Characters

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Revision as of 19:14, 8 February 2026 by Keno (talk | contribs) (Squad Leaders)

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]


Properties of Characters

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.

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.

Character Quality Level and Costs

Stat Description
Promotion Tax The supply point cost of this unit is increased cumulatively by the promotion tax for every promotion it is awarded.
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 promotion, tax, and equipment costs.

Promotion and Demotion

↪ 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.

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 a small portion of the invested promotion points will be refunded, the affected leader will not be pleased.

Squad Leaders

Name Portrait Unique Perk Affiliation AGI WS VAL TOUG VIT PREC POS Prom. Tax Growth Pot. Supply Cost
Jane Darby
File:High Value Target Icon.png
High Value Target
Marines 88 80 70 50 40 20 75 15 5 40
Charles Lim
Aspiring
Marines 75 65 70 55 50 0 60 10 7 20
Marta Carda
Out Of The Craters
Marines 57 60 60 45 40 0 50 5 9 4
Edwin Pike
Stalwart
Marines 75 70 80 50 50 10 50 10 2 20
Tekko'Beo Phosa
File:Tekko'Beo Phosa Portrait.png
Rampage
Marines 75 65 70 75 70 0 40 10 3 20
Jean Sy
Economics
Pirates 63 60 60 50 40 0 50 5 4 4
Kody Greifinger
Guerilla
Unaligned
(Former Marine)
88 80 75 65 60 10 60 15 4 40
Fedor Yazhov
No Mercy
Mercenary 75 65 65 50 50 10 55 10 6 20
J.G. Wetteroth
Big Game Hunter
Unaligned 57 75 60 40 40 10 40 5 3 4
Jacques Yves Vamplew
Partir De Rien
Mercenary 82 75 65 50 50 0 50 10 3 20
Sachin Singh
Strength In Numbers
Planetary Jingwei 63 65 60 50 50 50 40 5 5 4
?
File:? Portrait.png
File:? Icon.png
 ?
? - - - - - - - - - -

Pilots

Name Portrait Unique Perk Affiliation AGI WS VAL PREC POS Prom. Tax Growth Pot. Supply Cost
Renu Rewa
Revel In Slaughter
Marines 75 70 65 10 50 10 5 40
Gabriel Exconde
Prayer
Mercenary 75 70 75 0 65 10 4 40
Garry Boganwright
File:Garry Boganwright.jpg
TBD
Marines 63 65 60 0 40 5 2 10
Achilleas Kainoo
File:Achilleas Kainoo.jpg
TBD
Marines 88 75 80 20 70 15 3 80
Ivory Isom
Zero In
Planetary Jingwei 63 60 60 0 30 5 6 10

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
CHARNAME
File:IMAGE.png
FACTION