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Dev Diary #11 - Action Points and Attack Calculation

We already talked a lot about specific combat mechanics and stats in MENACE but today we will lay out the basic action point system and combat mechanics. How are attacks modeled, hit chances calculated and casualties accounted? Let’s dive in!

[h2]Action Points in MENACE [/h2][hr][/hr]While many turn-based strategy games and franchises have swapped to the popular “2-actions” system, we will stay true to the genre's roots with a classic action point system.

Each entity on the battlefield has a pool of action points, used up by any action a unit can take. The idea behind this is that all actions take a different amount of time, and this system can model that with far more granularity than a 2-action system.

Each unit starts with 100 Action Points (AP) per turn. The available amount is relatively stable but can change under certain circumstances.

For example, when a unit is suppressed, it begins its turn with 30 AP less.

  • A typical skill use, like firing a squad weapon or throwing a grenade, costs 40 AP.
  • Heavy special weapons, such as firing a rocket launcher, typically cost 60 AP and cannot be used twice in a turn.
  • Movement also costs AP, though the number of points needed depends on both the unit’s movement type and the surface being traversed.
Moving on a concrete road is much faster than slogging through muddy ground. Wheeled vehicles generally require fewer AP per tile than tracked ones, but certain surfaces may be impassable for them. Vehicles also need AP to turn, unlike infantry.

Careful management of your Action Point economy is essential to overcoming the tactical challenges in MENACE. As the game progresses and units acquire more perks, equipment, and weapons, the decisions about which skill or action to use—and when to use it—become increasingly complex.

[h2]Attack Mechanics [/h2][hr][/hr]Below is the rundown of how an attack is calculated in the game. Buckle up—this will get a bit technical.

Attacks usually begin with the attacker spending the action point (AP) cost for the corresponding skill. There are exceptions, such as off-map abilities, but we’ll set those aside for now.

Example Scenario: A Marine Squad uses its Squad Weapon to fire at a Pirate Scavenger Squad.

  • The target is 6 tiles away.
  • The target is in the open.
  • The target is in default stance.
  • The target is not suppressed, damaged, or injured.

1. Paying AP for the Attack[hr][/hr] The K-PAC assault rifle used by the squad has two attack skills:
  • Salvo – Costs 40 AP, firing three shots in quick succession to maximize damage.
  • Sustained Fire – A separate option not covered in this example.
Since Salvo costs 40 AP, the squad can use it twice per turn, but we’ll only consider one use for the calculation below.

2. Determining Hit Chance[hr][/hr]Calculating an attack’s hit chance starts with the attacker's base accuracy. In this example, that’s 70, meaning a 70% chance to hit. Weapon and skill modifiers come next, and both can increase or decrease accuracy. Suppressive fire, for instance, trades accuracy for suppression. In this case, no modifiers are applied.

Distance matters. Every weapon has an ideal range and shots beyond that suffer an accuracy dropoff per tile. Assault rifles typically have an ideal range of four tiles. A sniper rifle, while precise at long range, struggles in close quarters due to its size and weight. Here, the shot is taken from six tiles away—two tiles past the rifle’s ideal range. With an accuracy dropoff of six per tile, this results in a 12-point reduction, bringing accuracy down to 58%.

This is a simple scenario. Other factors could come into play: an attacker in a deployed stance gains 15 accuracy, while a deployed target reduces hitchance by 15%. Light cover reduces accuracy by 20. A suppressed shooter loses 50 accuracy, and a pinned target lying prone imposes another 50-point penalty. Additional modifiers include terrain, smoke, lighting, perks, skills, and accessories, all of which can affect the final hit chance.

Factor
Value
Base Accuracy
70%
Weapon & Skill Modifiers
±0% (None Applied)
Distance Penalty (6 per tile, 2 tiles over ideal range)
-12%
Final Accuracy
58%


3. Number of Shots[hr][/hr]Once hitchance is established, the next factor is shot count. Every weapon and skill determines how many times an attack is repeated. Each repetition is treated as a separate attack, with hit-or-miss calculations applied individually, along with damage, suppression, and armor impact.

A standard assault rifle salvo consists of three repetitions, meaning three shots per squad member using that weapon. Squads typically have five members, though this varies. Some squad members may swap their standard weapon for a special one, like a machine gun or grenade launcher, reducing the number of members using the primary weapon. If a squad takes casualties, fewer members contribute to the attack. Special weapons are unaffected by squad size, as only one member ever operates them.

In this example, the Marine squad carries a medium machine gun, so only four of the five members are firing their assault rifles. Three repetitions per shooter results in 12 total shots at a 58% hitchance.

Factor
Value
Hit Chance
58%
Shots per Shooter
3
Number of Shooters
4
Total Shots
12
4. Determine Hits[hr][/hr]With the number of shots known, the next step is determining how many land. Here, seven out of 12 shots hit the pirate squad.

Suppression mechanics affect this phase. If a target is suppressed mid-attack, they may involuntarily shift stance—moving from standing to deployed or even pinned. This can cause part of the attack to resolve against a standing target while the remainder is applied to a suppressed or pinned enemy. Early hits matter, as they may alter the conditions for later shots.

5. Armor Penetration[hr][/hr]Landing a shot isn’t enough—it must penetrate armor to deal damage. Each projectile undergoes this check individually.

The assault rifle in this example uses an intermediate caliber, effective against standard body armor but dealing relatively low damage. Its penetration value is 30, with a penetration dropoff of 1.8 per tile. Unlike accuracy dropoff, which applies to shots beyond the ideal range, penetration dropoff is calculated from the point of origin. Effective penetration is then compared against the target's armor to determine penetration probability. Armor also degrades with use, lowering its effectiveness over time.

For this scenario, penetration starts at 30 but suffers a 10.8-point dropoff due to range, reducing effective penetration to 19.2. The pirates’ armor is undamaged at 30, resulting in a penetration chance of 82%. Out of the seven shots that hit, five successfully penetrated.

Factor
Value
Total Shots Fired
12
Shots that Hit
7


Armor Penetration
Value
Base Penetration
30
Penetration Dropoff (1.8 per tile, 6 tiles)
-10.8
Effective Penetration
19.2
Target Armor
30
Penetration Chance
82%
Shots that Penetrate
5


6. Armor Damage[hr][/hr]Shots that penetrate armor deal damage to hitpoints, while those that don’t reduce armor durability instead. Each weapon has a separate armor damage stat with its own dropoff. In this case, the rifle’s armor damage value is 9, with a dropoff of 0.6 per tile. This reduces its effective armor damage per shot at six tiles to 5.4. With two non-penetrating shots, the total armor durability reduction for the pirate squad is 10.8 points.

Armor Damage
Value
Base Armor Damage
9
Armor Damage Dropoff (0.6 per tile, 6 tiles)
-3.6
Effective Armor Damage per Shot
5.4
Non-Penetrating Shots
2
Total Armor Durability Reduction
10.8

Armor durability is tracked as a squad-wide value rather than on a per-member basis. Each element contributes to the total, and when a member is lost, the squad's armor pool is reduced accordingly. Some weapons specialize in breaking down armor rather than penetrating it, making follow-up attacks more effective.

7. Hitpoint Damage[hr][/hr]Penetrating shots deal hit point damage, which also suffers a dropoff. Here, the rifle’s base damage is 9, with a dropoff of 0.8 per tile. At six tiles, each penetrating shot deals 4.2 damage. Since five shots penetrated, total hitpoint damage amounts to 21.

Hitpoint Damage
Value
Base Damage
9
Damage Dropoff (0.8 per tile, 6 tiles)
-4.8
Effective Damage per Shot
4.2
Penetrating Shots
5
Total Hitpoint Damage
21
8. Elements Lost[hr][/hr]The pirate squad consists of five elements, each with 10 hitpoints, for a total of 50. The attack reduces their hitpoints to 29, meaning two elements are lost, as one element perishes for every 10 hitpoints lost.

Pirate Squad Status
Value
Total Elements
5
Hitpoints per Element
10
Total Squad Hitpoints
50
Hitpoints After Attack
29
Elements Lost
2
Suppression[hr][/hr]Suppression is as complex as damage calculation, if not more so. Every projectile applies suppression, even if it misses, and shots landing nearby still contribute partially. Losing squad members also generates significant suppression.

Full details on suppression mechanics are covered in Dev Diary #7.
https://steamcommunity.com/games/2432860/announcements/detail/535466136352851020

Summary[hr][/hr]These calculations may seem intricate, but the system was designed around two core principles. First, realism—combat follows a simulation-based model that accounts for factors like distance and ballistic dropoff. Second, accessibility—players don’t need to track exact numbers to make informed decisions. The UI presents only the final results, keeping things intuitive while still offering deeper weapon stats for those who want to optimize their strategy.

[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr]That's it for now! We'll see you next Friday.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.

https://store.steampowered.com/app/2432860/MENACE/

And here are the recent prior Dev Diaries in case you've missed them:
https://steamcommunity.com/games/2432860/announcements/detail/534342772300185779
https://steamcommunity.com/games/2432860/announcements/detail/512950040394727468
https://steamcommunity.com/games/2432860/announcements/detail/535466769966436075

Dev Diary #10 - Pirate Faction Preview

Today, we want to deliver a little sneak peek at one of the enemy factions in MENACE: The Space Pirates. We will show some of their units and highlight the lore behind the faction.

[h3]Space Pirates in the Wayback System[/h3][hr][/hr]While a rare issue in the Core Worlds, spiracy, as some amusingly refer to, is a significant force of social decay in the Wayback. In recent years, the Planetary Jingwei's grasp of the pirate problem has severely weakened. Nowadays, pirates run free, operating in bands that raid and pillage defenseless colonies.

Space pirates spend lots of time in space and are slightly out of their element when fighting on the ground. They are bad guys, albeit often bumbling and incompetent, with a sense that the smarter pirates are probably running the show off-stage. They obsess over trinkets, a catchall term for loot, with a primary want for goodies that come from outside the system.


[h3]Tactics and Units[/h3][hr][/hr]As mentioned above, the faction Space Pirates encompasses many different groups of outlaws, criminals and looters roaming the Wayback, trying to prey on the weak. Their roster focuses on high mobility and reckless assaults. Weapons are improvised and repurposed—rarely accurate but packing a lot of raw firepower, especially when firing on the move.

Space Pirates use a variety of transport vehicles to quickly move across the combat map and close in on their enemies. While these vehicles offer some protection, pirates are especially vulnerable when disembarking. Anticipating when and where they will land and keeping a squad ready to react is essential to prevent an overrun.

Pirates tend to use two primary transport vehicles depending on squad size. Larger squads ride in heavy trucks, while smaller squads use light jeeps.

With very few exceptions, all pirate vehicles and weapons can also be employed by the player.


[h3]Pirate Squads[/h3][hr][/hr]Scavengers: A gang of regular space pirates equipped with makeshift assault rifles and frag grenades. Against armored targets, they also use improvised RPGs. They come in large squads and try to overwhelm enemies with reckless aggression and firepower.

Chain Gun Team: A small team of scavengers with a portable chain gun. Lacking accuracy but making up for it with sheer firepower, perfect for suppression while advancing. The makeshift nature of the gun makes it prone to jamming.

EMP Gunners: A specialized pirate team normally tasked with disabling automated defense mechanisms when boarding spaceships. Their EMP gun disables enemy mechs and vehicles on the battlefield. While not dangerous to infantry, they can easily take out vehicles caught out of position.

Boarding Commando: Heavily armored assault specialists. The first to board spaceships and brute-force through defenders. While not well adapted to open battlefields, they are extremely dangerous in close quarters, wielding Corridor Sweeper Shotguns, Thermite Grenades, and Stun Grenades.


[h3]Pirate Vehicles[/h3][hr][/hr]Rocket Truck: An improvised, highly mobile artillery system. Suppresses large areas with massive rocket barrages, though individual missiles are very inaccurate. The truck must reload every other round. It is not very resilient and relies on speed to stay safe. If critically damaged, there’s a chance it cooks off, launching rockets in random directions.

Chain Gun Truck: Using the same chassis as the rocket truck and basic transport, this vehicle delivers mobile suppressive firepower. The truck-mounted version of the chain gun is heavier and deals more damage but is still prone to jamming.

Laser Truck: A specialized version of the pirate truck with a repurposed spaceship laser cannon mounted on top. This truck is a major threat to heavily armored vehicles. The cannon generates extreme heat and must vent periodically to remain operational.

Flame Truck: A heavy truck with high durability but minimal armor. The flamethrower mounted on top covers large areas in fire, devastating entrenched infantry. However, the flammable liquid inside the truck makes it prone to catastrophic explosions when damaged.


[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr]That's it for now! We'll see you next Friday.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.

https://store.steampowered.com/app/2432860/MENACE/

And here are the recent prior Dev Diaries in case you've missed them:
https://steamcommunity.com/games/2432860/announcements/detail/512950040394727468
https://steamcommunity.com/games/2432860/announcements/detail/535466769966436075
https://steamcommunity.com/games/2432860/announcements/detail/535466136352851020

Dev Diary #9 - Perks and Promotions

The goal of this Dev Diary is to explain how the performance of Squadleaders and Pilots improves over the course of the game. Instead of the classic experience point system, MENACE works with deliberate promotions to unlock perks.

[h3]Promotion Points and Mission Rating[/h3][hr][/hr]Promotion Points are earned through completing missions, fulfilling bonus objectives, exceeding mission requirements, or completing events. Unlike OCI components, Promotion Points are rewarded for each individual mission, so even if you fail an operation, you will gain Promotion Points.

Mission Rating Factors:

  • Persistent Factors: Logistics (supply points used), casualties (lost elements), and mission difficulty.
  • Optional Factors: Speed of completion, civilian casualties, collateral damage, and destroyed enemy elements.
Higher ratings yield more points. Promotion Points accumulate like other resources and can be spent after each mission.


[h3]Promotion and Demotion[/h3][hr][/hr]Unlike a classic experience system, promoting a character is a deliberate decision by the player and does not happen automatically.

  • Ranks: Promotions range from 1 (Lance Corporal) to 8 (Master Gunnery Sergeant).
  • Cost Scaling: Each consecutive promotion for the same character is more expensive than the previous one, making it costlier to focus on a single character rather than distributing Promotion Points among multiple leaders.
  • Strategic Choices: Players must decide when and whom to promote, rather than funneling kills and experience into favored units.
  • Comeback Mechanic: High-ranking promotions are costly, but new characters can be hired and ranked up, allowing them to catch up to veterans over time.
Demotion
Demoting a character is possible, with a small portion of Promotion Points refunded, though the affected leader will not be pleased.

A promotion-based system aligns with the game's military setting, giving the player, as commander of the Impetus, full control over who deserves a promotion.



[h3]The Perk Tree[/h3][hr][/hr]Each Squadleader and Pilot has an individual Perk Tree.

Perk Structure

  • Unique Perks: Automatically unlocked and exclusive to each character.
  • Regular Perks: Shared across multiple trees, but with unique combinations per character.
  • Four Tiers: Unlocking higher tiers requires a specific number of total perks, regardless of their tier level.
Perks do not necessarily become more powerful with each tier, but some require deeper investment. While some characters lean toward certain roles, perks allow flexible builds and varied playstyles without locking characters into rigid roles.

Perks can be passive or active, unlocking tactical combat abilities.


Currently, there are over 40 perks in the game, alongside unique character perks, with more planned. This system gives players ample room for experimentation, supporting diverse builds and strategies. The ultimate goal is maximum replayability and build freedom.

[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr]That's it for now! We'll see you next Friday.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.

https://store.steampowered.com/app/2432860/MENACE/

And here are the recent prior Dev Diaries in case you've missed them:
https://steamcommunity.com/games/2432860/announcements/detail/535466769966436075
https://steamcommunity.com/games/2432860/announcements/detail/535466136352851020
https://steamcommunity.com/games/2432860/announcements/detail/535466136352850185

Dev Diary #8 - OCIs (Operational Capability Improvements) and Off-Map Abilities

In this week's diary we will talk about the role of your strike cruiser in MENACE and the possibilities and upgrades it offers over the course of the game. Making use of these not only helps in your struggle against the MENACE, but also defines your playstyle.

[h2]The TCRN Impetus[/h2][hr][/hr][Quote]“A marine company is a self-contained operational unit consisting of an interstellar ship (usually a light strike cruiser) with medical facilities, several infantry squads, light vehicles or mechs, and one or more dropships and aerial support craft. Due to the vast distances in space, a marine company is expected to operate autonomously in responding to any distress calls, and either resolving any conflict or holding the line until reinforcements arrive.”
The player enters the Wayback system aboard the strike cruiser “TCRN Impetus” - TCRN meaning Terran Congressional Republic Navy. It serves as a base of operations where you rest, refit, and customize your troops. The ship itself can be upgraded in various ways, where the OCI system comes into play.

[h2]The OCI System[/h2][hr][/hr]OCI meaning “Operational Capability Improvement” are upgrades and ad hoc installations that are executed while the ship is in active service.

These OCIs come in three types: Armament, Electronics, and Hull. The Impetus has 10 available slots for installing OCIs (this number may still vary). 3 for Electronics, 3 for Armament and 4 for Hull upgrades.

While upgrades of a certain type have to be built into the corresponding slot, each upgrade can be installed multiple times and the effects will stack. We currently have around 50 OCIs planned and will be adding more during Early Access. This allows for an almost unlimited build variety and each player will end up with their very own configuration of the TCRN Impetus.

Typical OCIs are things like a med bay to heal infantry squads between missions or a sensor array to provide more detailed information on enemy units before a deployment. Stacking up these OCIs will heal squads even faster or provide even more detailed information respectively.


[h2]How to acquire OCIs[/h2][hr][/hr]Acquiring OCIs in MENACE comes with two prerequisites. First of all an OCI has to be unlocked and made available for installation. Then the actual installation of the upgrade requires a resource called “components” (this name is not final).

Although a few very basic OCIs are permanently unlocked right from the start of the game (unguided missile strike, medical bay, sensor array, vehicle repair bay and dropship strafing run) things will get a lot more interesting once you gain trust with the local factions and get access to more specific and advanced upgrade options for the Impetus.

Increasing trust with a faction happens mainly through accomplishing operations in their favor. Each new level of trust will unlock a new OCI and make it available for installation.

Bear in mind though that losing trust with a faction might also reduce your OCI options again.
The “components” needed to install OCIs are gathered by completing operations in the Wayback. The amount of components earned depends on the length of the operation and your overall operation rating.

Individual missions do not earn components, the whole operation (a series of missions) has to be completed successfully in order to gain components for OCIs.


[h2]Offmap Abilities[/h2][hr][/hr]OCIs can have a wide variety of effects ranging from passive boni to active skills - so called offmap abilities.

Passive effects are pretty straight forward and usually will affect the game outside of the tactical combat layer.

Offmap abilities on the other hand can be used during the tactical combat. A basic offmap ability would be a dropship strafing run, where a gunship performs a close air support mission and hits enemies with its board weapons.

Usually these abilities target an area and the time it takes from calling in a strike to the weapon hitting its target is about one turn. Getting the most out of them requires some planning and preparation - like suppressing enemy units so they can't leave the targeted area of effect.

Of course there is a whole range of abilities that can be called in, for example smoke curtains, supply drops, area scans or air dropped mines. Each offmap ability can be used once per installed OCI, so as mentioned earlier it is possible to install the same OCI in multiple slots for multiple uses.



[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr]That's it for now! We'll see you next Friday.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.

https://store.steampowered.com/app/2432860/MENACE/

And here are the recent prior Dev Diaries in case you've missed them:
https://steamcommunity.com/games/2432860/announcements/detail/535466136352851020
https://steamcommunity.com/games/2432860/announcements/detail/535466136352850185
https://steamcommunity.com/games/2432860/announcements/detail/512947503265480935

Dev Diary #7 - Combat Mechanics: Suppression

In this week's diary, we want to mix it up a bit and take a look at one of the core combat mechanics in MENACE: Suppression. We will continue to jump between various topics to keep things fresh and offer something new every time.

[h2]What is Suppression in real life?[/h2]
When modeling the tactical combat in MENACE, we took a step back and looked at real-life firefights and small unit tactics. Throughout history, there has been a predominant aspect of winning these engagements, and that is suppression.

The fundamental idea is when someone gets shot at, they will try to avoid getting hit.
Ducking down and taking cover will reduce the effect of incoming fire, but also leads to not being able to see what is going on and more importantly not being able to effectively return fire. Additionally, suppressive fire is hindering any movement, effectively fixing a squad in its position.

To sum up, a heavily suppressed or pinned down enemy can't see what's going on, is not shooting back, and can not evade or leave its position. This is the perfect setup for an assault element to move in and clear the enemy position in close-quarters fights with grenades or flanking fire.

The above approach is embodied in the four Fs that were established in WW2 and are well known: Find the enemy (we will talk about detection and concealment later), Fix the enemy (by suppressing them with fire), Flank the enemy (move an element around their cover or in close range) and Finish them. Only now is this approach somewhat challenged by excessive drone warfare, but we take a bit of leeway to keep things more straightforward in MENACE.

Find, Fix, Flank, and Finish
[h2]How does MENACE model Suppression?[/h2]
Suppression represents a unit’s performance degrading both physically and mentally due to being attacked, be it directly or indirectly.

A unit is harder to suppress the more discipline (character stat) it has. When a unit accumulates suppression, it will move from unaffected to suppressed and finally to pinned down.

There are several ways to apply suppression to a unit:

  • Suppression Effect: Upon dealing damage and especially when killing elements, suppression is applied to the enemy unit.
  • Suppression Application: Suppression is applied per shot, so a weapon with a high rate of fire tends to apply more suppression. Also different weapons deliver different amounts of suppression.
  • Cover and Suppression: Suppression gets REDUCED when the target is in cover or wears heavy armor.
  • Discipline Impact: Suppression gets REDUCED depending on the discipline stat of the target (pirates are easier to suppress than marines).
  • Neighboring Tile Suppression: A portion of the suppression also gets applied to neighbouring tiles, not only the targeted tile.

[h3]Modeling the Effects of Suppression: A Three-Stage Approach[/h3][hr][/hr]Stage One - Unaffected
As long as the amount of suppression is within the first bar no debuffs are in effect.

Stage Two - Suppressed
The amount of suppression lies within the second bar. The target unit is forced to kneel down (“deploy”), which makes them stationary.

Debuffs due to being suppressed:
  • - 30 Action Points
  • - 50% accuracy
Buffs due to being deployed
  • +15% Accuracy
  • +15% Defense
  • -15% Damage taken
  • +1 Concealment
Stage Three - Pinned Down
The amount of suppression lies within the third bar. The target unit is forced to lie down. It loses all action points and its view range is reduced to one tile.


[h2]The Defensive Role of Suppression[/h2][hr][/hr]Even though it loses its ability to act freely, a unit gets more resilient while being suppressed because its combatants are forced to kneel or even lie flat on the floor when receiving a lot of fire.
That means the more suppressed an enemy unit is, the less damage it takes.
So when attacking a unit, it might make sense first to shoot to deal damage, THEN shoot to suppress.

Recovering from suppression happens automatically. It gets reduced by 1/3 at the end of a unit's turn.

Note that changing stances due to getting suppressed or pinned down happens instantly during the actual attack. This is not a player or AI choice but forced on the unit.

[h2]How to Effectively Play Around Suppression[/h2][hr][/hr]Facing suppressive fire can be overwhelming at times, but there are a lot of countermeasures you can take.

Countering Suppressive Fire
The easiest solution would be to simply suppress the suppressing enemy. This is best achieved with units that are not affected by suppression themselves while being highly mobile, like vehicles. To this end, it is important to plan ahead and identify avenues of approach that you can cover with your own suppressive fire to make sure your lead units do not get pinned down.

Ideally, you suppress all enemies before they can suppress you.

Concealment and Speed
Using smoke to break up sightlines and conceal your troops from the enemy would also be possible. Regular squads can carry smoke grenades, but the smoke can also be deployed by vehicles in a large screen or even by mortars and the like.

Combat Drugs and Off-Map Abilities
Another possibility would be to equip an accessory called “combat drugs” that instantly reduces suppression and grants a discipline bonus as well. These are somewhat rare and expensive, though.

Thirdly, it’s possible to disrupt suppressing units with so-called off-map abilities like dropship strafing runs or orbital rocket strikes. This is especially effective against unarmored, immobile enemy units like heavy weapon teams.

[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr]That's it for now. Let us know what you think about Supplies and Equipment.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.

https://store.steampowered.com/app/2432860/MENACE/

And here are the recent prior Dev Diaries in case you've missed them:
https://store.steampowered.com/news/app/2432860/view/535466136352850184
https://steamcommunity.com/games/2432860/announcements/detail/512947503265480935
https://steamcommunity.com/games/2432860/announcements/detail/535464414104519508