Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +0.6 mobility, +2 base HP, +5 aim, +10 will, and +10 base DR. | | 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 + | + | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +20 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;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales. | | style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Deus Ex''''' || Acquiring any gene mod | + | | style="color: #555;" | '''''Deus Ex''''' || Acquiring any gene mod grants both gene mods for that body part. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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. | | 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. | ||
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| style="color: #555;" | '''''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]. | | style="color: #555;" | '''''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]. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Daredevils''''' || Start with 2 additional interceptors. Combat Patrols are twice as effective | + | | style="color: #555;" | '''''Daredevils''''' || Start with 2 additional interceptors. Pilots gain +50 crit. Combat Patrols are twice as effective and cause half as much damage to the aircraft. |
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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 +13 will. | | 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;" | '''''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%). | | style="color: #555;" | '''''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%). | ||
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− | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 6x as much aim per kill and + | + | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 6x as much aim per kill and +50 crit.. |
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Revision as of 13:28, 30 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