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Dev Diary #26: Vehicle Defects

Despite having talked a lot about vehicles in the past, we never explained how their health, damage, or defects work. You will see that vehicles and infantry are handled very differently in the game in a lot of aspects:

[h3]Vehicle vs. Mechs[/h3][hr][/hr]Before diving into the actual damage mechanics, we should take a step back and look at the different types of vehicles in the game. While there are various types within each category, the biggest difference lies between vehicles and walkers.

Vehicles include any machine that uses tracks, wheels, or similar to propel itself forward.

Mechs use any number, mainly two, of legs to traverse the battlefield.

Vehicles tend to be heavier and thus more resilient to enemy fire, while most mechs have the advantage of sporting two weapon slots that can carry additional firepower. Vehicles also have directional armour values, while mechs have the same armour facing all directions. Vehicles are usually much heavier armoured in the front, less so on the sides, and the least in the back.

[h3]Differences in Movement[/h3][hr][/hr]Due to their strong inertia, vehicles are faster when moving in straight lines, especially when additionally taking advantage of roads. A vehicle on a straight road will move across a big portion of the map in one turn.

However, the big forward inertia and speed make it hard to take quick turns. Driving around corners or obstacles requires vehicles to slow down significantly to prevent losing control. In the game, turning a vehicle costs a substantial amount of action points, so good planning ahead is needed.

Ensuring the vehicle has a straight and obstacle-free path of approach is crucial to maximizing its speed.

While not reaching these high speeds, mechs or walkers have the advantage of being able to turn on the spot. They do not need to pay any additional AP to change their facing or direction; this makes them very manoeuvrable and flexible on the battlefield.

While vehicles excel at moving through open terrain, mechs or walkers are king in confined spaces like settlements. Vehicles can become bogged down very quickly when navigating narrow roads and alleys. Enemies can also quickly flank them and attack their flank or rear for maximum effect.

Mechs or walkers are highly maneuverable in settlements and move just like infantry units, allowing them to quickly change positions, face any emerging threat, and react swiftly to changes on the battlefield. They also do not have a weak spot, such as low rear armor.


[h3]Defects and Hitpoints[/h3][hr][/hr]Going forth, we will use vehicles for all vehicles and mechs to keep things simple. All vehicles have hitpoints, armour, and armour durability just like an infantry unit.

Of course, the values for vehicles are usually much, much higher. They are mostly immune to small or even medium arms fire, and it takes serious anti-vehicle weapons to put a dent in them.

All vehicles have certain thresholds when losing HP that can cause a so-called “defect” to appear. These defects are very similar to injuries in Battle Brothers and have various effects and severity.


At 25% hitpoints lost, a vehicle suffers a light defect. These are usually easy to play around with or wear off quickly. Examples of light defects are a small fire, overloaded controls that stun the vehicle for one turn, or light weapon damage that can cause the attached weapons to malfunction.

At 50% hitpoints lost, a vehicle suffers a medium defect. These are more serious than light defects and can put a huge dent in combat effectiveness. Examples can be a medium fire that keeps damaging the vehicle until it is put out, engine damage that increases movement costs, or damaged optics that reduce view range, detection, and accuracy.

Finally, at 75% hitpoints lost, a heavy defect is suffered. These are always serious and spell the end of a vehicle in many cases. This can be a large fire that quickly destroys a vehicle, or a completely destroyed weapon system or engine, effectively immobilizing a vehicle. A heavy defect can also be a critical hit, instantly evaporating the vehicle in a massive explosion.

There are way more defects in addition to those mentioned above.

[h2]Unique Defects[/h2]
In addition to the generic defects, each vehicle type and even each unique weapon can have defects attached to it.

[h3]EMP Discharge[/h3][hr][/hr]An EMP weapon can suffer an accidental discharge, effectively stunning all machines around it.


[h3]Rocket Cookoff[/h3][hr][/hr]A vehicle armed with rockets might shoot off rockets randomly when getting destroyed. Better not be near this one when it blows up!


[h3]Flame Leak[/h3][hr][/hr]Carrying around large fuel tanks is not without risk in a battle zone. A unit equipped with a heavy flamethrower might get its fuel lines punched and leave a trail of fire behind it.


There are many more defects like this in the game, and we will take care to add more. Each vehicle and weapon should feel unique and immersive, including what happens when it gets blown up.

[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/

Dev Diary #25: Mission Walkthrough

[p]Things are moving ahead, and the game shapes up more and more. The time has come to showcase an exemplary mission in MENACE, illustrating the decisions the player must make and what to expect when engaging in the tactical combat portion of the game.
[/p][hr][/hr][h3]Mission Select[/h3][p]After accepting an operation offered by one of the local Wayback factions, you have to decide what mission you want to play. The missions of an operation are aligned in a tree, so the next mission that can be chosen always depends on the previous one.
[/p][p]There are several factors to consider here. The difficulty of the mission: Harder missions have more and tougher enemies, but also give a higher mission rating. On top of that, the possible item rewards can have a higher rarity. The strategic asset: Every mission allows the player to secure a strategic asset that aids them in the remaining missions of the operation or rewards them with additional items.
[/p][p]The actual mission reward will be an item (such as a weapon or armor). Only the broad category of the expected item will be shown, not the actual item. On top of the expected item, there will always be a random item that can be chosen as a reward instead.
[/p][p]In this example, we want to tackle the “seize GTAM-site” mission. We feel confident that we can handle the difficulty, and we need a new light modular vehicle weapon for our light carrier. The strategic asset we gain will be “air defense restored,” which will make all following missions easier.
[/p][p][/p][hr][/hr][h3]Mission Preparation[/h3][p]In the mission prep screen, we can get a rough overview of the upcoming battlefield, including suspected enemy positions. As we do not have any intelligence, we won't gain intel on the type of enemies.
[/p][p]We can see the two areas we have to capture, and that the enemy units will pour in from the north. Our deployment zone is to the south of the map.
[/p][p]Speed is key in this mission. If we can take up position in the capture zones before the enemy arrives, they will be easy pickings.
[/p][p]Additionally, we must decide whether it’s worth splitting our units to try to capture both targets simultaneously or focus our efforts on one target at a time. Completing the mission fast will increase the mission rating significantly, but it is also a lot riskier.
[/p][p]As we don’t have many squads available at the beginning of the game, it will be the smarter move to move all units together.[/p][p]
[/p][hr][/hr][h3]The Team[/h3][p]Charles Lim (Marine, Infantry):
Equipped with the MP3A9 submachine gun as a squad weapon and grenades as an accessory, Lim and his squad will act as mobile infantry inside the light carrier. He is also equipped with a solid class III armor, making him quite resilient to small arms fire. We intentionally leave the special weapon slot free, so the squad can carry one additional SMG instead, making them even more deadly in close-quarter combat.

[/p][p]Renu Rewa (Marine, Pilot):
The light carrier is a wheeled infantry fighting vehicle that can be equipped with either a medium or a light vehicle weapon or with a transport compartment and a light weapon. In this mission, we go for the transport compartment and a machine gun. As speed is key to occupying the objective before the enemy, a medium machinegun should be enough to provide fire support against the incoming pirates.

[/p][p]Jane Darby (Marine, Infantry):
At the beginning of the game, access to good squad weapons and body armor is very limited, so Darby and her squad will go into this mission with just the RMC marine fatigues and stanced carbines. Without body armor, the squad has to stay out of firefights as much as possible. As a special weapon, we chose a rocket launcher. If the opportunity arises, we can use it to take out pirates and their rides while approaching the objectives or to remove their cover if they have already reached a capture zone. It’s also very capable of taking out light vehicles like the dreaded pirate chaingun truck.

[/p][p]Marta Carda (Marine, Infantry):
Marta and her squad will also join the battle without any armor to speak of, so their purpose is to hang back and use the medium machine gun to provide additional fire support. As we had some points left, we also equipped the squad with grenades to dislodge enemy units from cover if necessary.

[/p][hr][/hr][h3]The Plan[/h3]
  1. [p]The first part of the plan is to rush the objective as fast as possible. In the best case, our squads will be able to establish positions before the enemy arrives and take them out on the approach. If the enemy reaches the capture zone earlier, things will get dicey. Our squads must move in aggressively and drive them off as quickly as possible, even if that means taking the risk of casualties in close combat.
    [/p]
  2. [p]The second part of the plan involves utilizing the road and the transport capacity of the light carrier to shift to the second objective zone as quickly as possible after securing the first one.
    [/p]
  3. [p]The third part is capturing the second objective zone from the enemy. Most likely, the pirates will have set up covered positions by then, so we must be prepared to destroy their cover or assault their positions with grenades. This might also be a good opportunity to use close air support to suppress the enemy as we approach.
    [/p]
[p][/p][hr][/hr][h3]The Actual Mission
[/h3][p]The first part of the plan works perfectly. The radar station is captured without enemy resistance in a couple of rounds.

[/p][p]While en route to the second objective, there is still no sign of enemy activity. Only when the carrier approaches the GTAM site do the first pirate units get spotted.

[/p][p]The carrier immediately engages the pirates and takes them out as they are standing in the open. Lim’s infantry squad dismounts and moves into cover.

[/p][p]More enemy activity is spotted at the back of the site, and close air support is ordered to strafe the suspected positions. Some pirates manage to fire back, but can’t defeat the class III body armor of Lim’s assault squad.

[/p][p]The arriving strafing run suppresses enemy activity for a moment, which is used to bring forward Darby’s squad with the rocket launcher, reducing the pirates' cover to rubble.

[/p][p]The initial resistance is broken, and infantry and carrier waltz into the compound to keep up the momentum.

[/p][p]Remaining pockets of resistance get cleared with SMG fire, grenades, and vehicle fire support.
[/p][p]The objectives are successfully captured.

[/p][hr][/hr][h3]Mission Result[/h3][p]
This screen shows the secured strategic asset, the amount of promotion points earned (depending on the mission rating), and the possible item rewards that can be chosen. On the right-hand side, the mission rating is broken into different aspects. The amount of information in this area might still be increased.
[/p][p]This screen shows the performance of the squad leaders and their units. Casualties taken, enemies eliminated, and if a squad leader attained an emotional state.

[/p][hr][/hr][h3]Next Up[/h3][p]Now that the first mission is aced without any casualties, you have to select the next mission to tackle in this operation. All operations will branch out but culminate in one especially hard final mission as a sort of climax. Before taking on the next mission, new equipment can be handed out to squads, and promotions can be assigned to unlock new perks for squads.

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.[/p]

Dev Diary #24: Accessories in MENACE

[p]After last week’s introduction to special weapons, how they work, and what types of weapons you can expect in MENACE, this week we will give you an introduction to another kind of item class. [/p][p]
Accessories.

[/p][h2]Accessories[/h2][hr][/hr][p]Accessories can be used to equip squads with special items, abilities, skills, and so on. They are equipped in the troop loadout screen like all other equipment items, and also cost supplies.

They occupy their own slot in the squad's inventory so that they won't interfere with the rest of your equipment choices, like weapons and armor.

How many accessories a squad can equip depends mainly on the type of armor they are wearing, but the amount can also be increased through special perks.

Not only can infantry squads be equipped with accessories, but vehicles can also be equipped with them. In this case, the amount of vehicle accessories you can equip depends on the vehicle chassis.

Note that vehicle accessories are distinct from infantry accessories.

Accessory items can have a very wide variety of effects. They can apply a passive buff or give an active skill. Some have a limited number of uses per mission, while others can be used as often as you want. They open up another layer of customization and specialization when setting up your units, and they can be used to emphasize their strengths further or mitigate their weaknesses.

Here is a selection of various infantry accessories to give you an idea of what to expect. New items will be added regularly throughout the Early Access period.
[/p][h2]Infantry Accessories[/h2][hr][/hr][h3]Frag Grenades[/h3][p]These can be used to attack another tile over close range. They come with three uses.

Attacking another unit with grenades ignores cover and can hit multiple elements within a squad. Also, you don't need a direct line of sight. That's why they are especially useful in confined spaces with lots of cover, like urban areas, and against enemies with numerous elements in a squad, like pirate scavengers or alien swarms.

They even ignore cover of units in buildings, which makes them ideal to use against enemies holed up in bunkers or defensive structures - if you can get close enough without getting mowed down.

Downsides are very low armor penetration and the limited range.

[h3]Ammo Bag[/h3]The ammo bag increases a squad’s special weapon uses by 50% with a minimum of 2 uses. When equipping multiple ammo bags, the effect only applies to the base uses of a weapon. Only applies to weapons, not to other accessories, such as grenades.

[h3]Disposable AT Launcher[/h3][/p][p]This launcher is a cheap way to equip a squad with anti-tank capabilities without blocking the special weapon slot. As it only has one use, it might make sense to equip multiple launchers.[/p][p]In a pinch, it can also be used to remove enemy cover or engage heavily armored units. It won’t destroy a tank and has a very limited range, but it is still very effective against lighter vehicles. To make the most of it, ensure that you hit enemy hardware from the side or rear, where their armor is weakest.

[/p][h3]Smoke Grenades[/h3][p]An essential item in many different situations. Comes with limited uses like all grenades. When used, it deploys a cloud of smoke that completely blocks the line of sight, which can be very useful when assaulting fortified positions or when you find yourself out of position.
[/p][p][/p][h3]Armor Plates[/h3][p]Additional armor plates that can be inserted into most standard body armor to replace damaged plates. Using this item will refill your squad’s armor durability. Comes with only one use. This, of course, is especially useful for armor with high durability to maximize its effect.
[/p][p][/p][h3]Demolition Charge[/h3][p]An explosive charge that can be placed on adjacent tiles. Once set up, it can be remotely triggered at any time with a remote detonator to cause a devastating explosion that affects multiple tiles (Area of Effect, AOE) and easily brings down buildings, as well as heavily armored vehicles. Using this item to its full effect needs some planning ahead.
[/p][p]The explosion radius will catch your squad if you try to place and detonate it in the same turn. It’s also tricky to set it up in a way that enemies will move on top of it, but when it works out, you can expect spectacular results.
[/p][p][/p][h3]Target Designator[/h3][p]This Accessory has unlimited uses and can mark an enemy infantry squad, vehicle, or building for the duration of 2 turns. The marked status persists even if the target moves out of sight. Specific off-map abilities and guided weapons can only engage marked targets. Other weapons can employ a different fire mode when engaging marked targets, such as indirect firing. All attacks on marked targets have their accuracy increased.

[/p][h3]Armor Piercing Ammo[/h3][p]Only one “ammo” type accessory can be equipped at the same time. The effect only applies to projectile squad weapons (special weapons remain unaffected). Armor-piercing rounds are fitted with hardened alloy material tips to defeat body armor. The increased hardness of the round allows it to penetrate targets without tumbling or fragmenting, thereby reducing flesh damage. As it is commonly painted black, this ammo is also referred to as “Black Tip”
[/p][p][/p][h3]S12 Aphenedrin Injector[/h3][p]Also colloquially referred to as “combat drugs”. A cocktail of stimulants that reduces feelings of fear, exhaustion, and pain to maintain combat effectiveness. It comes with 2 uses and completely removes a squad's suppression. It can also be used when a team is completely pinned down, effectively putting the squad back into action right away.

Additionally, the unit's discipline increases for one turn. All types of stimulants will cause negative effects for a turn once their buff wears off. On top of that, frequent use of combat drugs can lead to negative emotional states or signs of withdrawal.

[/p][h3]Protagon IR Tablets[/h3][p]A highly concentrated drug cocktail often mixed with various additives that instantly boost all aspects of physical performance. The heavy boost of this drug makes it especially addictive, but that did not stop it from becoming the go-to drug of Space Pirates on the edge. Using this item grants the unit an additional turn, with 50% of its action points remaining.

[/p][h3]Night Vision Equipment[/h3][p]A set of night vision devices, enabling the squad to operate in low-light conditions. Nighttime penalties do not apply to this squad. The buff is passive and remains in effect for the entire mission. This item is a very basic version that only covers night vision, not thermal imaging or other advanced ways of detecting enemy activity.
[/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]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.[/p]

Dev Diary #23: Special Weapons

[p]How special weapons for infantry squads work in general has been explained in a previous diary. This week, we want to give some examples of what type of special weapons you will encounter in MENACE. Of course, this is just a random selection, and more special weapons will be added all the time.[/p][p][/p][p]Special Weapons[/p][p]In MENACE, every squad can equip one special weapon. These weapons are normally more cumbersome but also more powerful than squad weapons. [/p][p]Special weapons enable a squad to handle situations where their standard weapons are ineffective.[/p][p]The actual weapons showcased in this diary are a random selection. Most of these will be available in different tiers and variants throughout the progression of the game, so it might be better to think of the shown varieties as special weapon “archetypes”.[/p][p]Names, icons, and point costs in the images are a work in progress. [/p][p][/p][p][/p][p]No special weapon[/p][p]Remember it is always an option to not equip a special weapon on a squad. This will free up points for other items and make the squad weapon attack more powerful, as one more person is shooting.[/p][p]This might be especially worthwhile for squads that rely on their squad weapon for dealing damage, such as specialized close-quarters units with SMGs and similar weapons.[/p][p][/p][p][/p][p]Light Machinegun[/p][p]Used mainly to suppress enemies, but also can be devastating to groups of enemies out in the open. The light version does not apply a ton of suppression. Still, it can be used on the move, making it very useful for assaulting positions or delivering fire support in complex situations where mobility is crucial.[/p][p][/p][p][/p][p]Medium Machinegun[/p][p]This gun delivers suppression more effectively and over longer ranges, but must be fired while the squad remains stationary. Using the weapon to its full effect requires [/p][p]Some planning ahead is necessary, as bad positioning is difficult to remedy once the weapon is deployed.[/p][p]To take full advantage of its capabilities and provide reliable fire support even in extended firefights, additional ammo bags are recommended as an accessory.[/p][p][/p][p][/p][p]Grenade Launcher[/p][p]This handheld grenade launcher has a limited range, but it is light enough to be fired on the move. Its main advantage is that the grenades ignore cover and can hit multiple elements on impact. This is especially important in built-up areas or other situations with a lot of cover, as the shooter does not require a direct line of sight.[/p][p][/p][p][/p][p]Plasma Rifle[/p][p]An experimental weapon that comes with some unique effects. It is perfectly suited as a counter to heavy infantry and light vehicles. Additionally, its attack reduces the armor of buildings or vehicles with each hit, making the target more vulnerable to subsequent attacks.[/p][p]The plasma rifle requires a competent shooter and good positioning, as it does not suppress its target very effectively and relies on actually hitting its target to be effective.[/p][p]Additionally, it comes with very limited ammunition, so you must make every shot count.[/p][p][/p][p][/p][p]RPG (pirate variant)[/p][p]A light anti-vehicle weapon that can be fired on the move. Decent against light vehicles and small buildings. Pirates will frequently use this weapon against the player's vehicles and occasionally against their armored infantry. The range and accuracy are not very high, but the gun is inexpensive and versatile.[/p][p][/p][p][/p][p]Rocket Launcher[/p][p]This weapon specializes in destroying enemy vehicles and hard points. Sporting a high accuracy and armor penetration, a lot of armored assets can be taken out with a single shot. Be aware of its low ammo count and high price, though. The squad has to be stationary when firing.[/p][p][/p][p][/p][p]Sniper Rifle[/p][p]A classic sniper rifle. The squad must remain stationary when shooting, but the weapon boasts a very high range and accuracy. Damage and armor penetration are decent, so it can be employed against heavy infantry and, in a pinch, even against light vehicles. [/p][p]Missed shots do not apply a lot of suppression, but taking out an element does, so make sure you hit your target. The weapon can not take out entire squads on its own, but it is great for supporting other units and engaging distant targets that will not be able to return fire.[/p][p]Hitting enemies in heavy cover from the front might be too much even for a sniper rifle, so engaging units on the move or in the open is preferable.[/p][p][/p][p][/p][p]Commando Mortar[/p][p]A small mortar that can be carried by infantry squads and used while the squad is stationary. Although somewhat inaccurate, it can be used to provide suppression and fire support over long distances without a line of sight.[/p][p]Not yet implemented, but we plan to make it capable of shooting smoke shells as well.[/p][p][/p][p][/p][p]Flamethrower[/p][p]The infantry flamethrower is the perfect tool for assault squads that need to flush enemies from cover. Not only does it deal a significant amount of damage to large groups of enemies, but its primary use is denying areas by setting them ablaze, forcing the enemy to displace while automatically hitting the targeted tile.[/p][p]It can also set vegetation, buildings, and even vehicles on fire.[/p][p][/p][p] [/p][p]DMR (Designated Marksman Rifle)[/p][p]Smaller and lighter than a regular sniper rifle, it can be fired on the move. With a higher rate of fire and good range, this weapon is ideal for accurate fire support against lightly armored enemies.[/p][p][/p][p][/p][p]Pirate Chaingun[/p][p]A special weapon used extensively by pirates in a light version that can be fired while on the move, and a heavier version that is usually mounted on vehicle hard points.[/p][p]The chaingun can put out a lot of fire, but has rather low accuracy and armor penetration. The more bursts are fired during a turn, the higher the chance that the gun jams.[/p][p][/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]That's it for now! We'll see you next Friday.[/p][p]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.[/p][p][dynamiclink][/dynamiclink]Check out Dev Diary #21, where we answer several of your questions in a comprehensive F.A.Q.[/p][p][dynamiclink][/dynamiclink][/p]

Dev Diary #22: Off-map Abilities

[p]Dev Diary #22: Off-Map Abilities[/p][p]We briefly mentioned off-map abilities in Dev Diary #8 previously. This week, we want to look a bit closer at these potentially decisive abilities that can turn the tide of battle:[/p][p][/p][h2]What are off-map abilities?[/h2][hr][/hr][p]Off-map Abilities are powerful abilities that do not originate from units on the tactical battlefield. In almost all cases, they have a limited number of uses, and most will have a delay between requesting them and their effect on the battlefield.[/p][p][/p][p]This could be a distant artillery emplacement or a missile shot down from the strike cruiser hovering over the battlefield. Planning ahead is definitely required as the situation on the battlefield is very dynamic: Units are changing positions, new threats emerge, and your troops might have taken out a position before the off-map strike hits. [/p][p][/p][p]Most off-map abilities have a single use. They can be activated from the tactical combat UI. In many cases, the player selects an ability and then determines a location where it will be effective. After that, a timer counts down until the ability actually arrives on the battlefield.[/p][p]It is essential to note that enemy units will not be aware of incoming off-map abilities and therefore will not actively avoid them.[/p][p][/p][p][/p][h2]How to Acquire Off-map Abilities[/h2][hr][/hr][p]Off-map abilities can be acquired through either OCI ship upgrades to your strike cruiser or through strategic assets that can be acquired when completing tactical combat missions. The player's strike cruise has a certain number of OCI upgrade slots that can accommodate various improvements. Some might increase healing rates of elements between missions, increase players' intelligence rating, or grant off-map abilities to use in combat. [/p][p][/p][p]Strategic assets are special rewards tied to tactical combat missions. There are many different ones, and we will discuss them in a later diary, but some grant additional off-map abilities as well. [/p][p][/p][p]Once an off-map ability is acquired, it can be used in every tactical combat, so you don't have to worry about not having it ready in the next mission. Also, once acquired, it does not need any additional resources to be employed.[/p][p][/p][h2]Offmap Ability Examples[/h2][hr][/hr][p]To get a better idea of what you can do with these abilities, here is a set of examples. Please note that we continually add new ones throughout development as well.[/p][p][/p][h3]Dropship Strafing Run[/h3][p]A marine dropship equipped with a high ROF rotary machine gun, or Minigun, that strafes targets in a line. The attack will hit 5 tiles in a row that players can select when activating the ability.[/p][p]This attack is most effective at striking large clusters of infantry, but can damage light vehicles as well:[/p][p][/p][p][/p][h3]Unguided Missile Strike[/h3][p]A large but unguided missile strike shot from the strike cruiser in low orbit. A massive impact that will destroy almost anything it directly hits and severely damage units and structures nearby. [/p][p][/p][p]However, it has a high chance of scattering, so relying on it to directly hit the target is a risky strategy.[/p][p][/p][p]In this example, the strike is aimed at a defensive pirate turret to clear the path for advancing vehicles that this EMP weapon would disable. Unfortunately, it misses the target but still manages to inflict some damage and a “defect” on it. Note the large crater that can be used for cover by infantry units:[/p][p][/p][p][/p][h3]Supply Drop[/h3][p]As all special weapons and most accessories have limited uses, many units will run out of ammo during long engagements.[/p][p][/p][p]The supply drop is a large ammo crate dropped by a low-flying dropship onto the battlefield that can fully restock any ammo of a unit picking it up. Refilling anti-tank capabilities or other specialized weapon systems on the fly can be crucial to maintaining the fight. Especially as it is sometimes hard to foresee where the most intense fighting will take place:[/p][p][/p][p][/p][h3]Energy Cannon[/h3][p]An especially advanced and powerful weapon is the so-called Energy Cannon, which emits a high-powered beam from a lower orbit that cuts across multiple tiles, leaving a trail of devastation.[/p][p][/p][p]Almost any object or unit will be obliterated by this attack, but Infantry can get lucky with dodging the beam, at least partially:[/p][p][/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]That's it for now! We'll see you next Friday.[/p][p]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.[/p][p][/p][p][dynamiclink][/dynamiclink]Check out Dev Diary #21, where we answer several of your questions in a comprehensive F.A.Q.[/p][p][dynamiclink][/dynamiclink][/p]