Difference between revisions of "Start Bonuses (LWR)"
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| 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. | | 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. | ||
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− | | style="color: #555;" | '''''Advanced Conversion''''' || MECs start with + | + | | style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +1.3 mobility, +5 base HP, +10 aim, +10 will, and +10 base DR. |
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| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +20 base DR. | | 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;" | '''''Survival Training''''' || All biosoldiers start with + | + | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. |
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|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Robotics''''' || + | + | | style="color: #555;" | '''''Robotics''''' || +18 aim bonus for SHIVs and MEC troopers. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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. | | 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;" | '''''Xenological Remedies''''' || Increased credits (Impossible: | + | | style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 9x, Brutal: 10x, Classic: 11x, Normal: 12x) from alien corpse, captive, and wreck sales. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Deus Ex''''' || Acquiring any | + | | style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part. Genetic modifications require 35% less meld, credits, and time. |
|- 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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors and increase aircraft fire rate by | + | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors and increase aircraft fire rate by 40%. |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 250 credits each month 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). | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 250 credits each month 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). | ||
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| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and monthly XCOM funding increased by 5%. 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 20 credits (from 200), Grey Market sell prices are 50% higher, and monthly XCOM funding increased by 5%. 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]. | ||
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− | | 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. |
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| style="color: #555;" | '''''Foreign Legion''''' || Start with 10 additional soldiers. Reduces soldier salary costs by 50%. | | style="color: #555;" | '''''Foreign Legion''''' || Start with 10 additional soldiers. Reduces soldier salary 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 50%. 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 | + | | 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 50%. 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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| 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. | | 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. Hiring Repair Crews for damage aircraft is twice as effective. Start with Armored Fighters [Increases interceptor and firestorm HP by 15% -- foundry must be built to benefit]. |
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− | | style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 30%. Grants an additional unit to aid in | + | | style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 30%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault. |
|- style="background-color: #ececec;" | |- 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. | | 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. | ||
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| 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 twice the number of months passed. | | 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 twice the number of months passed. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
− | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and | + | | 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" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1800 bonus Credits. Council loans are twice as large and have a quarter the surcharge rate. | + | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1800 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 500 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''''' || Alien Level decreases by 0.7% for each psionic soldier in your barracks. Soldiers psionically train twice as fast. | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.7% for each psionic soldier in your barracks. Soldiers psionically train twice as fast. | ||
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| 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). | | 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''''' || Reduces time required for autopsies and interrogations by | + | | 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''''' || Start with 2 additional interceptors. Pilots gain +50 crit. Combat Patrols are | + | | style="color: #555;" | '''''Daredevils''''' || Start with 2 additional interceptors. Pilots gain +50 crit. Combat Patrols are 4x 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 + | + | | 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 +15 will. |
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| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | | style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | ||
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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 | + | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain 5 aim per kill (from 0.5) and +50 crit.. |
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Revision as of 14:45, 19 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