth.png|center|130px|link=J.G. Wetteroth]]
| [[File:Starting perk 10.png|center|70px|link=J.G. Wetteroth#Unique Starting Perk]] [[J.G. Wetteroth#Unique Starting Perk | Big Game Hunter]]
| Unaligned
| 57 || 75 || 60 || 40 || 40 || 10 || 40
| 0.8 || 3 || 0
|-
| [[Jacques Yves Vamplew]] || [[File:Jacques Yves Vamplew.png|center|130px|link=Jacques Yves Vamplew]]
| [[File:Promotion 49.png|center|70px|link=Jacques Yves Vamplew#Unique Starting Perk]] [[Jacques Yves Vamplew#Unique Starting Perk | Partir De Rien]]
| Mercenary
| 82 || 75 || 65 || 50 || 50 || 0 || 50
| 1 || 3 || 10
|-
| [[Sachin Singh]] || [[File:Sachin Singh.png|center|130px|link=Sachin Singh]]
| [[File:Starting perk 15.png|center|70px|link=Sachin Singh#Unique Starting Perk]] [[Sachin Singh#Unique Starting Perk | Strength In Numbers]]
| [[Planetary Jingwei]]
| 63 || 65 || 60 || 50 || 50 || 0 || 40
| 0.8 || 5 || 0
|-
| [[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]]
| [[DICE of the Gods]]
| 80 || 75 || 65 || 45|| 50 || 5 || 50
| 1 || 4 || 10
|-
| [[Wu Wei]] || [[File:Weiwu.png|center|130px|link=Wu Wei]]
| [[File:Starting perk 18.png|center|70px|link=Wu Wei#Unique Starting Perk]] [[Wu Wei#Unique Starting Perk | Dare To Die]]
| [[The Backbone]]
| 75|| 70|| 75|| 50 || 35|| 15 || 55
| 1|| 5 || 10
|-
|-
| [[Edwin Pike]] || [[File:Edwin_Pike.jpg|100px]] || [[File:Stalwart_icon.png|thumb|center|70px|[[Stalwart]]]] || [[Marine]]
|}
|}


==Pilots==
==Pilots==
{| class="wikitable"
<sup>''"Pilots" redirects here, for the friendly unit involved in [[Operation|mission]] objectives, see [[Pilots (Unit)]]''</sup>
{| class="wikitable sortable" style="text-align: center"
|-
|-
! Name !! Portrait !! Unique Skill !! Affiliation
! Name !! class="unsortable" | Portrait !! class="unsortable" | Starting Perk !! Affiliation  
! [[File:Hitpoints per Element inverted Icon.png|20px]]
! {{H:title|Agility (→ Action Points)|AGI}}
! [[File:Armor Value inverted Icon.png|20px]]
! {{H:title|Weapon Skill (→ Accuracy)|WS}}
! [[File:Discipline inverted Icon.png|20px]]
! {{H:title|Valour (→ Discipline)|VAL}}
! [[File:Accuracy inverted Icon.png|20px]]
! {{H:title|Precision (→ Critical Chance)|PREC}}
! [[File:Detection inverted Icon.png|20px]]
! {{H:title|Positioning (→ Defense)|POS}}
! [[File:View Range inverted Icon.png|20px]]
! {{H:title|Promotion Cost Factor|PCF}}
! [[File:Concealment inverted Icon.png|20px]]
! {{H:title|Growth Potential|Growth Pot.}}
! Supply Cost
|-
|-
| [[Renu Rewa]] || [[File:Renu_Rewa.jpg|100px]] || ? || [[Marine]] || 250 || 125 || 80 || 70 || 0 || 7 || -3
| [[Renu Rewa]] || [[File:Renu Rewa.png|center|130px|link=Renu Rewa]] || [[File:Starting perk 01.png|center|70px|link=Renu Rewa#Unique Starting Perk]] [[Renu Rewa#Unique Starting Perk | Revel In Slaughter]] || [[Marines]]
| 75 || 70 || 65 || 10 || 50
| 1 || 5 || 30
|-
| [[Gabriel Exconde]] || [[File:Gabriel Exconde.png|center|130px|link=Gabriel Exconde]] || [[File:Starting perk 06.png|center|70px|link=Gabriel Exconde#Unique Starting Perk]] [[Gabriel Exconde#Unique Starting Perk | Sentry]] || Mercenary
| 75 || 70 || 75 || 0 || 65
| 1 || 4 || 30
|-
| [[Garry Boganwright]] || [[File:Garry Boganwright.png|center|130px|link=Garry Boganwright]] || [[File:Starting perk 09.png|center|70px|link=Garry Boganwright#Unique Starting Perk]] [[Garry Boganwright#Unique Starting Perk|Juryrigged]] || [[Marines]]
| 63 || 65 || 60 || 0 || 40
| 0.8 || 2 || 10
|-
| [[Achilleas Kainoo]] || [[File:Achilleas Kainoo.png|center|130px|link=Achilleas Kainoo]] || [[File:Starting perk 14.png|center|70px|link=Achilleas Kainoo#Unique Starting Perk]] [[Achilleas Kainoo#Unique Starting Perk|Spartan Duty]] || [[Marines]]
| 88 || 75 || 80 || 20 || 70  
| 1.3 || 3 || 70
|-
| [[Ivory Isom]] || [[File:Ivory Isom.png|center|130px|link=Ivory Isom]] || [[File:Starting perk 16.png|center|70px|link=Ivory Isom#Unique Starting Perk]] [[Ivory Isom#Unique Starting Perk|Zero In]] || [[Planetary Jingwei]]
| 63 || 60 || 60 || 0 || 30
| 0.8 || 6 || 10
|-
| [[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
| 1 || 4 || 30
|}
 
==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.
{| class="wikitable sortable" style="text-align: center"
|-
! Name !! class="unsortable" | Portrait !! Affiliation
|-
| [[Field Marshal Zama]] || [[File:Zama stand 2192x3668.png|center|100px|link=Field Marshal Zama]] || [[Planetary Jingwei]]
|-
| [[Lieutenant Hayflick]] || [[File:Hayflick stand 2192x3668.png|center|100px|link=Lieutenant Hayflick]] || [[Marines]]
|-
| [[Frankie Sallustio]] || [[File:Faction leader frankie 01 808x1484.png|center|100px|link=Frankie Sallustio]] || [[DICE of the Gods]]
|-
| [[Xiao Xiao]] || [[File:Faction leader xiao xiao 01 808x1484.png|center|100px|link=Xiao Xiao]] || [[The Backbone]]
|-
<!--| [[CHARNAME]] || [[File:IMAGE.png|center|100px|link=CHARNAME]] || [[FACTION]]
|--->
|}
|}
{{Character Nav}}

Latest revision as of 18:33, 1 August 2026

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.

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?
Agility Action Points AP are spent for every action. Once all AP are spent, the current unit's turn ends automatically. AP are fully refreshed each turn. Both
Weapon Skill Accuracy Determines the chance of hitting a target without any modifiers, like distance and cover. Both
Valour Discipline 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
Toughness 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
Vitality Hitpoints Hitpoints represent the damage a unit can take before being destroyed. Once these reach zero, the unit is considered dead or destroyed. SL only
Precision Critical Chance Determines the chance to score a critical hit, for 50% more damage. This is calculated for each repetition of an attack individually. Both
Positioning Defense The defence is subtracted from any enemy accuracy that attacks this unit. Both


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.
Detection 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.
Concealment 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.
View Range 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.

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
Promotion Cost Factor A multiplier to the number of Promotion Points required to promote a character.
Growth Potential 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.
Supply Cost 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.

↪ 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

Name Portrait Starting Perk Affiliation AGI WS VAL TOUG VIT PREC POS PCF Growth Pot. Supply Cost
Jane Darby
High Value Target
Marines 88 80 70 50 40 20 75 1.3 5 30
Charles Lim
Aspiring
Marines 75 65 70 55 50 0 60 1 7 10
Marta Carda
Out Of The Craters
Marines 57 60 60 45 40 0 50 0.8 9 0
Edwin Pike
Taking Command
Marines 75 70 80 50 50 10 50 1 2 10
Tekko'Beo Phosa
Rampage
Marines 75 65 70 75 70 0 40 1 3 10
Jean Sy
Economics
Pirates 63 60 60 50 40 0 50 0.8 4 0
Kody Greifinger
Guerilla
Unaligned
(Former Marine)
88 80 75 65 60 10 60 1.3 4 30
Fedor Yazhov
No Mercy
Mercenary 75 65 65 50 50 10 55 1 6 10
J.G. Wetteroth
Big Game Hunter
Unaligned 57 75 60 40 40 10 40 0.8 3 0
Jacques Yves Vamplew
Partir De Rien
Mercenary 82 75 65 50 50 0 50 1 3 10
Sachin Singh
Strength In Numbers
Planetary Jingwei 63 65 60 50 50 0 40 0.8 5 0
Harlan Corlain
In And Out
DICE of the Gods 80 75 65 45 50 5 50 1 4 10
Wu Wei
Dare To Die
The Backbone 75 70 75 50 35 15 55 1 5 10

Pilots

"Pilots" redirects here, for the friendly unit involved in mission objectives, see Pilots (Unit)

Name Portrait Starting Perk Affiliation AGI WS VAL PREC POS PCF Growth Pot. Supply Cost
Renu Rewa
Revel In Slaughter
Marines 75 70 65 10 50 1 5 30
Gabriel Exconde
Sentry
Mercenary 75 70 75 0 65 1 4 30
Garry Boganwright
Juryrigged
Marines 63 65 60 0 40 0.8 2 10
Achilleas Kainoo
Spartan Duty
Marines 88 75 80 20 70 1.3 3 70
Ivory Isom
Zero In
Planetary Jingwei 63 60 60 0 30 0.8 6 10
Roisin Murdock
Buyout
Zayn-Beecher Corp 80 75 65 0 55 1 4 30

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.

Name Portrait Affiliation
Field Marshal Zama
Planetary Jingwei
Lieutenant Hayflick
Marines
Frankie Sallustio
DICE of the Gods
Xiao Xiao
The Backbone

Characters
Squad Leaders

Charles Lim Edwin Pike Fedor Yazhov
J.G. Wetteroth Jacques Yves Vamplew Jane Darby
Jean Sy Kody Greifinger Marta Carda
Sachin Singh Tekko'Beo Phosa Harlan Corlain
Wu Wei

Pilots Achilleas Kainoo Gabriel Exconde
Garry Boganwright Ivory Isom Renu Rewa
Roisin Murdock
NPCs Field Marshal ZamaFrankie SallustioLieutenant HayflickXiao XiaoGeneral Crozier