Difference between revisions of "Start Bonuses (LWR)"

From UFOpaedia
Jump to navigation Jump to search
Line 75: Line 75:
 
| style="color: #555;" | '''''Their Finest Hour''''' || All aircraft gain 15 dodge and damaged planes have no speed or aim malus.
 
| style="color: #555;" | '''''Their Finest Hour''''' || All aircraft gain 15 dodge and damaged planes have no speed or aim malus.
 
|-  
 
|-  
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 25%. Grants an additional unit to aid in any Assault missions (Alien Base Assault, Exalt Base Assault, Temple Ship Assault).
+
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 30%. Grants an additional unit to aid in any Assault missions (Alien Base Assault, Exalt Base Assault, Temple Ship Assault).
 
|- 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" | §700 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 4 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.  
 
| rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §700 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 4 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.  

Revision as of 03:25, 29 January 2023

Back To Main Page

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

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa Flag of Egypt.png
Egypt
§600 For the Sake of Glory All injury and fatigue times are reduced by 25%.
Flag of Nigeria.png
Nigeria
§800 Pax Nigeriana All non-mechanical units start with +1.3 mobility.
Advanced Conversion MEC augmentation acts as if all soldiers have +5 HP. Start with 200 meld.
Bred Tough All biosoldiers and MECs start with +15 base DR.
Flag of South Africa.png
South Africa
§750 Resourceful Additional salvage teams from UFOs will recover double the alloys, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs].
Survival Training All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation.
Asia Flag of Australia.png
Australia
§850 Per Ardua Ad Astra All biosoldiers start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or Psi Training. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
Robotics +15 aim bonus for SHIV's and MEC troopers.
Flag of China.png
China
§750 Assembly Line Start with two workshops (1st floor, both to the right of the elevator) and 10 extra engineers in your base. Removes the maintenance cost of workshops.
Xenological Remedies Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales.
Deus Ex Acquiring any gene mod has a 50% chance to grant both gene mods for that body part (genetic modifications can be repeated until all modifications are acquired). 50% reduction in genemod meld, credits, and modification time.
Flag of India.png
India
§800 Jai Vidwan Increases the bonus research from laboratories and their adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. Start with 300 weapon fragments (modified by campaign length) and 300 elerium.
Jai Jawan Start with 2 additional Interceptors and increase aircraft fire rate by 35%.
Flag of Japan.png
Japan
§750 Ring of Fire Thermogenerators produce 250 credits each month instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor).
Ghost In the Machine Start with 2 extra SHIVs and all SHIVs receive +30 aim.
Kiryu-Kai Commander Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to twice the number of months passed.
Global Networking Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and monthly XCOM funding increased by 5%. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].
Europe Flag of France.png
France
§450 Quai d'Orsay Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less.
Foreign Legion Start with 10 additional soldiers. Reduces soldier salary and overhead costs by 50%.
Flag of Germany.png
Germany
§400 Skunkworks Item production time is reduced by 40%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.
Baumeister Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by 85%. Facility maintenance costs are reduced by 35%.
NeoPanzers MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.
Militarization Soldier costs and arrival time are decreased to one third and twice the officer billets are unlocked from all OTS upgrades.
Flag of Russia.png
Russia
§600 Uralvagonzavod Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +15 base DR.
Roscosmos All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink).
Flag of UK.png
United Kingdom
§450 Special Air Service All non-mechanical units start with +10 aim.
Their Finest Hour All aircraft gain 15 dodge and damaged planes have no speed or aim malus.
Sandhurst Reduce mission fatigue and missions required to unlock Officer Training School projects both by 30%. Grants an additional unit to aid in any Assault missions (Alien Base Assault, Exalt Base Assault, Temple Ship Assault).
North America Flag of Canada.png
Canada
§700 Advanced Preparations Start with 4 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built.
Cadre Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to the number of months passed.
Research Focus Start with two laboratories (1st floor, both to the right of the elevator), 100 elerium, 100 weapon fragments (modified by campaign length), and 10 extra scientists in your base. Removes the maintenance cost of laboratories.
Flag of Mexico.png
Mexico
§750 Wealthy Benefactor Start with 1800 bonus Credits and the surcharge on council loans is half as much.
Ancient Artifacts Start the campaign with 300 meld, an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons.
Legacy of Uxmal Alien Level increases slowed by 5%. Biosoldiers gain 20 bonus will, only for the purposes of psionic training.
Flag of USA.png
United States
§600 Special Warfare School All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants 1 base damage to all pistols] (foundry must be built to benefit).
Cheyenne Mountain Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 85%.
We Have Ways Reduces time required for autopsies and interrogations by 95%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].
Daredevils Start with 2 additional interceptors. Combat Patrols are twice as effective, cause half as much damage to the aircraft, and the increase in cost after each use is 10 * Alien Level (instead of 50 + 10 * Alien Level).
South America Flag of Argentina (bordered).png
Argentina
§1200 Vigilis All biosoldiers units start with +20 will. Bonus attributes do not affect psi training.
Public Heroes Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.
Flag of Brazil.png
Brazil
§1300 Jungle Scouts All non-mechanical units start with +0.6 mobility. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]
Ready For War Start with 200 alloys, 100 elerium, 100 weapon fragments (modified by campaign length), and 2 fusion cores. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).
Born to Fly Pilots gain 6x as much aim per kill and +40 crit..