Difference between revisions of "Start Bonuses (LWR)"
Jump to navigation
Jump to search
m (Changed Jai Vidwan 30% to 50%) |
|||
Line 28: | Line 28: | ||
| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §450|| style="color: #555;" | '''''Resourceful''''' || Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium). | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §450|| style="color: #555;" | '''''Resourceful''''' || Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium). | ||
|- | |- | ||
− | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation. All injury times are reduced by | + | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation. All injury times are reduced by 25%. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
Line 45: | Line 45: | ||
| rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §500 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +75/15% (from +50/10%), start with 150 elerium, and gain double scientists from all abductions. | | rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §500 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +75/15% (from +50/10%), start with 150 elerium, and gain double scientists from all abductions. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 6 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. | + | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 2 additional SHIVs, 6 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs]. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §450 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce | + | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §450 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 200 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor). |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +25 aim. | | style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +25 aim. | ||
Line 77: | Line 77: | ||
| style="color: #555;" | '''''Sandhurst''''' || 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. | | style="color: #555;" | '''''Sandhurst''''' || 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §400 || style="color: #555;" | '''''Advanced Preparations''''' || Start with | + | | rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §400 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 3 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Cadre''''' || Five soldiers start at the Lance Corporal rank with Perseverance [Fatigue and injury times reduced by 35%]. | | style="color: #555;" | '''''Cadre''''' || Five soldiers start at the Lance Corporal rank with Perseverance [Fatigue and injury times reduced by 35%]. |
Revision as of 13:33, 29 March 2022
In General
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.
Table of Start Bonuses