Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Advanced Conversion''''' || 2 bonus HP, only for the purposes of MEC augmentation. | | style="color: #555;" | '''''Advanced Conversion''''' || 2 bonus HP, only for the purposes of MEC augmentation. | ||
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− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with 1 DR |
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| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | ||
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| style="color: #555;" | '''''Robotics''''' || +10 aim bonus for new SHIV's and MEC troopers. | | style="color: #555;" | '''''Robotics''''' || +10 aim bonus for new SHIV's and MEC troopers. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on downed UFOs occur twice as often |
|- | |- | ||
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §720 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §720 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. | ||
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| style="color: #555;" | '''''NeoPanzers''''' || 60% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. | | style="color: #555;" | '''''NeoPanzers''''' || 60% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. | ||
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− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Militarization''''' || Soldier costs and arrival time are decreased by 60% and the OTS grants double the officer bilets at each upgrade |
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| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §960 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively. | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §960 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively. | ||
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| style="color: #555;" | '''''We Have Ways''''' || 90% reduction in time to complete autopsies and interrogations. | | style="color: #555;" | '''''We Have Ways''''' || 90% reduction in time to complete autopsies and interrogations. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Daredevils''''' || 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" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +12 will. Bonus attributes do not affect psi training. | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +12 will. Bonus attributes do not affect psi training. | ||
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| style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%) | | style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%) | ||
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− | | style="color: #555;" | ''''' | + | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 3 aim per kill instead of 1 |
|} | |} | ||
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Revision as of 09:08, 25 March 2021
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. Some countries also offer an "On Our Own" start which confers no special bonuses.
Table of Start Bonuses