Difference between revisions of "Start Bonuses (LWR)"
Jump to navigation
Jump to search
Line 51: | Line 51: | ||
| style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +30 aim. | | style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +30 aim. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''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%, half if augmented]. Active and fatigued soldiers gain xp each day equal to | + | | style="color: #555;" | '''''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%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 4x the number of months passed. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are 50% more likely to aid in tactical missions with air strikes. 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]. | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are 50% more likely to aid in tactical missions with air strikes. 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]. | ||
Line 61: | Line 61: | ||
| rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 50%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 50%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. | ||
|- | |- | ||
− | | style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by | + | | style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by 80%. Facility maintenance costs are reduced by 15%. |
|- | |- | ||
| style="color: #555;" | '''''NeoPanzers''''' || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | | style="color: #555;" | '''''NeoPanzers''''' || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | ||
Line 79: | Line 79: | ||
| 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 5 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 5 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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to | + | | style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 3x the number of months passed. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. Removes the maintenance cost of laboratories. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. Removes the maintenance cost of laboratories. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with | + | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 300 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are twice as large and have a quarter the surcharge rate. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 500 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 500 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 decreases by 0. | + | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.4% for every psionic rank your soldiers acquire. 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). |
Revision as of 20:06, 18 June 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