Injury and Fatigue (LWR)
Fatigue
AP Loss
While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns. Click on the following to view the effects: Fatigue and Exhaustion
Accumulating Fatigue
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission. SHIVs are not affected by fatigue.
Base Fatigue
Base Fatigue Time: +12 hours of fatigue per turn on a mission
Base Fatigue Modifiers
Ability | Base Fatigue Time (Stacks Multiplicatively) |
---|---|
Long Mission Reduction | -1% per turn (max -50%) |
Soldier's Successful Missions (NSLW|LW|VLW|ELW) |
+16%|+8%|+4%|+2% per mission |
Base Will higher than 30 | -0.5% per Base Will |
Base Will lower than 30 | +0.5% per Base Will |
Cybersuit Fatigue (MECs) | +50% |
Aurora Armor/Vortex Armor | -20%/-50% |
Regenesis (Gene Mod) |
-25% |
Stay Frosty | -15% |
For the Sake and Glory (Start Bonus) |
-35% |
Sandhurst (Start Bonus) |
-20% |
Wolverine Blood (Second Wave option) |
-50% |
Difficulty (Easy -> Pain) |
-20% -> +20% |
Campaign Length (NSLW|LW|VLW|ELW) |
x2|x1|x0.5|x0.25 |
Fatigued Soldiers on Missions
Fatigued soldiers that go on missions will have their pre-mission fatigue increased by 20% before adding the new fatigue they gained from the mission. Note: Only the new fatigue is modified by Base Fatigue Modifiers.
Fatigued soldiers with over 60 days of fatigue (modified by campaign length) will have fatigue over 60 days converted into injury time.
Dealing with Fatigue
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.
Once you have researched Xenogenetics you can give your soldiers a Meld Injection.
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.
Injury
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury.
Injuries will prevent a soldier from deploying in future battles until the injury is recovered from.
Accumulating Injuries
Base Injury
Base Injury time: 10 days + (Base HP% Lost x 60 days)
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 10 + 20% * 60 days, or 22 days.
Base Injury Modifiers
Ability | Base Injury Time |
---|---|
Base HP higher than 6/10 (soldier/MEC) |
-4% per Base HP |
Base HP lower than 6/10 (soldier/MEC) |
+4% per Base HP |
Mendability (MECs and SHIVs) | -50% |
Advanced Repair | -35% (MECs and SHIVs only) |
Advanced Surgery | -35% (Biosoldiers only) |
Regenesis (Gene Mod) |
-25% |
Steadfast | -50% |
Wolverine Blood (Second Wave option) |
-50% |
Difficulty (Easy -> Pain) |
-20% -> +20% |
Campaign Length (NSLW|LW|VLW|ELW) |
x2|x1|x0.5|x0.25 |
Dealing with Injuries
Like dealing with fatigue, you should have several teams of units ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy units with Will to Survive, SHIVs, and MECs can all take more shots than most soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.
Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour. Once all injuries are healed the unit's fatigue counter will begin (if they had any fatigue).
Once you have researched Xenogenetics you can give your units (including SHIVs) a Meld Injection.