Start Bonuses (LWR): Difference between revisions
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| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 35%. Soldiers are twice as likely to receive a quirk after a mission. | | style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 35%. Soldiers are twice as likely to receive a quirk after a mission. | ||
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| style="color: #555;" | '''''Desert Storm''''' || AP grenades | | style="color: #555;" | '''''Desert Storm''''' || AP grenades gain +2 penetration. Equipped AP grenades receive an additional 2 uses. | ||
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| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2520 || 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" | §2520 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility. | ||
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| rowspan="16" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "4" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "4" | §810 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed. | | rowspan="16" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "4" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "4" | §810 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Outback Rocketeers''''' || Rockets have -50% scatter and cost only 1 AP to fire. | | style="color: #555;" | '''''Outback Rocketeers''''' || Rockets deal +1 damage, have -50% scatter, and cost only 1 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''''' || +20 aim bonus for SHIVs and MEC troopers. | | style="color: #555;" | '''''Robotics''''' || +20 aim bonus for SHIVs and MEC troopers. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Endless Barrage''''' || Gunners and Rocketeers gain + | | style="color: #555;" | '''''Endless Barrage''''' || Gunners gain +5 ammo and Rocketeers 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). 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). 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 5 more HP and has 2 more uses. 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 and wrecks increased by | | style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 20x. Credits from selling alien captives increased by 50x. | ||
|- 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="16" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="3" | §750 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. | | rowspan="16" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="3" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="3" | §750 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. | ||
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| style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain +2 penetration and +20 crit. | | style="color: #555;" | '''''Legionnaire Precision''''' || Snipers and Scouts gain +2 penetration and +20 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass. | ||
|- | |- | ||
| style="color: #555;" | '''''Foreign Legion''''' || Start with | | style="color: #555;" | '''''Foreign Legion''''' || Start with 18 additional soldiers. Reduces soldier salary costs by 50%. Active and fatigued soldiers gain xp each day equal to the number of months passed. | ||
|- | |- | ||
| 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. | | 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. | ||
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| style="color: #555;" | '''''Waffenmeister''''' || Grants +1 penetration to all shots. | | style="color: #555;" | '''''Waffenmeister''''' || Grants +1 penetration to all shots. | ||
|- | |- | ||
| style="color: #555;" | '''''Stormtroopers''''' || Grants +2 | | style="color: #555;" | '''''Stormtroopers''''' || Grants +2 damage to all point blank shots. | ||
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| rowspan ="3" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="3" | §810 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR. | | rowspan ="3" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="3" | §810 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +20 base DR. | ||
|- | |- | ||
| style="color: #555;" | '''''Soviet Zeal''''' || Soldiers gain + | | style="color: #555;" | '''''Soviet Zeal''''' || Soldiers gain +30% Mission XP. | ||
|- | |- | ||
| style="color: #555;" | '''''Roscosmos''''' || Start with +2 satellite uplink capacity and all satellites cost 30% less to build. | | style="color: #555;" | '''''Roscosmos''''' || Start with +2 satellite uplink capacity and all satellites cost 30% less to build. | ||
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| style="color: #555;" | '''''MI6''''' || Leather Jackets grant the Fast and Furious perk. | | style="color: #555;" | '''''MI6''''' || Leather Jackets grant the Fast and Furious perk. | ||
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| style="color: #555;" | '''''Their Finest Hour''''' || Start with an extra interceptor. All aircraft gain | | style="color: #555;" | '''''Their Finest Hour''''' || Start with an extra interceptor. All aircraft gain 10 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective. | ||
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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. | ||
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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 40%, 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 40%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''First Responders''''' || Medics start with | | style="color: #555;" | '''''First Responders''''' || Medics start with 2 extra medikits and can heal with medikits at a cost of 0 AP. 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 2 extra medikits. Engineer Repair has 2 more uses. | | style="color: #555;" | '''''Prepared for Hell''''' || Medics start with 2 extra medikits. Engineer Repair has 2 more uses. 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) 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. | ||
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| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 250 meld, an Illuminator Scope, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons. | | style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 250 meld, an Illuminator Scope, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0. | | style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.5% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| rowspan ="7" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="7" | §870 || 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 ="7" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="7" | §870 || 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;" | '''''Eagle Surveillance''''' || Snipers gain double aim from squadsight. Scouts start with 2 additional battle scanners. | | 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''''' || When outnumbered by active aliens, all XCOM units gain | | style="color: #555;" | '''''Bring the Heat''''' || When outnumbered by active aliens, all XCOM units gain 35% DR. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''All Gas, No Brakes''''' || RAM deals | | style="color: #555;" | '''''All Gas, No Brakes''''' || RAM deals triple damage. | ||
|- 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 20%. | | style="color: #555;" | '''''Cheyenne Mountain''''' || Start with +1 satellite uplink capacity and all elevators built. Excavation costs are reduced by 20%. | ||
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| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 80%. Start with 50 Elerium and 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 50 Elerium and 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 3 extra interceptors. Pilots gain +50 critical chance. Combat Patrols are 2x as effective and cause half as much damage to the aircraft. | ||
|- | |- | ||
| rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §3320 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will. | | rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §3320 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will. | ||
|- | |- | ||
| style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults gain + | | style="color: #555;" | '''''Endless Magazines''''' || Infantry and Assaults 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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| style="color: #555;" | '''''Public Heroes''''' || Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | | style="color: #555;" | '''''Public Heroes''''' || Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | ||
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| 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%). | | 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%). | ||
|- | |- | ||
| style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all XCOM units by | | style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all XCOM units by 30%. | ||
|- | |- | ||
| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5) and +50 | | style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5) and +50 critical chance. | ||
|} | |} | ||
<br/> | <br/> | ||
Revision as of 02:40, 3 February 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