Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Daredevils''''' || Combat Patrols are twice as effective and cause half as much damage to the aircraft. | | 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" | §1000 || style="color: #555;" | ''''' | + | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1000 || style="color: #555;" | '''''Vigilis''''' || All non-mechanical units start with +20 will. Bonus attributes do not affect psi training. |
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− | | style="color: #555;" | '''''Public Heroes''''' || | + | | style="color: #555;" | '''''Public Heroes''''' || +130% credit, scientist, and engineer rewards from abduction missions. |
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− | | 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" | §1200 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +1 HP. Bonus attributes do not affect MEC augmentation. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] |
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− | | style="color: #555;" | '''''Ready For War''''' || Start with | + | | style="color: #555;" | '''''Ready For War''''' || Start with 200 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;" | '''''Born to Fly''''' || Pilots gain | + | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 4 aim per kill instead of 1. |
|} | |} | ||
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Revision as of 19:25, 18 July 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