Start Bonuses (LWR): Difference between revisions
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| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 50%. Soldiers are twice as likely to receive a quirk after a mission. | | style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 50%. Soldiers are twice as likely to receive a quirk after a mission. | ||
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| style="color: #555;" | '''''Desert Storm''''' || AP grenades gain +2 penetration and apply | | style="color: #555;" | '''''Desert Storm''''' || AP grenades gain +2 penetration and apply 3x as much shred. Equipped AP grenades receive an additional 2 uses. | ||
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| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2520 || style="color: #555;" | '''''Pax Nigeriana''''' || All biosoldiers start with +1.3 mobility. | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2520 || style="color: #555;" | '''''Pax Nigeriana''''' || All biosoldiers start with +1.3 mobility. | ||
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| style="color: #555;" | '''''Robotics''''' || All MECs and SHIVs receive +30 aim. | | style="color: #555;" | '''''Robotics''''' || All MECs and SHIVs receive +30 aim. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Endless Barrage''''' || Gunner suppressive fire deals | | style="color: #555;" | '''''Endless Barrage''''' || Gunner suppressive fire deals 80% base damage (from 40%) and they gain +5 ammo. Rocketeer rockets gain +4 penetration and they gain +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;" | ||
| rowspan = "4" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="4" | §630 || 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" | §630 || 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. | ||
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| style="color: #555;" | '''''Red Army Repairs''''' || Engineer Repair heals | | style="color: #555;" | '''''Red Army Repairs''''' || Engineer Repair heals 11 more HP and has 3 more uses. 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 8x. | | style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses, wrecks, and captives increased by 8x. | ||
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| style="color: #555;" | '''''Bushido Training''''' || All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight. | | style="color: #555;" | '''''Bushido Training''''' || All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Kiryu-Kai | | style="color: #555;" | '''''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 in) with XTP I and Lieutenants unlocked. | ||
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| 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;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 85% higher, 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 [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 85% higher, 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 [Gives the ability to sell various equipment and artifacts XCOM has obtained]. | ||
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| rowspan="16" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="3" | §750 || 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. | | rowspan="16" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="3" | §750 || 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. | ||
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| style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain + | | style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain +3 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. | ||
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| 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;" | '''''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. | ||
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| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 35%. 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 Officer Training School projects both by 35%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault. | ||
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| rowspan="15" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="5" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="5" | §1050 || 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 | | rowspan="15" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="5" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="5" | §1050 || 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. | ||
|- 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 Perseverance [Fatigue and injury times reduced by 40%]. 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 Perseverance [Fatigue and injury times reduced by 40%]. 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 | | style="color: #555;" | '''''First Responders''''' || Medics start with 4 extra medikits and can heal with medikits for 0 AP. Medikits heal 3 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. | ||
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| style="color: #555;" | '''''Prepared for Hell''''' || Medics start with | | style="color: #555;" | '''''Prepared for Hell''''' || Medics start with 4 extra medikits. Engineer Repair has 4 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="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. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator). Removes the maintenance cost of laboratories. | ||
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| 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;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 60%. Start with | | style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 60%. 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 3 extra interceptors. Pilots gain +25 crit. Combat Patrols are 4x as effective | | style="color: #555;" | '''''Daredevils''''' || Start with 3 extra interceptors. Pilots gain +25 crit. Combat Patrols are 4x as effective, cause 75% less damage to the aircraft, and have their incremental cost reduced by 50%. | ||
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| rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §3820 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers start with +14 will. | | rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §3820 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers start with +14 will. | ||
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| style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults have a | | style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults have a 30% 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. | ||
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| style="color: #555;" | '''''Public Heroes''''' || Gain double credit, scientist, and engineer rewards from abductions. Grants 2 additional units to aid in abductions. | | style="color: #555;" | '''''Public Heroes''''' || Gain double credit, scientist, and engineer rewards from abductions. Grants 2 additional units to aid in abductions. | ||
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| rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="4" | §3760 || style="color: #555;" | '''''Jungle Scouts''''' || All biosoldiers start with +0.6 mobility and injury times are reduced by | | rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="4" | §3760 || style="color: #555;" | '''''Jungle Scouts''''' || All biosoldiers start with +0.6 mobility and injury times are reduced by 80%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] | ||
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| style="color: #555;" | '''''Ready for War''''' || Start with 50 alloys, 50 elerium | | style="color: #555;" | '''''Ready for War''''' || Start with 50 alloys, 50 elerium, and 1 fusion core. Research credits provide an additional 20% bonus research (reducing research time by 70% instead of 50%). | ||
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| style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all soldiers by | | style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all soldiers by 50%. | ||
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| style="color: #555;" | '''''Born to Fly''''' || Start with an extra interceptor. Pilots gain +25 crit and 2.5 aim per kill (from 0.5). | | style="color: #555;" | '''''Born to Fly''''' || Start with an extra interceptor. Pilots gain +25 crit and 2.5 aim per kill (from 0.5). | ||
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Revision as of 15:56, 13 July 2025
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