Early access · Release date: February 5, 2026

Updated

MENACE Heavy Walker Guide: Weapons, Slots, and Builds

Build your MENACE heavy walker loadout around weapon slots, linked fire, and current balance changes. Compare walker options and plan your next deployment.

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MENACE Heavy Walker Guide: Weapons, Slots, and Builds

Which Walker Should You Build Around?

Your MENACE heavy walker build starts with a crucial choice: how you want to deliver its firepower. Build around the medium walker’s two medium weapon slots if you want matching guns that fire together. For a MENACE heavy walker setup, understanding the difference between paired medium weapons and a heavy twin-linked weapon keeps your equipment choices focused.

The medium walker can equip two different medium weapons or two copies of the same weapon. Matching weapons unlock linked fire, letting both guns fire simultaneously. That combination is the central reason to consider this chassis for an aggressive combat vehicle.

Weapon size and chassis size are separate parts of MENACE’s vehicle system. A weapon with “Twin” in its name can be a single heavy weapon rather than two individual medium weapons.

Walker mechanicWhat it means for your loadout
Two medium weapon slotsThe medium walker can carry different medium weapons or a matching pair
Matching medium weaponsBoth weapons can fire together through linked fire
Light weapons in medium slotsPatch #10 expanded equipment compatibility
Walker deploymentWalkers can deploy to improve accuracy
Medium walker movementPatch #10 reduced movement cost from 20 to 16 AP per tile

Start by choosing the weapon interaction you want. Matching guns concentrate your loadout around one attack profile. Different guns give you separate options, but the matching-weapon condition is what enables linked fire.

Keep durability in the decision, too. The medium walker combines substantial firepower with a health pool comparable to the light troop carrier. Avoid equating its offensive potential with heavy tank protection.

Official page: MENACE (menacegame.com)

Understand Linked Fire Before Buying Weapons

Check the slot requirement before buying a weapon for your MENACE heavy walker loadout.

MENACE — Understand Linked Fire Before Buying WeaponsImage: Steam / Overhype Studios

Two individual medium weapons on a medium walker and one heavy twin-linked weapon are different equipment arrangements. Both involve multiple guns, but they use different slots.

Equipment arrangementSlot requirementFiring behavior
Two matching medium weaponsBoth medium walker weapon slotsMatching weapons fire simultaneously
Two different medium weaponsBoth medium walker weapon slotsSeparate weapon options
A heavy twin-linked weaponA compatible heavy slotOne installed weapon combines multiple guns

For example, pairing two medium M6 CMG Heavy Machineguns belongs to the medium walker’s matching-gun system. A heavy Twin Heavy MG belongs to the heavy weapon category. Check those labels before committing supplies.

The same distinction matters for rotary guns. The Griffin Dynamics Rotary Barrel Machinegun is a medium weapon; the Twin Griffin Dynamics Rotary Barrel Machinegun is a heavy weapon.

Read the current weapon values

Version 0.7.16 changed several vehicle weapons enough to affect equipment decisions. It also removed the additional accuracy penalty on twin-linked weapons.

The heavy Twin Griffin received several changes:

  • Salvo AP cost dropped from 40 to 30.
  • Salvo repetitions increased from 30 to 40.
  • Strafing AP cost dropped from 60 to 50.
  • Strafing repetitions increased from 80 to 120.
  • Supply cost dropped from 140 to 110.

Those numbers belong to the heavy Twin Griffin. Keep them separate from the individual medium Griffin’s values when comparing a matching pair against a heavy weapon on another chassis.

Recalculate older builds using version 0.7.16 values. A recommendation built around a 140-supply Twin Griffin has a different cost calculation after its reduction to 110.

Choose Weapons for the Targets You Need to Kill

Give your MENACE heavy walker build a specific combat job before filling its slots. Start with the enemies your infantry struggles to handle, then choose a weapon profile that addresses that gap.

MENACE — Choose Weapons for the Targets You Need to KillImage: Steam / Overhype Studios

The medium weapon category includes machine guns, rotary guns, rockets, laser weapons, and utility equipment. Their supply costs and attack characteristics create very different loadouts.

Medium vehicle weaponRelevant version 0.7.16 values
M6 CMG Heavy MachinegunAccuracy penalty: -15; supply cost: 50
Griffin Dynamics Rotary Barrel MachinegunIdeal range: 4; Salvo: 30 AP; Strafing: 50 AP; supply cost: 65
Laser LanceSupply cost: 45; available through the black market
Rocket LauncherSupply cost: 40; trade value: 50
Swarm Airburst LauncherDamage: 20; armor damage: 35; supply cost: 40

Matching M6 machine guns

Consider paired M6s for an aggressive medium walker. The M6 offers a useful combination of damage and armor penetration, and matching weapons let the chassis fire both together.

Account for its version 0.7.16 accuracy penalty of -15. Adding more gunfire does not remove the need to land hits. Use deployment when the accuracy increase matters, and examine the pilot’s accuracy penalties before committing to an attack.

Keep its role focused. The M6 can handle many early threats, including lighter vehicles, but heavily armored late-campaign targets demand a stronger anti-tank option.

Matching Griffin rotary guns

Use matching medium Griffins when you want to build around repeated projectile attacks. Version 0.7.16 increased the individual weapon’s ideal range to four tiles and lowered its Salvo and Strafing AP costs.

Move into useful range before spending the attack. The ideal-range increase gives you more room than the older three-tile value, but distance still matters to the weapon’s performance.

Avoid planning around the old medium walker projectile duplication bug. That interaction was fixed. Build your damage expectations around the weapon’s current attack behavior.

Anti-tank weapons

Choose anti-tank equipment when armor penetration is the problem your force needs to solve.

The Rocket Launcher serves an early anti-vehicle role. Its 110 armor penetration and 160 damage suit lighter targets such as pirate trucks and light walkers. Against heavier tanks, move toward stronger anti-tank weapons.

The vehicle ATGM delivers 220 health damage with 180 armor penetration. It supports direct and indirect fire, giving you an alternative to bringing a short-range gun platform into danger.

The Laser Lance offers another anti-tank option. Its vehicle version avoids the tripod setup required by the infantry version, and version 0.7.16 reduced its supply cost to 45.

Match the weapon to the target before chasing linked fire. Two matching weapons are useful only when their attack profile can solve the problem in front of you.

Different weapons on the same chassis

Equip different medium weapons when you need separate attack options. For example, combine an infantry-focused gun with an anti-tank weapon if that flexibility matters more to your squad than matching-gun fire.

Make that trade deliberately. A mixed loadout gives you different tools; a matching pair activates the medium walker’s distinctive linked attack.

Match the Pilot and Accessories to Your Loadout

Your MENACE heavy walker setup needs a pilot who supports its combat role. Accuracy, survivability, damage perks, and movement all affect how much value you get from the weapons.

MENACE — Match the Pilot and Accessories to Your LoadoutImage: Steam / Overhype Studios

For an aggressive medium walker, consider a durable pilot such as Achilleas. Keep the chassis’s protection in mind when deciding how far to advance. Concentrated firepower can encourage you to push beyond the support of the rest of your force.

Use deployment to improve accuracy when you can afford to hold position. This is particularly relevant when your weapon or pilot carries an accuracy penalty.

Review promotions after the balance update

Version 0.7.16 refunded promotion points and required promotions to be assigned again. Review the pilot’s full perk setup before deploying an existing campaign force.

Several changed perks affect vehicle planning:

  • Sharpshooter reduces enemy cover level by two and applies to special weapons and vehicle weapons.
  • Hotwire now lets the unit survive the first otherwise lethal destruction event with 10% hit points, alongside its existing effect.
  • Steady Gun adds one maximum weapon range after remaining stationary for one round, alongside its existing effect.
  • Take Aim delays the unit’s action and grants +10% accuracy and +30% critical hit chance.

Build around the perks your chosen pilot actually has. Avoid carrying an old promotion plan forward without checking its revised effects.

Select accessories for a specific problem

Vehicle accessoryVersion 0.7.16 effect or change
HeatsinkIncreases maximum heat capacity by 50%
Electromagnetic ArmorDamage reduction increased to 50%; supply cost reduced to 20
Anti Personnel Mine LaunchersAP cost reduced to 10; uses increased to three
Canister ShotAP cost reduced to 10; uses increased to three; area increased

Consider the Heatsink for a heat-based weapon setup. Its benefit is increased heat capacity; avoid treating that as an accuracy or damage upgrade.

For Electromagnetic Armor, read the equipment tooltip’s protection conditions before selecting it. The increased reduction value is useful information, but it does not replace matching the accessory to the incoming threat.

Plan Movement and Supplies Before Deployment

A MENACE heavy walker build earns its place through the attacks it can deliver during the mission. Include movement and equipment costs in that calculation.

Patch #10 reduced the medium walker’s movement cost from 20 to 16 AP per tile. At those values, moving two tiles costs 32 AP instead of 40. That difference matters when you are trying to reposition and retain enough AP for an attack.

Check the movement preview before advancing. Walkers handle directional movement differently from wheeled and tracked vehicles, so use the displayed cost rather than assuming another chassis’s movement pattern.

Budget the complete loadout as well. Two medium M6s cost 100 supply for weapons alone at version 0.7.16 values. Two medium Griffins cost 130. Add the chassis, pilot, and accessories before deciding whether the configuration fits your force.

Before deployment:

  1. Check weapon sizes. Separate individual medium guns from heavy twin-linked items.
  2. Choose matching or mixed weapons. Decide whether linked fire or separate attack options serve the mission.
  3. Review accuracy. Include weapon penalties and the pilot’s current promotions.
  4. Assign refunded promotion points. Rebuild affected promotion selections after version 0.7.16.
  5. Check total supply cost. Count the entire vehicle package.

Keep your MENACE heavy walker loadout tied to a clear task. Select the target profile, equip the appropriate weapons, and preserve enough movement flexibility to bring that firepower into the fight.

FAQ

Which chassis should I use for a MENACE heavy walker build?

Choose the medium walker when your goal is firing two matching medium weapons together. It has two medium weapon slots and supports linked fire with matching guns.

Can a medium walker equip a heavy twin-linked weapon?

The medium walker’s paired-gun system uses two medium weapons. Heavy twin-linked weapons require a compatible heavy slot. Check the equipment category rather than relying on the number of barrels in the weapon model.

Did version 0.7.16 improve Griffin weapons?

Yes. The medium Griffin gained a four-tile ideal range and lower Salvo and Strafing AP costs. The heavy Twin Griffin also gained more attack repetitions and a supply-cost reduction from 140 to 110.

Should I always equip two matching weapons?

Choose matching weapons when you want linked fire against a particular target type. Equip different weapons when separate attack options better fill gaps in your force. Check armor penetration, accuracy, range, and supply cost before committing either way.

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