MENACE - Weapons

MENACE splits its arsenal into squad weapons, which are carried by infantry squaddies, and special weapons, the heavier crew-served and vehicle-scale pieces. Every weapon added to a squad or vehicle costs logistics capacity, and all of them suffer dropoff: effectiveness falls away with distance, so...
of 12 entries · updated 2026-09-15

Squad Weapons

Standard infantry small arms carried by the squaddies in a Squad Leader's squad. These are the weapons that decide most firefights, and their range bands set how a squad is expected to fight.

Name Type Description Stats Source
Assault Rifle Squad Weapon The general-purpose infantry rifle and the default answer to most encounters. Class: Small arm Role: General purpose Squad loadout, limited by logistics capacity
Battle Rifle Squad Weapon The heavier, longer-reaching alternative to the assault rifle. Class: Small arm Role: Long-range infantry fire Squad loadout, limited by logistics capacity
Submachine Gun Squad Weapon The close-quarters small arm of the squad roster. Class: Small arm Role: Close quarters Squad loadout, limited by logistics capacity
Shotgun Squad Weapon The short-range breaching weapon of the infantry set. Class: Small arm Role: Breaching and assault Squad loadout, limited by logistics capacity

Special Weapons

Crew-served, support and vehicle-scale weapons. These are the pieces that give a squad an answer to armour, fortifications or massed infantry, and most of them are too heavy to treat as a default loadout.

Name Type Description Stats Source
Machine Gun Special Weapon The suppression weapon of the roster. Machine guns are built to pin and to punish movement rather than to kill single targets, and they are the standard tool for locking down a lane while the rest of the force moves. Class: Support weapon Role: Suppression Special weapon slot, limited by logistics capacity
Sniper Rifle Special Weapon The long-range precision option. A sniper rifle lets a Squad Leader reach out past the dropoff band of ordinary small arms, at the cost of being nearly useless once the fight closes inside its minimum useful range. Class: Precision weapon Role: Long-range elimination Special weapon slot, limited by logistics capacity
Anti-Tank Weapon Special Weapon The answer to armour. Anti-tank weapons are the reason an infantry squad can threaten a tank at all, and every armoured encounter on the starmap is planned around whether the player brought enough of them. Class: Anti-armour Role: Vehicle killing Special weapon slot, limited by logistics capacity
Autocannon Special Weapon A rapid-firing cannon that sits between the machine gun and the anti-tank weapon. Class: Cannon Role: Anti-light-vehicle and suppression Special weapon slot, limited by logistics capacity
Energy Weapon Special Weapon The directed-energy branch of the special weapon tree. Class: Directed energy Role: High-tech fire support Special weapon slot, limited by logistics capacity
Flamethrower Special Weapon The shortest-ranged special weapon and the most punishing to anything caught in a confined space. Class: Incendiary Role: Close assault and area denial Special weapon slot, limited by logistics capacity
Grenade Launcher Special Weapon Indirect-ish explosive fire at squad scale. Class: Explosive Role: Cover breaking Special weapon slot, limited by logistics capacity
Mortar Special Weapon The heaviest indirect option in the special weapon tree. Class: Indirect fire Role: Siege and bombardment Special weapon slot, limited by logistics capacity
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