Difference between revisions of "Start Bonuses (LWR)"
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== In General == | == 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 | + | 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 == | == Table of Start Bonuses == | ||
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| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt''' | | style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt''' | ||
| style="min-width:80px;" | §600 | | style="min-width:80px;" | §600 | ||
− | | style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || | + | | style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 30%. |
|- | |- | ||
− | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | | + | | 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. |
|- | |- | ||
− | | style="color: #555;" | '''''Advanced Conversion''''' || | + | | style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +1.3 mobility, +5 base HP, +15 aim, +15 will, and +15 base DR. |
|- | |- | ||
− | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with | + | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. |
|- | |- | ||
− | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | | + | | 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]. |
|- | |- | ||
− | | style="color: #555;" | '''''Survival Training''''' || All | + | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. |
+ | |||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan =" | + | | 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. |
+ | |||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | + | | style="color: #555;" | '''''Robotics''''' || +20 aim bonus for SHIVs and MEC troopers. | |
+ | |||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | ''''' | + | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §750 || style="color: #555;" | '''''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. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 20x. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | + | | style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part. | |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Jai | + | | rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §800 || style="color: #555;" | '''''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 100 weapon fragments (modified by campaign length) and 100 elerium. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 extra Interceptors and increase aircraft fire rate by 80%. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | rowspan = " | + | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 credits each day 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). |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive + | + | | 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 a Japanese Master Sergeant of a random class. | + | | 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 2x 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 | ||
|- | |- | ||
− | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur | + | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. |
|- | |- | ||
− | | style="color: #555;" | '''''Foreign Legion''''' || Start with | + | | style="color: #555;" | '''''Foreign Legion''''' || Start with 14 additional soldiers. Reduces soldier salary costs by 50%. |
|- | |- | ||
− | | 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 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 | + | | 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 90%. |
|- | |- | ||
− | | style="color: #555;" | '''''NeoPanzers''''' || | + | | 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;" | '''''Militarization''''' || | + | | style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions. |
|- | |- | ||
− | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | ''''' | + | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +15 base DR. |
|- | |- | ||
| 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). | ||
|- | |- | ||
− | | 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 +12 aim. |
|- | |- | ||
− | | style="color: #555;" | '''''Their Finest Hour''''' || Start with | + | | style="color: #555;" | '''''Their Finest Hour''''' || Start with 2 extra interceptors. All aircraft gain 15 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective. |
|- | |- | ||
− | | style="color: #555;" | '''''Sandhurst''''' || | + | | style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault. |
+ | |- 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 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 2x the number of months passed. | |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | ''''' | + | | 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" | | + | | 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 | + | | style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 350 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''''' || | + | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.25% 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" | | + | | 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). |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and | + | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and 3 steam vent on the bottom floor (left side). Excavation costs are reduced by 85%. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''We Have Ways''''' || | + | | style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 80%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker]. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Daredevils''''' || Combat Patrols are | + | | style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +50 crit. Combat Patrols are 4x as effective and cause half as much damage to the aircraft. |
|- | |- | ||
− | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | | + | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1500 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will. |
|- | |- | ||
− | | style="color: #555;" | '''''Public Heroes''''' || | + | | style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. |
|- | |- | ||
− | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | | + | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1600 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 20%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] |
|- | |- | ||
− | | style="color: #555;" | '''''Ready For War''''' || Start with | + | | style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%). |
|- | |- | ||
− | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain | + | | style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 5 aim per kill (from 0.5) and +50 crit. |
|} | |} | ||
<br/> | <br/> |
Latest revision as of 20:28, 18 February 2024
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