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== In General ==
== 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.
At the start of a campaign you choose 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 start bonuses to choose from.


== Table of Start Bonuses ==
== Table of Start Bonuses ==
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| rowspan="7" style="background-color: #eaecf0; min-width:84px;" | '''Africa'''  
| rowspan="7" style="background-color: #eaecf0; min-width:84px;" | '''Africa'''  
| rowspan="2" style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''
| rowspan="2" style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''
| rowspan="2" style="min-width:80px;" | §2000
| rowspan="2" style="min-width:80px;" | §1600
| style="min-width:84px; color: #555;" | '''''Desert Storm''''' || AP grenades gain +10 penetration and apply 2x as much shred. Equipped AP grenades receive an additional 2 uses.
 
| style="color: #555;" | '''''Desert Storm''''' || AP grenades gain +10 [[Other_Abilities_(LWR)#Penetration|penetration]] and apply twice as much [[Other_Abilities_(LWR)#Shred|shred]]. Equipped AP grenades receive an additional 2 uses.
|-  
|-  
| style="color: #555;" | '''''For the Sake of Glory'''''|| All injury and fatigue times are reduced by 40%. Soldiers are 3x as likely to receive a [[Abilities List (LWR)#Positive Quirks|quirk]] (both positive and negative) after a mission.
| style="color: #555;" | '''''For the Sake of Glory'''''|| All [[Injury_and_Fatigue_(LWR)|injury and fatigue]] times are reduced by 40%. Soldiers are three times as likely to receive a [[Abilities List (LWR)#Positive Quirks|quirk]] (both positive and negative) after a mission.
|-  
|-  
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2000
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria'''  
| style="color: #555;" | '''''Advanced Conversion''''' || All MECs start with +2 mobility, +10 base HP, +30 aim, +30 will, and +10 base DR.
| rowspan ="3" | §1600
 
| style="color: #555;" | '''''Advanced Conversion''''' || All [[MEC_Trooper_(LWR)|MECs]] start with +1.3 base [[Attributes_(LWR)#Mobility|mobility]], +5 base [[Attributes_(LWR)#Hit_Points|HP]], +10 base [[Attributes_(LWR)#Aim|aim]], +20 base [[Attributes_(LWR)#Will|will]], and +5 base [[Other_Abilities_(LWR)#Base DR|DR]].
|-  
|-  
| style="color: #555;" | '''''Bred Tough''''' || All soldiers start with +1 base HP and +10 base DR.
| style="color: #555;" | '''''Bred Tough''''' || All soldiers start with +1 base [[Attributes_(LWR)#Hit_Points|HP]] and +10 base [[Other_Abilities_(LWR)#Base DR|DR]].
|-  
|-  
| style="color: #555;" | '''''Pax Nigeriana''''' || All biosoldiers start with +1.3 mobility.
| style="color: #555;" | '''''Pax Nigeriana''''' || All [[Soldiers_(LWR)|biosoldiers]] start with +1.3 base [[Attributes_(LWR)#Mobility|mobility]].
|-  
|-  
| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §2000 || style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with [[Engineering (LWR)#Material Recovery|Advanced Scavenging]].
| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa'''  
| rowspan ="2" | §1600
 
| style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with [[Engineering (LWR)#Material Recovery|Advanced Scavenging]].
|-  
|-  
| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP.
| style="color: #555;" | '''''Survival Training''''' || All [[Soldiers_(LWR)|biosoldiers]] start with +4 base [[Attributes_(LWR)#Hit_Points|HP]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan="17" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "4" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "4" | §800
| rowspan="17" style="background-color: #eaecf0;" | '''Asia'''  
| style="color: #555;" | '''''Endless Barrage''''' || Gunner suppressive fire deals +1 damage and they gain +5 ammo. Rocketeers gain +35 penetration on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
| rowspan = "4" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia'''  
| rowspan = "4" | §400
 
| style="color: #555;" | '''''Endless Barrage''''' || Gunner [[Other_Abilities_(LWR)#Suppressive_Fire|suppressive fire]] deals +1 damage and they gain +5 ammo. Rocketeers gain +35 [[Other_Abilities_(LWR)#Penetration|penetration]] on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Outback Rocketeers''''' || Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
| style="color: #555;" | '''''Outback Rocketeers''''' || Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
| style="color: #555;" | '''''Per Ardua Ad Astra''''' || All [[Soldiers_(LWR)|biosoldiers]] start with +1 base [[Attributes_(LWR)#Hit_Points|HP]], +5 base [[Attributes_(LWR)#Aim|aim]], and +5 base [[Attributes_(LWR)#Will|will]]. Soldiers acquired later in the campaign gain double the [[Attributes (LWR)#New Recruits|bonus attributes for each month passed]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Robotics''''' || All MECs and SHIVs start with +25 aim.
| style="color: #555;" | '''''Robotics''''' || All [[MEC_Trooper_(LWR)|MECs]] and [[S.H.I.V._(LWR)|SHIVs]] start with +20 base [[Attributes_(LWR)#Aim|aim]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "4" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="4" | §800 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 5 extra engineers in your home base. Removes the maintenance cost of workshops.
| rowspan = "4" | [[File:Flag of China.png|border|80px]]<br/>'''China'''  
| rowspan ="4" | §400
 
| style="color: #555;" | '''''Assembly Line''''' || Start with two Workshops (1st floor, both to the right of the Elevator) and 5 extra engineers in your home base. Removes the maintenance cost of Workshops.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much.
| style="color: #555;" | '''''Deus Ex''''' || Acquiring any [[Gene_Mods_(LWR)|genetic modification]] grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Red Army Repairs''''' || Engineer [[Engineer (LWR)#Abilities|Repair]] heals 10 more HP and has 3 more uses. Engineers with the [[Engineer (LWR)#Abilities|Mechanic]] subspecialization Endurance who are adjacent to mechanical units heal them for 50% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
| style="color: #555;" | '''''Red Army Repairs''''' || Engineer [[Engineer (LWR)#Abilities|Repair]] heals 4 more HP and has 2 more uses. Engineers adjacent to [[S.H.I.V._(LWR)|SHIVs]] heal them for 35% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses, wrecks, and captives increased by 7x.
| style="color: #555;" | '''''Xeno Market''''' || Credits from [[Situation_Room_(LWR)#Grey Market|selling]] alien corpses, wrecks, and captives increased by 7x.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §800
| rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India'''  
| style="color: #555;" | '''''Demolition Doctrine''''' || Grants +2 damage and +20 penetration to all explosives.
| rowspan ="3" | §400
 
| style="color: #555;" | '''''Demolition Doctrine''''' || Grants +1 damage and +20 [[Other_Abilities_(LWR)#Penetration|penetration]] to all explosives.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Jai Jawan''''' || Increase aircraft fire rate by 30%.
| style="color: #555;" | '''''Jai Jawan''''' || Increase aircraft fire rate by 30%.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Jai Vidwan''''' || Research speed is increased by 20%. Gain double scientists from all abductions.
| style="color: #555;" | '''''Jai Vidwan''''' || Research speed is increased by 30%. Gain double scientists from all abductions.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan = "6" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="6" | §800
| rowspan = "6" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan'''  
| style="color: #555;" | '''''Bushido Training''''' || All biosoldiers gain +10 defense and a 2% chance to [[Other Abilities (LWR)#Enrage|enrage]] each turn they start with an enemy in sight.
| rowspan ="6" | §400
 
| style="color: #555;" | '''''Bushido Training''''' || All [[Soldiers_(LWR)|biosoldiers]] gain +10 defense and a 2% chance to [[Other Abilities (LWR)#Enrage|enrage]] each turn they start with an enemy in sight.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Ghost in the Machine''''' || All SHIVs start with +40 aim.
| style="color: #555;" | '''''Ghost in the Machine''''' || All [[S.H.I.V._(LWR)|SHIVs]] start with +35 [[Attributes_(LWR)#Aim|aim]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are doubled, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with [[Engineering (LWR)#Base Upgrades|Grey Market]].
| style="color: #555;" | '''''Global Networking''''' || [[Situation_Room_(LWR)#Covert Operations|Intel Scans]] cost 20 credits (from 200), [[Situation_Room_(LWR)#Grey Market|Grey Market]] sell prices are doubled, and countries are twice as likely to aid in tactical missions with [[Other_Abilities_(LWR)#Air_Strikes|air strikes]]. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with [[Engineering (LWR)#Base Upgrades|Grey Market]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 2 additional soldiers: Japanese Master Sergeants of a random class.
| style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 2 additional soldiers: Japanese Master Sergeants of a random class.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Kiryu-Kai Revival''''' || XCOM revives the old Kiryu-Kai base and starts with: [[Research (LWR)#UFO Analysis|UFO Analysis: Medium UFOs]] researched, [[Research (LWR)#Offensive Tech|Beam Lasers]] researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room in) with [[Experience (LWR)#Officer Training School XP|XTP 1]] and [[Officers (LWR)#Officer Ranks|Lieutenants]] unlocked.
| style="color: #555;" | '''''Kiryu-Kai Revival''''' || XCOM revives the old Kiryu-Kai base and starts with: [[Research (LWR)#UFO Analysis|UFO Analysis: Medium UFOs]] researched, [[Research (LWR)#Offensive Tech|Beam Lasers]] researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room) with [[Experience (LWR)#Officer Training School XP|XTP 1]] and [[Officers (LWR)#Officer Ranks|Lieutenants]] unlocked.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 5 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="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 5 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;"


|-
| rowspan="16" style="background-color: #eaecf0;" | '''Europe'''
| rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France'''
| rowspan ="3" | §300


| style="color: #555;" | '''''Foreign Legion''''' || Start with 18 additional soldiers. Reduces soldier [[Management_(LWR)#Salaries|salary costs]] by 58%. Active and fatigued soldiers gain XP each day equal to the number of months passed.
|-  
|-  
| rowspan="16" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="3" | §700 
| style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain +10 [[Other_Abilities_(LWR)#Penetration|penetration]], +20 [[Attributes_(LWR)#Aim|aim]], and +20 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
| style="color: #555;" | '''''Foreign Legion''''' || Start with 18 additional soldiers. Reduces soldier salary costs by 60%. Active and fatigued soldiers gain xp each day equal to the number of months passed.
|-
| style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain +10 penetration, +30 aim, and +30 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
|-  
|-  
| style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less.  
| style="color: #555;" | '''''Quai d'Orsay''''' || Country [[The_Council_(LWR)#Requests_and_Country_Defense|item requests]] occur 50% faster, fulfilled requests provide 50% more [[The_Council_(LWR)#Requests and Country Defense|country defense]], and [[Situation_Room_(LWR)#Covert_Operations|intel scans]] cost 50% less.  
|-
|-
| rowspan ="6" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="6" | §700
| rowspan ="6" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany'''  
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 2 Elerium Generators built on the 4th floor (right side near the elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%.
| rowspan ="6" | §300
 
| style="color: #555;" | '''''Baumeister''''' || Start with all Elevators built and 2 Elerium Generators built on the 4th floor (right side near the Elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%.
|-  
|-  
| style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions.
| style="color: #555;" | '''''Militarization''''' || Twice the [[Officers_(LWR)|officer]] billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions.
|-  
|-  
| style="color: #555;" | '''''NeoPanzers''''' || All MECs and SHIVs start with +4.0 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.
| style="color: #555;" | '''''NeoPanzers''''' || All [[MEC_Trooper_(LWR)|MECs]] and [[S.H.I.V._(LWR)|SHIVs]] start with +4.0 base [[Attributes_(LWR)#Mobility|mobility]]. 50% reduction in cash, alloy and elerium required for [[MEC_Trooper_(LWR)|MECs]], [[S.H.I.V._(LWR)|SHIVs]], and their primary weapons.
|-  
|-  
| style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 70%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base.
| style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 70%. Start with all Elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base.
|-  
|-  
| style="color: #555;" | '''''Stormtroopers''''' || Grants +35% base damage to all shots made within 4 tiles.
| style="color: #555;" | '''''Stormtroopers''''' || Grants +35% base damage to all shots made within 4 tiles.
|-  
|-  
| style="color: #555;" | '''''Waffenmeister''''' || Grants +15 penetration to all shots.
| style="color: #555;" | '''''Waffenmeister''''' || Grants +25 [[Other_Abilities_(LWR)#Penetration|penetration]] to all shots.
|-  
|-  
| rowspan ="3" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="3" | §700
| rowspan ="3" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia'''  
| style="color: #555;" | '''''Roscosmos''''' || Start with +2 satellite uplink capacity and all satellites cost 50% less to build.
| rowspan ="3" | §300
 
| style="color: #555;" | '''''Roscosmos''''' || Start with +2 satellite uplink capacity, Stealth Satellites [Decreases the success chance of UFO hunting missions by 50% -- foundry must be built to benefit], and all satellites cost 50% less to build.
|-  
|-  
| style="color: #555;" | '''''Soviet Zeal''''' || Soldiers gain 35% more mission xp.
| style="color: #555;" | '''''Soviet Zeal''''' || Soldiers gain 50% more [[Experience_(LWR)#Mission XP|mission XP]].
|-
|-
| style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +6/9/12 damage, respectively. All SHIVs gain +15 base DR.
| style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover [[S.H.I.V._(LWR)|SHIVs]] gain +6/9/12 damage, respectively. All [[S.H.I.V._(LWR)|SHIVs]] gain +15 base [[Other_Abilities_(LWR)#Base DR|DR]].
|-
|-
| rowspan ="4" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="4" | §700
| rowspan ="4" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom'''  
| style="color: #555;" | '''''MI6''''' || All biosoldier light armors grant +15 defense while at full HP. Leather Jackets grant [[Abilities List (LWR)#Fast and Furious|Fast and Furious]].
| rowspan ="4" | §300
 
| style="color: #555;" | '''''MI6''''' || All biosoldier [[Armor_(LWR)#Light Armor|light armors]] grant +15 defense while at full HP. Leather Jackets on non-Spec Ops grant [[Abilities List (LWR)#Fast and Furious|Fast and Furious]].
|-  
|-  
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock [[Barracks_(LWR)#Officer Training School|Officer Training School]] projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
|-  
|-  
| style="color: #555;" | '''''Special Air Service''''' || All biosoldiers start with +10 aim.   
| style="color: #555;" | '''''Special Air Service''''' || All [[Soldiers_(LWR)|biosoldiers]] start with +10 base [[Attributes_(LWR)#Aim|aim]].   
|-  
|-  
| style="color: #555;" | '''''Their Finest Hour''''' || Start with 2 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring [[Air Combat (LWR)#Damaged Aircraft|Repair Crews]] for damaged aircraft is twice as effective.
| style="color: #555;" | '''''Their Finest Hour''''' || Start with 3 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring [[Air Combat (LWR)#Damaged Aircraft|Repair Crews]] for damaged aircraft is twice as effective.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan="16" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="6" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="6" | §1000 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 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. Start with 5 extra scientists and engineers in your home base.
 
| rowspan="16" style="background-color: #eaecf0;" | '''North America'''  
|rowspan ="6" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada'''  
| rowspan ="6" | §600
 
| style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 additional 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. Start with 5 extra scientists and engineers in your home base.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain [[Abilities List (LWR)#Perseverance|Perseverance]]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.
| style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain [[Abilities List (LWR)#Perseverance|Perseverance]]. Active and fatigued soldiers gain XP each day equal to 2x the number of months passed.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''First Responders''''' || Medics start with 4 extra medikits and can heal with medikits for 0 AP. Medikits heal 4 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
| style="color: #555;" | '''''First Responders''''' || Medics start with 2 extra Medikits and can heal with Medikits for 0 AP. Medikits heal 2 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Prepared for Hell''''' || All XCOM units gain 20% more armor HP from their armor. Medics start with 2 extra medikits. Engineer [[Engineer (LWR)#Abilities|Repair]] has 2 more uses. XCOM is immune to heal fatigue. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
| style="color: #555;" | '''''Prepared for Hell''''' || All XCOM units gain 20% more armor HP from their armor. Medics start with an extra Medikit. Engineer [[Engineer (LWR)#Abilities|Repair]] has 1 more use. XCOM is immune to [[Other_Abilities_(LWR)#Healing_Fatigue|heal fatigue]]. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
|- 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). Removes the maintenance cost of laboratories. Start with 5 extra scientists.
| style="color: #555;" | '''''Research Focus''''' || Start with two Laboratories (1st floor, both to the right of the Elevator). Removes the maintenance cost of Laboratories. Start with 5 extra scientists.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''True North''''' || No regional bonus. A clean slate for those who need none.
| style="color: #555;" | '''''True North''''' || No regional bonus. A clean slate for those who need none.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §1000
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico'''  
| rowspan ="3" | §600
 
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 500 meld, an [[Equipment (LWR)#Scopes|Illuminator Scope]], [[Equipment (LWR)#Non-Weapon Passive Equipment|Cognitive Enhancer]], and [[Equipment (LWR)#Non-Weapon Passive Equipment|Neuroregulator]]. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking [[Research (LWR)#Offensive Tech|Fusion Weapons]].
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 500 meld, an [[Equipment (LWR)#Scopes|Illuminator Scope]], [[Equipment (LWR)#Non-Weapon Passive Equipment|Cognitive Enhancer]], and [[Equipment (LWR)#Non-Weapon Passive Equipment|Neuroregulator]]. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking [[Research (LWR)#Offensive Tech|Fusion Weapons]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.6% for every psionic rank your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast.
| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.6% for every [[Psionic_(LWR)#Psi-abilities|psionic rank]] your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are 3x as large and have 10% the surcharge.
| style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 800 bonus Credits. All soldier [[Management_(LWR)#Salaries|salaries]] are covered by the Benefactor. [[Situation_Room_(LWR)#Council Loans|Council loans]] are 3x as large and have 10% the surcharge.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| rowspan ="7" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="7" | §1000
| rowspan ="7" | [[File:Flag of USA.png|border|80px]]<br/>'''United States'''  
| style="color: #555;" | '''''All Gas, No Brakes''''' || RAM deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
| rowspan ="7" | §600
 
| style="color: #555;" | '''''All Gas, No Brakes''''' || [[Abilities_List_(LWR)#Ram|RAM]] deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Bring the Heat''''' || All XCOM units gain +4% DR for each alien in sight.
| style="color: #555;" | '''''Bring the Heat''''' || All XCOM units gain +4% [[Other_Abilities_(LWR)#Base DR|DR]] for each [[Abilities_List_(LWR)#Squadsight|alien in sight]].
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with +1 satellite uplink capacity and all elevators built. Excavation costs are reduced by 70%.
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with +1 Satellite Uplink capacity and all Elevators built. Excavation costs are reduced by 70%.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +25 crit. [[Combat Patrols (LWR)|Combat Patrols]] are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%.
| style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +25 crit. [[Combat Patrols (LWR)|Combat Patrols]] are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Eagle Surveillance''''' || Snipers gain +10 aim. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
| style="color: #555;" | '''''Eagle Surveillance''''' || Snipers gain +10 [[Attributes_(LWR)#Aim|aim]]. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 80% less. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]], [[Engineering (LWR)#General Weapon Upgrades|Ammo Conservation]], [[Engineering (LWR)#Pistol Upgrades|High-Capacity Pistols]], [[Engineering (LWR)#Pistol Upgrades|Rail Pistols]], and [[Engineering (LWR)#Pistol Upgrades|Reflex Pistols]] (foundry must be built to benefit).
| style="color: #555;" | '''''Special Warfare School''''' || All [[Barracks_(LWR)#Officer Training School|Officer Training School]] projects cost 60% less. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]], [[Engineering (LWR)#General Weapon Upgrades|Ammo Conservation]], [[Engineering (LWR)#Pistol Upgrades|High-Capacity Pistols]], [[Engineering (LWR)#Pistol Upgrades|Rail Pistols]], and [[Engineering (LWR)#Pistol Upgrades|Reflex Pistols]] (foundry must be built to benefit).
|- style="background-color: #ececec;"
|- style="background-color: #ececec;"
| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 50%. Start with [[Engineering (LWR)#General Equipment Upgrades|Elerium Batteries]].
| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for [[Research_(LWR)#Alien Autopsies|autopsies and interrogations]] by 70%. Start with [[Engineering (LWR)#General Equipment Upgrades|Elerium Batteries]].
|-  
|-  
| rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §2500
| rowspan="7" style="background-color: #eaecf0;" | '''South America'''  
| rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina'''  
| rowspan ="3" | §2100
 
| style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
| style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
|-  
|-  
| style="color: #555;" | '''''Public Heroes''''' || Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.
| style="color: #555;" | '''''Public Heroes''''' || Gain double credit, scientist, and engineer rewards from [[Missions_(LWR)#Abductions|abductions]]. Grants an additional unit to aid in abductions.
|-
|-
| style="color: #555;" | '''''Vigilis''''' || All biosoldiers start with +16 will.
| style="color: #555;" | '''''Vigilis''''' || All [[Soldiers_(LWR)|biosoldiers]] start with +16 base [[Attributes_(LWR)#Will|will]].
|-   
|-   
| rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="4" | §2500
| rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil'''  
| rowspan ="4" | §2100
 
| style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all soldiers by 50%.
| style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all soldiers by 50%.
|-  
|-  
| style="color: #555;" | '''''Born to Fly''''' || Pilots gain +25 crit and 2.5 aim per kill (from 0.5).
| style="color: #555;" | '''''Born to Fly''''' || Pilots gain +25 [[Air_Combat_(LWR)#Damage_Calculations|crit]] and 2.5 aim per kill (from 0.5).
|-  
|-  
| style="color: #555;" | '''''Jungle Scouts''''' || All biosoldiers start with +0.6 mobility and their injury times are reduced by 80%. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]] (foundry must be built to benefit).
| style="color: #555;" | '''''Jungle Scouts''''' || All [[Soldiers_(LWR)|biosoldiers]] start with +0.6 base [[Attributes_(LWR)#Mobility|mobility]] and their [[Injury_and_Fatigue_(LWR)#Injury|injury times]] are reduced by 80%. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]] (foundry must be built to benefit).
|-  
|-  
| style="color: #555;" | '''''Ready for War''''' || Start with 50 alloys, 50 elerium, and 1 fusion core. [[Research (LWR)#Research credits|Research credits]] provide an additional 30% bonus research (reducing research time by 50% instead of 20%).
| style="color: #555;" | '''''Ready for War''''' || Start with 50 alloys, 50 elerium, and 1 fusion core. [[Research (LWR)#Research credits|Research credits]] provide an additional 30% bonus research (reducing research time by 50% instead of 20%).
|}
|}
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Latest revision as of 12:56, 12 April 2026

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In General

At the start of a campaign you choose 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 start bonuses to choose from.

Table of Start Bonuses

Country Starting Bonuses
Continent Country Starting Credits Bonus Description
Africa
Egypt
§1600 Desert Storm AP grenades gain +10 penetration and apply twice as much shred. Equipped AP grenades receive an additional 2 uses.
For the Sake of Glory All injury and fatigue times are reduced by 40%. Soldiers are three times as likely to receive a quirk (both positive and negative) after a mission.

Nigeria
§1600 Advanced Conversion All MECs start with +1.3 base mobility, +5 base HP, +10 base aim, +20 base will, and +5 base DR.
Bred Tough All soldiers start with +1 base HP and +10 base DR.
Pax Nigeriana All biosoldiers start with +1.3 base mobility.

South Africa
§1600 Resourceful Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with Advanced Scavenging.
Survival Training All biosoldiers start with +4 base HP.
Asia
Australia
§400 Endless Barrage Gunner suppressive fire deals +1 damage and they gain +5 ammo. Rocketeers gain +35 penetration on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
Outback Rocketeers Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.
Per Ardua Ad Astra All biosoldiers start with +1 base HP, +5 base aim, and +5 base will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.
Robotics All MECs and SHIVs start with +20 base aim.

China
§400 Assembly Line Start with two Workshops (1st floor, both to the right of the Elevator) and 5 extra engineers in your home base. Removes the maintenance cost of Workshops.
Deus Ex Acquiring any genetic modification grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much.
Red Army Repairs Engineer Repair heals 4 more HP and has 2 more uses. Engineers adjacent to SHIVs heal them for 35% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
Xeno Market Credits from selling alien corpses, wrecks, and captives increased by 7x.

India
§400 Demolition Doctrine Grants +1 damage and +20 penetration to all explosives.
Jai Jawan Increase aircraft fire rate by 30%.
Jai Vidwan Research speed is increased by 30%. Gain double scientists from all abductions.

Japan
§400 Bushido Training All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight.
Ghost in the Machine All SHIVs start with +35 aim.
Global Networking Intel Scans cost 20 credits (from 200), Grey Market sell prices are doubled, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market.
Kiryu-Kai Commanders Start with 2 additional soldiers: Japanese Master Sergeants of a random class.
Kiryu-Kai Revival XCOM revives the old Kiryu-Kai base and starts with: UFO Analysis: Medium UFOs researched, Beam Lasers researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room) with XTP 1 and Lieutenants unlocked.
Ring of Fire Thermogenerators produce 5 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).
Europe
France
§300 Foreign Legion Start with 18 additional soldiers. Reduces soldier salary costs by 58%. Active and fatigued soldiers gain XP each day equal to the number of months passed.
Legionnaire Precision Snipers and Scouts gain +10 penetration, +20 aim, and +20 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
Quai d'Orsay Country item requests occur 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less.

Germany
§300 Baumeister Start with all Elevators built and 2 Elerium Generators built on the 4th floor (right side near the Elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%.
Militarization Twice the officer billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions.
NeoPanzers All MECs and SHIVs start with +4.0 base mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.
Skunkworks Item production time is reduced by 70%. Start with all Elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base.
Stormtroopers Grants +35% base damage to all shots made within 4 tiles.
Waffenmeister Grants +25 penetration to all shots.

Russia
§300 Roscosmos Start with +2 satellite uplink capacity, Stealth Satellites [Decreases the success chance of UFO hunting missions by 50% -- foundry must be built to benefit], and all satellites cost 50% less to build.
Soviet Zeal Soldiers gain 50% more mission XP.
Uralvagonzavod Basic/Alloy/Hover SHIVs gain +6/9/12 damage, respectively. All SHIVs gain +15 base DR.

United Kingdom
§300 MI6 All biosoldier light armors grant +15 defense while at full HP. Leather Jackets on non-Spec Ops grant Fast and Furious.
Sandhurst Reduce mission fatigue and missions required to unlock Officer Training School projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.
Special Air Service All biosoldiers start with +10 base aim.
Their Finest Hour Start with 3 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective.
North America
Canada
§600 Advanced Preparations Start with 8 additional 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. Start with 5 extra scientists and engineers in your home base.
Cadre Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance. Active and fatigued soldiers gain XP each day equal to 2x the number of months passed.
First Responders Medics start with 2 extra Medikits and can heal with Medikits for 0 AP. Medikits heal 2 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
Prepared for Hell All XCOM units gain 20% more armor HP from their armor. Medics start with an extra Medikit. Engineer Repair has 1 more use. XCOM is immune to heal fatigue. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.
Research Focus Start with two Laboratories (1st floor, both to the right of the Elevator). Removes the maintenance cost of Laboratories. Start with 5 extra scientists.
True North No regional bonus. A clean slate for those who need none.

Mexico
§600 Ancient Artifacts Start the campaign with 500 meld, an Illuminator Scope, 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 Level decreases by 0.6% for every psionic rank your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast.
Wealthy Benefactor Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are 3x as large and have 10% the surcharge.

United States
§600 All Gas, No Brakes RAM deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
Bring the Heat All XCOM units gain +4% DR for each alien in sight.
Cheyenne Mountain Start with +1 Satellite Uplink capacity and all Elevators built. Excavation costs are reduced by 70%.
Daredevils Start with 2 extra interceptors. Pilots gain +25 crit. Combat Patrols are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%.
Eagle Surveillance Snipers gain +10 aim. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.
Special Warfare School All Officer Training School projects cost 60% less. Start with Tactical Rigging, Ammo Conservation, High-Capacity Pistols, Rail Pistols, and Reflex Pistols (foundry must be built to benefit).
We Have Ways Reduces time required for autopsies and interrogations by 70%. Start with Elerium Batteries.
South America
Argentina
§2100 Endless Magazines Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.
Public Heroes Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.
Vigilis All biosoldiers start with +16 base will.

Brazil
§2100 Amazonian Strength Increases throw range of all soldiers by 50%.
Born to Fly Pilots gain +25 crit and 2.5 aim per kill (from 0.5).
Jungle Scouts All biosoldiers start with +0.6 base mobility and their injury times are reduced by 80%. Start with Tactical Rigging (foundry must be built to benefit).
Ready for War Start with 50 alloys, 50 elerium, and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 50% instead of 20%).