Tech Levels (Apocalypse)

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Alien Tech Levels

As X-COM's score advances the aliens will bring more advanced weapons/equipment to arm both their soldiers and craft. Below is a table that shows the progression of alien technology, indicating the points required for each item on the different difficulty levels.

Alien Technology Item Group* Novice Easy Medium Hard Superhuman
Brainsucker Launcher Agent 0 0 0 0 0
Disruptor Gun Agent 1,000 1,000 1,000 1,000 1,000
Small Disruption Shield Vehicle 2,000 1,750 1,500 1,250 1,000
Boomeroid Agent 2,200 2,200 2,200 2,200 2,200
Large Disruption Shield Vehicle 4,000 3,500 3,000 2,500 2,000
Devastator Cannon Agent 4,000 4,000 4,000 4,000 4,000
Personal Disruptor Shield Agent 7,000 6,900 6,800 6,700 6,600
Vortex Mine Agent 7,000 6,900 6,800 6,700 6,600
Cloaking Field Vehicle 8,000 7,000 6,000 5,000 4,000
Entropy Launcher Agent 12,000 11,500 11,000 10,500 10,000
Personal Cloaking Field Agent 12,000 11,500 11,000 10,500 10,000
Teleporter Vehicle 16,000 14,000 12,000 10,000 8,000
Dimension Missile Launcher Agent 22,000 21,000 20,000 19,000 18,000
Personal Teleporter Agent 42,000 39,000 36,000 33,000 28,000

* Agent group is your total Tactical Missions score (counted when you begin a mission).

* Vehicle group is your total UFOs Shot Down score (counted each new day).

Human Tech Levels

Human Organizations will also upgrade their technology as the game progresses. However, this is not tied to X-com's score. Instead, all organizations will upgrade their "Tech Level" by 1 at the beginning of each week after the first, up to a maximum of 12. In addition, an organization that gets infiltrated by the Aliens will get +3 Tech Level. Each member will be armed with one Gun, and may also have one item from both the "Grenades" and "Other" lists.

Equipment Tech Levels Number/Ammo Clips Type
Megapol Lawpistol 1-3 2-4 Gun
Marsec M4000 Machine Gun 1-5 2-4 Gun
Megapol Laser Sniper Gun 1-9 2-3 Gun
Megapol Auto Cannon/AP Ammo 1-10 3 Gun
Megapol Auto Cannon/AP+HE Ammo 3-7 2 Gun
Megapol Plasma Gun 2-12 0-31 Gun
Marsec Heavy Launcher/HE missiles 2-12 3 Gun
Marsec Minilauncher/HE missiles 4-8 3 Gun
Disruptor Gun 6-12 n/a Gun
Devastator Cannon 8-12 n/a Gun
Megapol AP Grenade 1-12 1-3 Grenade
Megapol Stun Grenade 22 1 Grenade
Megapol Smoke Grenade 1-12 1 Grenade
Marsec Proximity Mine 3-12 1-2 Grenade
Boomeroid 7-12 1 Grenade
Vortex Mine 9-12 1 Grenade
Personal Disruptor Shield 9-12 1 Other
Personal Cloaking Field 10-12 1 Other
Disruptor Shield + Cloaking Field 11-12 1+1 Other

1 Sometimes, only on Tech Level 5, an enemy will spawn with a Plasma Gun but no ammo. This is likely a bug. Note that the enemy may still pick up another weapon during the mission.
2 Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.

Organizations' Starting Tech Levels