Menace is designed to be difficult, and some of that difficulty comes from it being procedurally generated. This means that the squad leaders you can hire after you start the game are randomized. As a nice touch, each squad leader has their own personality, which brings unexpected effects.
Since you’re sending your squads into combat in Menace, it’s highly likely that some of your squad leaders will be downed at some point during the missions you pick up. This is what you need to know about reviving a squad leader during a mission.
Reviving Squad Leaders

To revive the squad leader, you need to move another squad to an adjacent tile within the allotted number of turns. Then, you have to spend 40 action points to revive them, meaning you’ll be unlikely to attack during that turn, depending on how much movement was required to reach your downed squad leader.
When you revive a squad leader, that leader is extracted from the mission. This means that you no longer have access to them for the remainder of your current mission.
When a squad leader is downed, you see a red cross over their location with a number next to it. The number tells you how many turns you have to revive that squad leader before they’re considered as being killed in action.

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Consequences of Revival

The consequences of being revived vary by squad leader, but it can include that leader having a debuff for a number of missions due to the event, or they can even have a buff to some stats as they have a new desire to prove themselves again.
As a result, you might find yourself with an unexpected buff. However, you could also make some missions more difficult for yourself if you bring a leader with a debuff before it’s worn off. Because of this, you definitely need to read the statuses of your squad leaders before you make your decision regarding which groups you’re taking on your next mission.

The only consistent part of reviving a squad leader is that they have the Injured debuff for a few missions after they’re revived. This prevents you from bringing them on the following missions while they recover, which makes sense since they just had a near death experience.
My first squad leader death was Carda, and reviving her gave her the Injured debuff, so she couldn’t join in the next two missions. As an additional consequence unique to Carda, she ended up with the Hesitant debuff as well. This was more frustrating, because the Hesitant debuff reduces the distance she can move during her turns. Combined with how short her default distance for movement is, having it reduced made me leave her on the ship for missions that weren’t simply defending a location.
Given the design of Menace, you might be dealing with revived squad leaders and their consequences fairly often.

