Start Bonuses (LWR): Difference between revisions
Appearance
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| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 15%. | | style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 15%. | ||
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| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | | | 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 +3 HP. Start with 2 UFO Flight Computers (modified by campaign length). | | style="color: #555;" | '''''Advanced Conversion''''' || MEC augmentation acts as if all soldiers have +3 HP. Start with 2 UFO Flight Computers (modified by campaign length). | ||
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| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with + | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +10 base DR. Bonus attributes do not affect MEC augmentation. | ||
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| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | | | rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §750|| style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover double the alloys and elerium without additional cost. | ||
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| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation. All injury times are reduced by 25%. | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation. All injury times are reduced by 25%. | ||
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| rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | | | rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §850 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +2 HP, +4 aim, and +4 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" | | | rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §750 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator), 300 alloys, and 20 extra engineers in your base. | ||
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| style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: | | style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Deus Ex''''' || 90% reduction in genemod meld, credits, and modification time. | | style="color: #555;" | '''''Deus Ex''''' || 90% reduction in genemod meld, credits, and modification time. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | | | rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%), start with 300 elerium, and gain double scientists from all abductions. | ||
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| style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors and increase aircraft fire rate by 25%. | | style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors and increase aircraft fire rate by 25%. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 230 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor). | ||
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| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +25 aim. | | style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +25 aim. | ||
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| style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 1 additional Japanese MSGT Sergeants of a random class with Perseverance [Fatigue and injury times reduced by 35%]. | | style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 1 additional Japanese MSGT Sergeants of a random class with Perseverance [Fatigue and injury times reduced by 35%]. | ||
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| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost | | style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 90% less, Grey Market sell prices are 50% higher, and sightings on downed UFOs occur twice as often. | ||
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| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less. | | rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less. | ||
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| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +3/6/9 damage, respectively. | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +3/6/9 damage, respectively. | ||
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| style="color: #555;" | '''''Roscosmos''''' || All satellites cost | | style="color: #555;" | '''''Roscosmos''''' || All satellites cost 70% less to build and start with a satellite nexus (instead of a satellite uplink). | ||
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| rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +8 aim. | | rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +8 aim. | ||
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| style="color: #555;" | '''''Their Finest Hour''''' || All aircraft gain 15 dodge and damaged planes have no speed or aim malus. | | style="color: #555;" | '''''Their Finest Hour''''' || All aircraft gain 15 dodge and damaged planes have no speed or aim malus. | ||
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| style="color: #555;" | '''''Sandhurst''''' || | | style="color: #555;" | '''''Sandhurst''''' || 25% reduction in mission fatigue and missions required to unlock Officer Training School projects. | ||
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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" | | | 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 3 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. | ||
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| style="color: #555;" | '''''Cadre''''' || Five soldiers start at the Lance Corporal rank with Perseverance [Fatigue and injury times reduced by 35%]. | | style="color: #555;" | '''''Cadre''''' || Five soldiers start at the Lance Corporal rank with Perseverance [Fatigue and injury times reduced by 35%]. | ||
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| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator), 200 elerium, and 20 extra scientists in your base. | | style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator), 200 elerium, and 20 extra scientists in your base. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | | | rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1600 bonus Credits. | ||
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| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. | | style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. | ||
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| style="color: #555;" | '''''Legacy of Uxmal''''' || 10 bonus will, only for the purposes of psionic training. | | style="color: #555;" | '''''Legacy of Uxmal''''' || 10 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" | | | 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. XTPs and retired soldiers provide 40% more experience. | ||
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| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%. | ||
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| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 65%. 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="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 65%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker]. | ||
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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" | §1200 || style="color: #555;" | '''''Vigilis''''' || All non-mechanical units start with +20 will. Bonus attributes do not affect psi training. | | rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1200 || style="color: #555;" | '''''Vigilis''''' || All non-mechanical units start with +20 will. Bonus attributes do not affect psi training. | ||
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| style="color: #555;" | '''''Public Heroes''''' || | | style="color: #555;" | '''''Public Heroes''''' || 2.5x 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" | §1300 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. Start with | | rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1300 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. 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 200 alloys, 100 elerium, 2 fusions cores, and research credits provide +30% bonus research (reducing research time by 80% instead of 50%). | | style="color: #555;" | '''''Ready For War''''' || Start with 200 alloys, 100 elerium, 2 fusions cores, and research credits provide +30% bonus research (reducing research time by 80% instead of 50%). | ||
Revision as of 13:43, 10 June 2022
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