Pax Autocratica classes

Pax Autocratica Classes

Pax Autocratica classes wiki: Medic, Sniper, Voidist, Ruinist, work vs battle traits, Tier sacrifice, and ship slots. EA roster. Verified August 2026.

Medic / Sniper roles, work vs battle traits, Tier sacrifice, and F1 / T commands.

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At A Glance

This Pax Autocratica classes wiki covers troop types and unit roles in Early Access from Multiverse: community-named roles such as Medic, Sniper, Voidist, and Ruinist; random work / battle traits; Soldier Training Center Tier sacrifice; and ship-slot pressure when elites board the shuttle. Exact full roster counts stay TBA. Verified August 16, 2026 · Steam.

FactDetail
PlatformSteam PC · Windows · Steam Deck Playable
GenreSatirical colony sim · FPS roguelite
ModeSingle-player at launch · co-op planned
Community rolesMedic · Sniper · Voidist · Ruinist (EA incomplete)
Trait layersWork traits + battle traits (random per soldier)
GrowthSoldier Training Center — sacrifice surplus to raise Tier
Deploy limitShip slots — higher Tier soldiers cost more berths
Combat ordersCommand F1 · close follow T (community beginner guides)
VerifiedAugust 16, 2026

Next: Deploy into combat

Matched by build plan, shared topics, and guide progression — not random related links.

What is a class vs a unit type?

Pax Autocratica classes sit on two layers. Unit type / role is the kit label (Medic, Sniper, and so on). Individual soldier is a named body with random work traits, battle traits, pay, stamina, morale, and relationships. Developers have said there are many unit types in EA — do not treat Prologue class counts as the live EA total.

LayerWhat you seeWhat you decide
Unit type / roleMedic, Sniper, Voidist, Ruinist, plus many unnamed EA typesWho fills a combat niche on the shuttle
Individual soldierTraits, Tier, race / origin, pay, fear, loyaltyWho cooks, researches, or gets sacrificed for Tier
Player leaderYou in first person with guns + CoresLoadout lives on weapons / cores
Captive convertPrisoner → citizen / soldier after indoctrinateSee capture before you farm elite kits

Why the roster feels incomplete

EA-day community posts asked Multiverse for a Unit Class Compendium because Voidist and Ruinist kits are not obvious from the name alone. Until an official sheet lands, this page marks unverified abilities as TBA and prefers observed habits over invented skill lists.

Next: the four names players actually search for — and how to use them without a full tier list.

Which community-named roles matter first?

These four roles appear repeatedly in Early Access discussion. Treat the table as a role priority board, not a finished wiki roster — HP, cooldowns, and exact weapons stay TBA.

Pax Autocratica deploying medic support with base troops on an expedition
RoleObserved jobBring whenSkip / caution
MedicBattlefield medicine / safer expedition support after base unlockYou start taking chip damage mid-sectorDo not replace all DPS if the fight is still a pure clear
SniperLong-range picks / punish standing enemiesOpen sightlines and elite soft targetsClose melee rooms punish slow reposition
VoidistSpecialist kit — full kit TBAYou have a spare slot and want to test utilityDo not invent abilities; log what the unit actually does
RuinistSpecialist kit — full kit TBAMid-late experiments after Medic / Sniper coverageSame rule: evidence first, fantasy second

Medic unlock timing

All-boss expedition footage and in-run VO note that once the State approves it, you can deploy medics with base troops for safer runs. That is a colony research / barracks gate, not a free day-one spawn. Build housing and Capture Round production first; then unlock the support line.

Many soldier types beyond the big four

Steam and developer talk confirm lots of soldier types beyond the community shortlist. Expect infantry variants, captured Scourgeborn converts, and later vehicle / mech adjacent bodies as the war scales. Pair this page with combat when the roster stops looking like a firing line and starts looking like a convoy.

Roles only matter if you can read the trait sheet underneath the label.

How do work traits and battle traits work?

Every soldier rolls work traits (colony jobs) and battle traits (expedition performance). The same Medic can be a star cook at noon and a liability under fire at night — or the reverse. Assign from Tab → Soldier Management: right-click, pick a work location, gear-lock specialists so they stop wandering.

Pax Autocratica Soldier Management sheet showing work and battle traits
Trait layerAffectsPractical habit
Work traitsMining, cooking, research, haul speed, etc.Lock high research / cook rolls to one building
Battle traitsSurvive / damage / utility in FPS fightsPrefer these for ship slots over pretty names
Pay / morale / fearStrikes, defection, obedienceRaise pay before fear spikes into empty barracks
StaminaShift length under Unified LaborDo not 18-hour a fragile elite before a boss sector

Capture for traits, not only headcount

Merchant fleets and capture runs can add bodies with better cooking or research than your starters. Buy or convert the sheet that fills a hole — a strong cook saves more expeditions than a duplicate average rifleman.

Breeding and late roster control

Mid-loop barracks research (reproductive allocation and related Tier-2 gates) lets you shape the army more deliberately, including non-human converts once sectors deepen. Until that unlock, treat every trait roll as scarce and every sacrifice as expensive.

When a soldier is “good enough,” Tier sacrifice is how you push them past the soft ceiling.

How do Tier upgrades and ship slots work?

Research and build the Soldier Training Center from the command center line. Pick the soldier you want to raise, then sacrifice surplus same-race (or allowed) bodies as growth fuel until the target hits the next Tier quality (community flows often start around Tier 4 picks). Higher Tier soldiers fight harder — and Tier 4+ commonly costs more ship slots.

  • Do01Research Soldier Training Center at the command center before you mass-sacrifice
  • Do02Keep a surplus pool of low-value soldiers instead of feeding your only cook
  • Do03Upgrade the units you actually seat on the shuttle, not every named favorite
  • Do04Re-check ship slots after each Tier bump — elites can strand a half-full squad
  • Do05Pair Tier work with barracks capacity so the base still sleeps at night

Ship slots are the real soft cap

Community notes: Tier 4 and above often occupy more berths. A glamorous elite squad that cannot board is worthless. Prefer two solid mid-Tier bodies plus a Medic over one over-Tiered sniper that kicks three workers off the roster.

Sacrifice is not free labor

Every sacrifice removes a potential miner, jailer, or Capture Round crafter. Run the math against colony needs before you turn the Training Center into a blender.

Once the squad fits the ship, you still have to order them under fire.

How do I command the squad in combat?

You are the leader in first person; troops are not an RTS blob. Community beginner guides converge on F1 to open / issue command focus and T for close following so the AI packs on you instead of wandering into sniper lanes.

Input (community)IntentWhen
F1Command / army focusStart of a push or after a wipe-risk scatter
TClose followKeep medics and DPS inside your bubble
Movement + dashLeader survivalBullet-hell tells — troops die if you die first
Capture key (often F)Prisoner takeOnly after soft HP — see capture

Loadout still beats role fantasy

A Sniper with the wrong gun and no Core synergy loses to a generic rifleman with a laser Weapon Core. Cross-link weapons and cores before you rebuild the entire barracks for a meme kit.

Bad roster habits waste the Training Center — list them before you launch.

Which roster mistakes waste ship slots?

These habits empty the barracks without winning sectors.

  • Avoid01Sacrificing your only high-work-trait cook or researcher into Tier fuel
  • Avoid02Seating three Tier 4+ elites until the shuttle rejects the squad
  • Avoid03Inventing Voidist / Ruinist kits from the name instead of logging observed skills
  • Avoid04Leaving troops on default wander without F1 / T once elites spawn
  • Avoid05Skipping Medic unlocks while forcing 100% expedition bosses
  • Avoid06Mixing Prologue class counts into EA “complete roster” claims
  • Avoid07Capturing endlessly without beds — homeless soldiers spike unrest at home

Where to go next

Fight habits and sector pacing live on combat; Overlord prep on bosses; prisoner intake on capture.

FAQ

How many classes are in Pax Autocratica Early Access?

Exact live counts are TBA. Prologue-era marketing listed multiple classes and dozens of unit types, but those numbers are not automatic EA totals. Developers confirm many unit types; community names include Medic, Sniper, Voidist, and Ruinist.

What do Voidist and Ruinist do?

Full kits are TBA. EA players asked Multiverse for a Unit Class Compendium because those roles are not obvious from the name. Log in-game tooltips instead of trusting fan inventions.

How do soldier Tier upgrades work?

Research and build the Soldier Training Center, pick a valued soldier, and sacrifice surplus soldiers as growth resources to raise Tier. Higher Tiers often cost more ship slots.

What are ship slots?

Berths that limit how many soldiers board an expedition. Community reports say Tier 4+ soldiers can occupy more slots — check capacity after every upgrade.

How do I make troops follow me?

Community beginner guides use F1 for command focus and T for close following. Rebind-check after patches.

Should I prioritize work traits or battle traits?

Both. Lock strong work traits into colony jobs; seat strong battle traits on the shuttle. Do not Tier-up a useless fighter who is your only elite cook without a replacement.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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