Combat System: Difference between revisions

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This page provides an explanation of the different components of MENACE's combat system.


== Combat Order ==


'''Growth potential'''
== Cover ==


== Line Of Sight ==


Growth potential is a mechanic that allow squad leaders to grow their stats overtime
== Stances ==
==== Standing Up ====
This is the normal stance for a unit. In this stance, the unit can move freely. This stance does not result in any changes to cover and accuracy.


Each attribute has an associated action in game that will count as a trigger to a roll to increase the attribute.
==== Deployed ====
If a unit is deployed either by the player themselves or in response to incoming fire (see [[Suppression]]), the unit gains:
* +15% Accuracy,
* +15% Defense,
* +15% Damage Reduction and
* +1 Concealment.


For instance, damaging an enemy will add a trigger for a weapon skill roll.
Being deployed and being suppressed aren't the same thing. A unit can be deployed directly by the player at a cost of 20 AP (without modifiers). However, a unit may be deployed automatically when suppressed, which removes 30 AP.  


Each squad leader can only accumulate 15 of these triggers per attribute in each mission.
Any [[Equipment]] with the {{ItemTag|Deploy}} tag can only be used when the correposnding unit is deployed (with the exception for [[Tekko'Beo Phosa|Techs]] starting perk)


When the mission ends, there will be a roll for each trigger. For each success the attribute will increase for a certain amount (depending on the attribute). Each success will incur a 30% diminishing return over the previous one
Any unit stationed inside a watchtower is automatically counted as deployed.


Table 1 indicates the actions needed to trigger and the maximum amount per mission. Note that although it is theoretically possible to succeed in each of the 15 triggers. The diminishing returns case the gain to reach maximum between 5-10 successes depending on the attribute
A deployed unit must stand up again before they can move.


The chance to succeed in the trigger is determined by the growth potential and the current attribute value of the squad leader(table 2)
==== Pinned Down ====
If a unit receives a lot of suppression, it gets pinned down. The units gains:
* -50% Accuracy,
* +30% Defense,
* +30% Damage Reduction,
* -50% View Range and
* +1 Concealment.


A pinned-down unit loses all its Action Points and can only crawl. This enables a unit to move up to two tiles, but not over half-cover or between buildings.


[[File:Growth potential2.png|thumb|none]]
== Psychological Effects ==
==== Suppression ====
:''↪ Main article: [[Suppression]]''


[[File:Growth potential1.png|thumb|none]]
==== Morale ====
:''↪ Main article: [[Morale]]''
A unit can either be unaffected, wavering or fleeing.
 
A wavering unit gains:
* -20% Accuracy and
* -20 Action Points.
 
A wavering unit will flee if it loses more morale. A fleeing unit will retreat automatically from all enemies as far as possible and can't be selected to act by the player.

Revision as of 23:08, 20 February 2026

This page provides an explanation of the different components of MENACE's combat system.

Combat Order

Cover

Line Of Sight

Stances

Standing Up

This is the normal stance for a unit. In this stance, the unit can move freely. This stance does not result in any changes to cover and accuracy.

Deployed

If a unit is deployed either by the player themselves or in response to incoming fire (see Suppression), the unit gains:

  • +15% Accuracy,
  • +15% Defense,
  • +15% Damage Reduction and
  • +1 Concealment.

Being deployed and being suppressed aren't the same thing. A unit can be deployed directly by the player at a cost of 20 AP (without modifiers). However, a unit may be deployed automatically when suppressed, which removes 30 AP.

Any Equipment with the DEPLOY tag can only be used when the correposnding unit is deployed (with the exception for Techs starting perk)

Any unit stationed inside a watchtower is automatically counted as deployed.

A deployed unit must stand up again before they can move.

Pinned Down

If a unit receives a lot of suppression, it gets pinned down. The units gains:

  • -50% Accuracy,
  • +30% Defense,
  • +30% Damage Reduction,
  • -50% View Range and
  • +1 Concealment.

A pinned-down unit loses all its Action Points and can only crawl. This enables a unit to move up to two tiles, but not over half-cover or between buildings.

Psychological Effects

Suppression

↪ Main article: Suppression

Morale

↪ Main article: Morale

A unit can either be unaffected, wavering or fleeing.

A wavering unit gains:

  • -20% Accuracy and
  • -20 Action Points.

A wavering unit will flee if it loses more morale. A fleeing unit will retreat automatically from all enemies as far as possible and can't be selected to act by the player.