Supply Cost: Difference between revisions
m →Worked examples: Improved spacing between Example 1 and Example 2 |
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== Vehicles == | == Vehicles == | ||
Vehicle squads add supply from: | Vehicle squads add supply from: | ||
* The [[Pilot]] (base cost | * The [[Pilot]] (base cost) | ||
* The vehicle hull/chassis (e.g.Light Walker) | * The vehicle hull/chassis (e.g.Light Walker) | ||
* Installed [[Vehicle Modules]] (weapons/support modules) | * Installed [[Vehicle Modules]] (weapons/support modules) | ||
Revision as of 03:22, 5 May 2026
Supply Cost
Supply Cost is the mission deployment cost system in MENACE. Every deployed unit (infantry(squad) or vehicle), including its personnel, promotions, squad size, and equipment loadout, consumes a certain amount of supply. The mission deployment screen shows the current total as Utilized / Max supply; exceeding the maximum prevents deployment until costs are reduced.
What supply represents
Supply abstracts the logistics burden of bringing a force into a mission area: personnel overhead, training/seniority, squad size overhead, equipment issuance, and vehicle allocation.
Supply is calculated per squad, then summed across all squads in the force.
Supply cost components
A squad’s total supply cost is the sum of:
- Base personnel cost (for a Squad Leader or a Pilot, shown as Supply Cost in-game)
- Squaddie tax (infantry only; based on number of squaddies assigned)
- Equipment costs (infantry/vehicle weapon/armor/specials/accessories; infantry weapon and armor are scaled by entity count)
Base personnel cost
The unit's lead character sets the base personnel cost:
- Infantry units use the Squad Leader’s cost.
- Vehicle units use the Pilot’s cost (pilots lead vehicles; they are not a squad).
| Lead type | Star level | Base supply cost |
|---|---|---|
| Squad Leader | 1★ | 0 |
| Squad Leader | 2★ | 20 |
| Squad Leader | 3★ | 30 |
| Pilot | 1★ | 10 |
| Pilot | 2★ | 30 |
| Pilot | 3★ | 70 |
Squaddie tax (infantry squads)
Infantry squads also pay an additional cost for every Squaddie assigned to the squad. This represents the overhead of fielding more bodies in a single squad.
| Squad Leader star level | Tax per squaddie | Squad squaddie cap |
|---|---|---|
| 1★ | 4 | 8 |
| 2★ | 9 | 8 |
| 3★ | 16 | 8 |
Formula:
SquaddieTax = SquaddieCount × TaxPerSquaddie(SLStarLevel)
Equipment scaling (weapons, armor, specials)
Many infantry loadout items scale with the number of entities that must be equipped.
Entity count
For infantry, the typical equip count is:
TotalEntities = 1 (Squad Leader) + SquaddieCount
Weapons and armor commonly scale as:
ItemCost = PerEntityBaseCost × EquippedEntities
The loadout UI indicates the equipped entity count as xN next to the equipment category (e.g., “Infantry Weapon x7”).
Infantry special exception
If an infantry squad equips an Infantry Special weapon, the squad leader is considered to carry the special weapon instead of the standard squad weapon. In this case, the Infantry Weapon entity count is reduced by 1:
InfantryWeaponEntities = TotalEntities − 1(Or Squaddies count)
(Armor still typically scales with the full entity count unless otherwise specified by the item.)
Vehicles
Vehicle squads add supply from:
- The Pilot (base cost)
- The vehicle hull/chassis (e.g.Light Walker)
- Installed Vehicle Modules (weapons/support modules)
- Accessories (if present)
Cost modifiers
Some OCIs and perks reduce supply costs. These are applied to the relevant subtotal (e.g., vehicle-only reductions should apply to vehicle hull/modules/ammo totals, while armor-only reductions apply only to armor).
OCI
- OCI: AI Controlled Logistics — reduces total vehicle cost by 15% per stack, additive, up to 60%.
- OCI: Auto Supplies — +5% to maximum supplies available for each mission.
Perks
- Jean Sy – Economics 101: reduces total squad cost by 15%
- Jacques Yves Vamplew – Flamboyant: reduces armor supply cost by 30%
- Common Perk – This is my rifle: reduces squad weapon supply cost by 50%
How to calculate a squad’s supply
A practical step-by-step method:
- Determine squad type: Infantry or Vehicle.
- Add base cost of the leader (SL or Pilot).
- If infantry: add squaddie tax based on squaddie count and SL star level.
- Add equipment costs (weapons/armor/specials/accessories), using the appropriate entity count.
- Apply applicable cost reductions to the relevant subtotals.
- Sum all parts to get the squad’s total supply.
Worked examples
Example 1: Achilleas’ Autocannon Medium Walker

A 3★ Pilot operating a Medium Walker with double MK20A3 BC Autocannons, Vehicle Ammo, and Ceramic Plating:
| Component | Cost |
|---|---|
| Pilot Base Cost: 3★ | 70 |
| Vehicle: Medium Walker | 400 |
| Weapons: 2x MK20A3 BC Autocannon (55 x 2) | 110 |
| Accessory 1: Vehicle Ammo Case | 15 |
| Accessory 2: Ceramic Plating | 15 |
| Total | 610 |
Example 2: Pike’s Rifle Infantry Squad

A 2★ Squad Leader with squad weapon, Marine combat armor, ammo, and squaddie tax:
| Component | Cost |
|---|---|
| Squad Leader Base Cost: 2★ | 10 |
| Squad Weapons: BR6A1 HaMER (20 supply cost x 9 squad members) * 0.5 (from "This Is My Rifle" perk) | 90 |
| Squad Armor: Marine Infantry Body Armor (15 supply cost x 9 squad members) | 135 |
| Accessory: Magazine Pouches | 5 |
| Squaddie Tax: 2★ (9 × 8 squaddies) | 72 |
| Total | 312 |
Note: In this example, Edwin Pike has the perk This Is My Rifle, which reduces the cost of Squad Weapons by 50%. Since the squad doesn't have a special weapon, Pike himself carries another HaMER squad weapon, resulting in a total of 9.
Example 3: Darby’s Stealth Infantry Squad

A 3★ Squad Leader with squad weapon, special weapon, Jaeger Fatigues, REND Ammo, Night Vision, and squaddie tax:
| Component | Cost |
|---|---|
| Squad Leader Base Cost: 3★ | 30 |
| Squad Weapon: MP3A9 "SOF" PPP | 104 |
| Infantry Special Weapon: M320 SSW SOC | 40 |
| Armor: Jaeger Fatigues (5 supply cost x 9 squad members) | 45 |
| Accessory 1: REND Ammo | 20 |
| Accessory 2: Night Vision Goggles | 15 |
| Squaddie Tax: 3★ (16 x 8 squaddies) | 128 |
| Total | 382 |
Note: The weapon line in the UI shows “Infantry Weapon x8” for this loadout, indicating 8 equipped entities (8 squaddies). The per-entity base cost for the weapon can be inferred as 104 / 8 = 13 for this item in this build. Because her squad is equipped with a Special Weapon, Darby herself carries the selected M320 SSW SOC instead of an MP3A9 "SOF" PPP.
Example 4: Ivey's Wheeled Tank Destroyer

A 1★ Pilot operating a Light Troop Carrier with Long Barreled Tank Gun, CMG50 MMG, Vehicle Ammo, and Smoke Launchers:
| Component | Cost |
|---|---|
| Pilot Base Cost: 1★ | 10 |
| Vehicle: Light Troop Carrier | 220 |
| Heavy Vehicle Weapon: Long Barreled Tank Gun | 60 |
| Light Vehicle Weapon: CMG50 MMG | 35 |
| Accessory 1: Vehicle Ammo Case | 15 |
| Accessory 2: Smoke Launchers | 10 |
| Total | 350 |


