Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Foreign Legion''''' || Start with 10 additional soldiers. Reduces soldier salary and overhead costs by 50%. | | style="color: #555;" | '''''Foreign Legion''''' || Start with 10 additional soldiers. Reduces soldier salary and overhead costs by 50%. | ||
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− | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by | + | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 60%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. |
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− | | 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 85%. Facility maintenance costs are 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 85%. Facility maintenance costs are reduced by 20%. |
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| 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. | ||
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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 +12 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. |
Revision as of 23:43, 7 May 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