Start Bonuses (LWR): Difference between revisions
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| style="color: #555;" | '''''Outback Rocketeers''''' || Rockets deal +2 damage, have -50% scatter, and 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 deal +2 damage, have -50% scatter, and 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;" | '''''Robotics''''' || All MECs and SHIVs receive + | | style="color: #555;" | '''''Robotics''''' || All MECs and SHIVs receive +25 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 70% base damage (from 45%) and they gain +5 ammo. Rocketeer rockets gain +4 penetration, -30% scatter, 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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Red Army Repairs''''' || Engineer Repair heals | | style="color: #555;" | '''''Red Army Repairs''''' || Engineer Repair heals 10 more HP and has 3 more uses. Engineers 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="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses, wrecks, and captives increased by | | style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses, wrecks, and captives increased by 7x. | ||
|- 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. | | 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="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §750 || style="color: #555;" | '''''Jai Vidwan''''' || | | rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §750 || style="color: #555;" | '''''Jai Vidwan''''' || Research speed is increased by 20%. Gain double scientists from all abductions. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Jai Jawan''''' || Increase aircraft fire rate by | | style="color: #555;" | '''''Jai Jawan''''' || Increase aircraft fire rate by 30%. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Demolition Doctrine''''' || Grants +2 damage and +2 penetration to all explosives. | | style="color: #555;" | '''''Demolition Doctrine''''' || Grants +2 damage and +2 penetration to all explosives. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = "6" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="6" | §690 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce | | rowspan = "6" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="6" | §690 || 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;" | ||
| style="color: #555;" | '''''Ghost in the Machine''''' || All SHIVs receive +40 aim. | | style="color: #555;" | '''''Ghost in the Machine''''' || All SHIVs receive +40 aim. | ||
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| rowspan ="6" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="6" | §690 || 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. | | rowspan ="6" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="6" | §690 || 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;" | '''''Baumeister''''' || Start with all elevators built and | | 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;" | '''''NeoPanzers''''' || All MECs and SHIVs start with +2.6 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | | style="color: #555;" | '''''NeoPanzers''''' || All MECs and SHIVs start with +2.6 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | ||
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| 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. | | 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. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Prepared for Hell''''' || Medics start with | | style="color: #555;" | '''''Prepared for Hell''''' || All XCOM units gain 20% more armor HP from their armor. Medics start with 2 extra medikits. Engineer 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="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. Start with 10 scientists. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §1170 || 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. | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §1170 || 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. | ||
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| style="color: #555;" | '''''Eagle Surveillance''''' || Snipers gain double aim from squadsight. Scouts start with 2 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 double aim from squadsight. Scouts start with 2 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;" | '''''Bring the Heat''''' || | | style="color: #555;" | '''''Bring the Heat''''' || All XCOM units gain +7% DR for each alien in sight. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''All Gas, No Brakes''''' || RAM deals triple damage and activates after | | 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. | ||
|- 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;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by | | style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 50%. 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 | | style="color: #555;" | '''''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%. | ||
|- | |- | ||
| 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 + | | 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 +16 will. | ||
|- | |- | ||
| 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. | | 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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| 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] | | 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] | ||
|- | |- | ||
| style="color: #555;" | '''''Ready for War''''' || Start with 50 alloys, 50 elerium, and 1 fusion core. Research credits provide an additional | | style="color: #555;" | '''''Ready for War''''' || Start with 50 alloys, 50 elerium, and 1 fusion core. Research credits provide an additional 15% bonus research (reducing research time by 65% instead of 50%). | ||
|- | |- | ||
| 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''''' || | | style="color: #555;" | '''''Born to Fly''''' || Pilots gain +25 crit and 2.5 aim per kill (from 0.5). | ||
|} | |} | ||
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Revision as of 16:01, 2 August 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