
In MENACE, success depends on both smart planning and the strength of your units. Soldiers with better stats will generally perform better, so it’s important to understand what each stat does. While the game has a lot of information, figuring out all the stats can be tricky. This guide will quickly explain everything you need to know.
All Soldier Stats in MENACE
| Stat/Attribute | Description |
|---|---|
| Action Points/Agility | The total number of points you can use for your unit’s actions. |
| Accuracy/Weapon Skill | Determines how well your units can hit targets. |
| Discipline/Valour | Dictates the amount of suppression the unit takes as well as how easily they waver or flee. |
| Damage Reduction/Toughness | Percentage value that reduces the damage the unit takes to each soldier’s hitpoints. |
| Hitpoints/Vitality | Determines the amount of damage a single soldier or vehicle can take. |
| Critical Chance/Precision | A percent chance to deal 50% more damage with a successful hit. |
| Defense/Positioning | Reduces the enemy’s accuracy against the unit. |
| Promotion Tax | Cumulatively increases the unit’s supply cost whenever it is promoted. |
| Growth Potential | Chance to increase a unit’s stat every time it takes a stat-related action (i.e. shooting = accuracy) |
| Supply Cost | The base amount of Supply Points the unit uses when deployed on a mission. |
As a player, I’ve noticed that when you look at each soldier, they have their own Stats and Attributes screens in the Squads or Mission Prep areas. What’s really interesting is how those stats connect to attributes – sometimes it’s a direct match, but other times the relationship is a little more complicated, and they don’t scale exactly the same way.
What is Growth Potential in MENACE?
Growth Potential lets your characters improve their stats during battles. What’s unique is that this can happen with almost every action – both when your characters act and when they’re targeted. For example, a character might gain better Accuracy after shooting, or increased Discipline when under fire. Here are the key details on how it all works:
- Trigger chance is determined by the unit’s current stat value and the attribute’s max value. For example, if you have 50 in Weapon Skill, you have a 50% chance to gain an extra Weapon Skill point.
- The Growth Potential number refers to the number of times the game rolls for a successful trigger. Following the example above, having 1 Growth Potential means you have only one 50% chance to improve a unit’s Weapon Skill. Meanwhile, 10 Growth Potential means you have 10 50% chances for a successful trigger.
- Stats grow at different rates based on how easy they are to trigger. Weapon Skill, for example, grows a lot slower compared to Vitality.
- There are diminishing returns to the stat gains caused by Growth Potential triggers.
Vision Range, Concealment, and Detection
Each unit has a Vision Range, which dictates how far it can see. This range isn’t fixed and can be changed by things like equipment, weather, and time of day, as well as a unit’s Concealment and Detection stats. Concealment reduces how easily a unit is seen, specifically by lowering the Vision Range of whoever is looking. Detection, on the other hand, reduces a unit’s Concealment. For instance, a unit with high Concealment (9) would be nearly invisible to a unit with low Vision Range (10) and no Detection, unless they were right next to each other. However, if the observing unit had 9 Detection, it would always be able to see the approaching unit as long as they were within Vision Range.
All Weapon & Equipment Stats in MENACE
| Stat | Description |
|---|---|
| Range | The maximum range at which a weapon can fire (measured in tiles). |
| Hitpoint Damage | The amount of damage a single hit from a weapon deals to a target’s Hitpoints. |
| Armor Damage | The amount of damage a single hit does against a target’s Armor |
| Armor Penetration | Successful hits will directly damage a target’s Hitpoints if their Armor value is equal to or less than the Armor Penetration stat. |
| Armor | Absorbs damage based on a unit’s Armor Damage and Armor Penetration stats. |
| Suppression | Dictates how well weapons can build a target’s suppression bar. |
| Elements Hit | Determines how many entities a single hit from a weapon can hit. |
| Rate of Fire | Refers to the number of shots each model in a unit takes when firing. |
| Accuracy Modifier | Increases or decreases a unit’s accuracy on top of other modifiers. |
A squad’s shooting accuracy is affected by how far away enemies are, and each weapon performs best at a specific range. In MENACE, accuracy decreases as distance increases, but every weapon has a ‘sweet spot’ where it’s most accurate. For example, assault rifles and SMGs are more accurate up close, while weapons like battle rifles, sniper rifles, and machine guns are better at longer distances.
How accurately you hit is influenced by things like your weapon’s accuracy stat and whether you or your target are behind cover, as well as any special perks, abilities, or attachments you’re using. Also, weapon damage decreases as distance increases – generally, the closer you are to an enemy, the more damage you’ll inflict.
Hitting an enemy with suppressive fire greatly lowers their accuracy. Use this tactic if you need to disable enemies instead of destroying them.
Ammunition
Most weapons need ammunition to be used. If a unit runs out of ammo during a battle, its weapons become unusable for the rest of the mission unless it receives more. You can check how much ammunition a unit has by looking at the number in its firing order or the yellow dots on its weapon card when managing your squads. Equipping Ammo Boxes will increase the amount of ammunition your squads and vehicles can carry.
How Does Armor Work in MENACE?
The MENACE armor system functions like real-world armor plating. It protects units by preventing damage to their health until the armor is destroyed or hit by powerful weapons.
Armor acts like an extra layer of health. When hit by weapons with low Armor Penetration, Armor decreases based on the weapon’s damage. Once a unit’s Armor is equal to or less than a weapon’s Penetration, the weapon bypasses the Armor and directly damages the unit’s health.
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2026-02-10 18:10