WARNO – Stress and Suppression Guide
Stress and Suppression
Almost all shots generate stress on their target, either directly on the target or in the area around the target. For example, a bomb on impact generates a large area of stress, while an assault rifle bullet generates a very small area of stress. Each weapon displays the amount of stress it generates under the name SUPPRESSION:
The stress received by the unit depends on its armor. Because an unprotected soldier receives more stress than a crew in a heavily armored tank. Here is the rule;
- 1 level of armor absorbs 5% of the stress power. So an armor 10 will absorb 10*5% or 50% of the stress.
Every unit features a Cohesion value. Cohesion represents the unit’s ability to fight, as well as its level of fatigue. The higher the Cohesion, the fresher a unit is, and the faster it is able to move, aim, and fire.
= High: +25% movement speed
= Strong: no effect
= Mediocre : -25 % rate of fire and -25% of movement speed
= Low: -50% rate of fire and -50% of movement speed
A unit under fire receives stress. This is calculated by the destructive power of each shot received. Each element of stress received, be it damage suffered or soldier lost in case of an Infantry Squad, lowers the power of each shot received. Each element of stress received, be it damage suffered or soldier lost in case of an Infantry Squad, lowers
Cohesion
The Cohesion Level slowly replenishes automatically when a unit is out of combat.
- Units have a suppress gauge of 1000
- The suppression is naturally reduced by 1 point per second and 10 points after 10s if it has not increased since.
- Each 10% damage loss (or soldier loss) costs 100 pts.
- Each shell or shot received adds as many suppression points as the value indicated in the weapon’s panel.
Stunned
Any unit that suddenly suffers a very high amount of stress (think incoming fire or explosive damage) will be momentarily overwhelmed and enter a Stunned state. A Stunned unit will be unable to fire or receive orders for 20 seconds.
= Each shell or shot received adds as many stun points as the value indicated in the weapon panel.
= The stun is reduced naturally by 1 point per sec and 10 pts after 10s if it has not increased.
= When the stun gauge gets 150 pts, it empties, and the unit gets stunned.
Routing
When Cohesion drops dangerously low, a unit is likely to Rout. The unit then undergoes a route test, which has a 90% chance of succeeding. If the test fails, the unit routs.
When the unit routs, it becomes uncontrollable and refuses to fight. It will not accept any order by the player. A Routed unit sometimes stays on the battlefield but often retreats in the direction it feels safest.
A Routed unit can exit this uncontrollable state after a certain amount of time and return to combat duties.