Here is a list of all core attributes and loadout synergy.
Core Attributes & Training
Attribute, Combat Effect and Loadout Impact.
Accuracy – Increases the base chance to hit with ranged weapons – Prioritize for Snipers and Riflemen
Strength – Determines max carry weight, grenade throw distance, and recoil control. Heavy “LMG” units need high strength to avoid aim penalties from recoil.
Shield users need it to carry backup weapons without weight penalties.
Reflexes – Determines the frequency of Reaction Fire and melee hit chance. Vital for Shield scouts and Assault troops. High reflexes allow them to shoot back when an alien moves or fires.
Time Units (TU) – Maximum movement’s per turn.
Bravery – Morale and resistance to Psionic attacks. Essential for front-line troops who take suppression fire.
Health – HP duh
Strength: Move while carrying at least 80% of max weight. Overload rookies with extra magazines or rockets to force them into this training state.
Accuracy: Spend TUs firing at hostile units within 1.5x weapon range. You do not have to hit the target to gain points.
Reflexes: Earn points for every unused TU at the end of a turn. Camp” high-reflex soldiers to quickly boost this stat.
Bravery: Gained by being suppressed or panicking. This is the hardest and most dangerous stat to train.
TU & Health: These increase automatically as a secondary effect when you level up any of the other four main attributes.
Recruiting isn’t just about finding the highest numbers, it’s about avoiding “red” stats that make a soldier a liability.
Specialized Role Tips
Bravery: 60+ (Critical). This is the most important stat because it is the hardest and most dangerous to train. Any soldier with less than 55 Bravery is a high risk for panicking and shooting their own squadmates during psionic attacks or heavy fire.
Accuracy: 50+. You want your rookies to actually contribute. Avoid anything in the 40s unless they have exceptional Strength or Bravery.
Strength: 50+. Low strength limits what armor and secondary gear (like extra grenades or a medkit) a soldier can carry without losing Time Units.
Reflexes: 45+. Useful for reaction fire, but secondary to the “Big Three” above.
Time Units (TU) & Health: As long as these aren’t “red” (below ~45), they are acceptable. They grow naturally as you train other stats.
Role, Primary Stat Goal & Secondary Stat Goal | Why
Sniper | 60+ Accuracy & High TUs | Snipers need high base aim to hit from distance. High TUs allow them to reposition and still have enough points left to fire.
Gunner (LMG) | 60+ Strength & Accuracy | LMGs are extremely heavy. High strength is required to manage the weight and the recoil penalty.
Shield/Scout | 55+ Reflexes & Bravery | They are often the first to see an alien. High reflexes allow them to fire first in a reaction duel.
Assault | High TUs & Reflexes | Movement is everything for shotgun users. They need the points to run and shoot, and potentially duck back into cover.
Final Note:
At the start of a campaign, it is often more cost-effective to fire garbage soldiers immediately and pay for decent replacements.
Discard any soldier with a stat in the Red (usually below 40-45).
Wait for new recruits to rotate into the pool rather than wasting missions trying to “fix” a soldier with 30 Accuracy or 40 Bravery. Like me.
Promotions increase your stat caps; once a soldier reaches higher ranks like Captain, their stats can naturally exceed 70+ through field experience. ROTATE KILLS between your soldier’s.