Start Bonuses (LWR): Difference between revisions
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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 countries are 50% more 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 50% higher, and countries are 50% more 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="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 5 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 5 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 | | 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 2x 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 20 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 20 extra scientists in your base. Removes the maintenance cost of laboratories. | ||
Revision as of 14:31, 19 July 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