Start Bonuses (LWR): Difference between revisions
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| rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §750 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories and their adjacencies by 50% and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium. | | rowspan = "3" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="3" | §750 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories and their adjacencies by 50% and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium. | ||
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| style="color: #555;" | '''''Jai Jawan''''' || Increase aircraft fire rate by | | style="color: #555;" | '''''Jai Jawan''''' || Increase aircraft fire rate by 40%. | ||
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| style="color: #555;" | '''''Demolition Doctrine''''' || Grants +1 damage and +1 penetration to all explosives. | | style="color: #555;" | '''''Demolition Doctrine''''' || Grants +1 damage and +1 penetration to all explosives. | ||
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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''''' || | | style="color: #555;" | '''''Their Finest Hour''''' || 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;" | '''''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]. | ||
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| style="color: #555;" | '''''Daredevils''''' || Start with 3 extra interceptors | | style="color: #555;" | '''''Daredevils''''' || Start with 3 extra interceptors. Combat Patrols are 2x as effective and cause half as much damage to the aircraft. | ||
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| rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §3820 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with + | | rowspan="7" style="background-color: #eaecf0;" | '''South America''' || rowspan ="3" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="3" | §3820 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +13 will. | ||
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| 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. | | 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;" | '''''Amazonian Strength''''' || Increases throw range of all XCOM units by 30%. | | style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all XCOM units by 30%. | ||
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| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5) | | style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 2.5 aim per kill (from 0.5). | ||
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Revision as of 17:10, 16 May 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