Start Bonuses (LWR): Difference between revisions
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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''''' || MEC augmentation acts as if all soldiers have +5 HP. Start with | | style="color: #555;" | '''''Advanced Conversion''''' || MEC augmentation acts as if all soldiers have +5 HP. Start with 250 meld. | ||
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| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. | ||
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| 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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| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to | | style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 3x the number of months passed. | ||
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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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| style="color: #555;" | '''''Foreign Legion''''' || Start with 10 additional soldiers. Reduces soldier salary and overhead costs by 50%. | | style="color: #555;" | '''''Foreign Legion''''' || Start with 10 additional soldiers. Reduces soldier salary and overhead 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 70%. 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 85%. Facility maintenance costs are reduced by 35%. | | 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 85%. Facility maintenance costs are reduced by 35%. | ||
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| 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 4 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 4 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 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. | ||
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| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base. Removes the maintenance cost of laboratories. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base. Removes the maintenance cost of laboratories. | ||
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| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level increases slowed by 7%. Biosoldiers gain 20 bonus will, only for the purposes of psionic training. | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level increases slowed by 7%. Biosoldiers gain 20 bonus will, only for the purposes of psionic training. | ||
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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 | | 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 a 2nd steam vent. Excavation costs are reduced by 85%. | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 85%. | ||
Revision as of 02:32, 4 March 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