Start Bonuses (LWR)

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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

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa Flag of Egypt.png
Egypt
§600 For the Sake of Glory All injury and fatigue times are reduced by 20%.
Flag of Nigeria.png
Nigeria
§800 Pax Nigeriana All non-mechanical units start with +1.3 mobility.
Advanced Conversion MEC augmentation acts as if all soldiers have +3 HP.
Bred Tough All biosoldiers and MECs start with +10 base DR. Bonus attributes do not affect MEC augmentation.
Flag of South Africa.png
South Africa
§750 Resourceful Additional salvage teams from UFOs will recover double the alloys and elerium without additional cost.
Survival Training All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation. All injury times are reduced by 15%.
Asia Flag of Australia.png
Australia
§850 Per Ardua Ad Astra All non-mechanical units start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training.
Robotics +15 aim bonus for SHIV's and MEC troopers.
Flag of China.png
China
§750 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.
Xenological Remedies Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales.
Deus Ex 90% reduction in genemod meld, credits, and modification time.
Flag of India.png
India
§800 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 150 weapon fragments (modified by campaign length) and 300 elerium.
Jai Jawan Start with 2 additional Interceptors and increase aircraft fire rate by 25%.
Flag of Japan.png
Japan
§750 Ring of Fire Thermogenerators produce 250 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor).
Ghost In the Machine Start with 2 extra SHIVs and all SHIVs receive +30 aim.
Kiryu-Kai Commanders Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to 3 + the number of months passed.
Global Networking Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and monthly XCOM funding increased by 7%.
Europe Flag of France.png
France
§450 Quai d'Orsay Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less.
Foreign Legion Start with 14 additional soldiers.
Flag of Germany.png
Germany
§400 Skunkworks Item production time is reduced by 40%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.
Baumeister Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%.
NeoPanzers MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.
Militarization Soldier costs and arrival time are decreased by 50% and twice the officer billets are unlocked from all OTS upgrades.
Flag of Russia.png
Russia
§600 Uralvagonzavod Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +10 base DR.
Roscosmos All satellites cost 70% less to build and start with a satellite nexus (instead of a satellite uplink).
Flag of UK.png
United Kingdom
§450 Special Air Service All non-mechanical units start with +8 aim.
Their Finest Hour All aircraft gain 15 dodge and damaged planes have no speed or aim malus.
Sandhurst 20% reduction in mission fatigue and missions required to unlock Officer Training School projects.
North America Flag of Canada.png
Canada
§700 Advanced Preparations Start with 3 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built.
Cadre Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to 1 + the number of months passed.
Research Focus Start with two laboratories (1st floor, both to the right of the elevator), 200 elerium, and 20 extra scientists in your base. Removes the maintenance cost of laboratories.
Flag of Mexico.png
Mexico
§750 Wealthy Benefactor Start with 1600 bonus Credits.
Ancient Artifacts Start the campaign with 100 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.
Legacy of Uxmal Alien research speed decreased by 5%. Biosoldiers gain 20 bonus will, only for the purposes of psionic training.
Flag of USA.png
United States
§600 Special Warfare School All Officer Training School projects cost 80% less. XTPs and retired soldiers provide 60% more experience.
Cheyenne Mountain Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 85%.
We Have Ways Reduces time required for autopsies and interrogations by 65%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].
Daredevils Start with 2 additional interceptors. Combat Patrols are twice as effective, cause half as much damage to the aircraft, and the increase in cost after each use is 10 * Alien Level (instead of 50 + 10 * Alien Level).
South America Flag of Argentina (bordered).png
Argentina
§1200 Vigilis All biosoldiers units start with +20 will. Bonus attributes do not affect psi training.
Public Heroes 2.5x credit, scientist, and engineer rewards from abduction missions.
Flag of Brazil.png
Brazil
§1300 Jungle Scouts All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]
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%).
Born to Fly Pilots gain 3 aim per kill instead of 0.5 (scales with Campaign Length).