Start Bonuses (LWR): Difference between revisions
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| style="color: #555;" | '''''Desert Storm''''' || AP grenades gain +2 penetration. Equipped AP grenades receive an additional 2 uses. | | 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 | | rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §2520 || style="color: #555;" | '''''Pax Nigeriana''''' || All biosoldiers start with +1.3 mobility. | ||
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| style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +1.3 mobility, +5 base HP, +15 aim, +15 will, and +15 base DR. | | style="color: #555;" | '''''Advanced Conversion''''' || All MECs start with +1.3 mobility, +5 base HP, +15 aim, +15 will, and +15 base DR. | ||
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| style="color: #555;" | '''''Bred Tough''''' || All | | style="color: #555;" | '''''Bred Tough''''' || All soldiers start with +15 base DR. | ||
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| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §2520 || style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover 70% more 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" | §2520 || style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover 70% more alloys, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs]. | ||
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| style="color: #555;" | '''''Outback Rocketeers''''' || Rockets deal +1 damage, have -50% scatter, and cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass. | | style="color: #555;" | '''''Outback Rocketeers''''' || Rockets deal +1 damage, have -50% scatter, and cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass. | ||
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| style="color: #555;" | '''''Robotics''''' || +20 aim | | style="color: #555;" | '''''Robotics''''' || All MECs and SHIVs receive +20 aim. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| 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="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. | ||
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| rowspan = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §690 || 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 = "5" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="5" | §690 || 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 | | style="color: #555;" | '''''Ghost in the Machine''''' || All SHIVs receive +35 aim. | ||
|- style="background-color: #ececec;" | |- style="background-color: #ececec;" | ||
| style="color: #555;" | '''''Bushido Training''''' || All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight. | | style="color: #555;" | '''''Bushido Training''''' || All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight. | ||
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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 twice as 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 twice as 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="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 50% | | 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 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less. | ||
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| 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;" | '''''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. | ||
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| 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%. | | 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''''' || All 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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| style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions. | | style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions. | ||
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| 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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| rowspan ="4" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="4" | §750 || style="color: #555;" | '''''Special Air Service''''' || All | | rowspan ="4" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="4" | §750 || style="color: #555;" | '''''Special Air Service''''' || All biosoldiers start with +12 aim. | ||
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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;" | '''''Daredevils''''' || Start with 3 extra interceptors. Pilots gain +25 crit. Combat Patrols are 2x as effective and cause half as much damage to the aircraft. | | style="color: #555;" | '''''Daredevils''''' || Start with 3 extra interceptors. Pilots gain +25 crit. 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 | | 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 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;" | '''''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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| rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="4" | §3760 || style="color: #555;" | '''''Jungle Scouts''''' || All | | rowspan ="4" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="4" | §3760 || style="color: #555;" | '''''Jungle Scouts''''' || All biosoldiers 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] | ||
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| style="color: #555;" | '''''Ready | | 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;" | '''''Amazonian Strength''''' || Increases throw range of all | | style="color: #555;" | '''''Amazonian Strength''''' || Increases throw range of all soldiers by 30%. | ||
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| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain +25 crit and 2.5 aim per kill (from 0.5). | | style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain +25 crit and 2.5 aim per kill (from 0.5). | ||
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Revision as of 23:17, 21 June 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