Start Bonuses (LWR): Difference between revisions
Appearance
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| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys). | ||
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| style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp. | | style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp. Bonus attributes do not affect MEC augmentation. | ||
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| rowspan ="12" style="background-color: #eaecf0;" | '''Asia''' || [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || §880 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +1 HP, +2 aim, and +2 will. | | rowspan ="12" style="background-color: #eaecf0;" | '''Asia''' || [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || §880 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +1 HP, +2 aim, and +2 will. Bonus attributes do not affect MEC augmentation or psi training. | ||
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| rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §720 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your base. | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §720 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 8 extra engineers in your base. | ||
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| style="color: #555;" | '''''On Our Own''''' || - | | style="color: #555;" | '''''On Our Own''''' || - | ||
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| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with + | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +12 will. Bonus attributes do not affect psi training. | ||
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| style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abduction missions. | | style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abduction missions. | ||
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| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1,440 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +1 HP. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit] | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1,440 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +1 HP. Bonus attributes do not affect MEC augmentation. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and 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 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%) | | style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%) | ||
Revision as of 03:47, 15 January 2021
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. Some countries also offer an "On Our Own" start which confers no special bonuses.
Table of Start Bonuses