Start Bonuses (LWR): Difference between revisions
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| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt''' | | style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt''' | ||
| style="min-width:80px;" | §600 | | style="min-width:80px;" | §600 | ||
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by | | style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 35%. | ||
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| 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. | | 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;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. | | style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR. | ||
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| 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, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs]. | | 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, elerium, and weapon fragments without additional cost. Start with 100 alloys and Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs]. | ||
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| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. | | style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP. | ||
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| 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) and 10 extra engineers in your base. Removes the maintenance cost of workshops. | | 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) and 10 extra engineers in your base. Removes the maintenance cost of workshops. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by | | style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 30x. | ||
|- 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. | ||
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| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 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). | | rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 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''''' || Start with 2 extra SHIVs and all SHIVs receive + | | style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +35 aim. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class. | | style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class. | ||
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| style="color: #555;" | '''''Foreign Legion''''' || Start with 15 additional soldiers. Reduces soldier salary costs by 50%. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed. | | style="color: #555;" | '''''Foreign Legion''''' || Start with 15 additional soldiers. Reduces soldier salary costs by 50%. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed. | ||
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| rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by | | rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || 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. | ||
|- | |- | ||
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by | | style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction and MEC augmentation time is reduced by 75%. | ||
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| style="color: #555;" | '''''NeoPanzers''''' || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | | style="color: #555;" | '''''NeoPanzers''''' || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | ||
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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 +4/6/8 damage, respectively. All SHIVs gain +20 base DR. | | rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR. | ||
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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 +12 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 +12 aim. | ||
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| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. 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 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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 | | 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 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. | ||
|- 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 50%, half if augmented]. 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 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed. | ||
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| 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. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit). | | 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. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit). | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and 3 steam vent on the bottom floor (left side). Excavation costs are reduced by | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with 2 free satellite uplink slots, all elevators built, and 3 steam vent on the bottom floor (left side). Excavation costs are reduced by 30%. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 80%. 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 80%. 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 ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1600 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 35%. Start with 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" | §1600 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 35%. 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 | | style="color: #555;" | '''''Ready For War''''' || Start with 50 alloys, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%). | ||
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| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 5 aim per kill (from 0.5) and +50 crit. | | style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 5 aim per kill (from 0.5) and +50 crit. | ||
|} | |} | ||
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Revision as of 16:41, 21 June 2024
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