Difference between revisions of "Start Bonuses (LWR)"
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| style="color: #555;" | '''''Jai Jawan''''' || Start with 2 extra Interceptors and increase aircraft fire rate by 80%. | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 extra Interceptors and increase aircraft fire rate by 80%. | ||
|- 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 | + | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 credits each day 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). |
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +30 aim. | | style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +30 aim. | ||
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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 50%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. | | 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. | ||
|- | |- | ||
− | | 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 90%. |
|- | |- | ||
| 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. |
Revision as of 13:28, 21 December 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