Difference between revisions of "Start Bonuses (LWR)"
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| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §800|| style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility. | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §800|| style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility. | ||
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− | | style="color: #555;" | '''''Advanced Conversion''''' || | + | | style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +0.6 mobility, +2 base HP, +5 aim, +10 will, and +10 base DR. |
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| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. | ||
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| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §750|| style="color: #555;" | '''''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]. | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §750|| style="color: #555;" | '''''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]. | ||
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− | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with + | + | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +3 HP. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §850 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with + | + | | rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §850 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed. |
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| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink). | | style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink). | ||
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− | | rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with + | + | | rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +15 aim. |
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| 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. | ||
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| style="color: #555;" | '''''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. | | style="color: #555;" | '''''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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level | + | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.5% for each psionic soldier in your barracks. Soldiers psionically train twice as fast. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §600 || style="color: #555;" | '''''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 +35% weapon damage to all pistols] (foundry must be built to benefit). | | rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §600 || style="color: #555;" | '''''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 +35% weapon damage to all pistols] (foundry must be built to benefit). | ||
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| style="color: #555;" | '''''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). | | style="color: #555;" | '''''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). | ||
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− | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1200 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with + | + | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1200 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +13 will. |
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| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | | style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. |
Revision as of 15:32, 24 March 2023
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