Difference between revisions of "Tech Levels (Apocalypse)"
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− | ==Alien | + | ''Also known as '''Score Levels'''''<br> |
+ | =Score= | ||
+ | * '''Total Score''' influences X-Com's funding from the Government, checked after each week. | ||
+ | * '''Tactical Missions''' score (Victory Points) influences what the aliens carry on the battlescape, checked after each mission. | ||
+ | * '''UFO Craft Shot Down''' score influences what devices the UFOs will use, checked at the start of a new day. | ||
+ | however, X-Com's score does not determine: | ||
+ | * [[UFO_Incursions_(Apocalypse)|Aliens]]: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus. | ||
+ | * Alien life-forms or quantity present on the battlescape (check [[Alien_Craft_(Apocalypse)|Infiltration Force]] for each craft). | ||
+ | * Alien technology given to organisations or quantity of defence forces. | ||
− | + | ==Progress: Aliens== | |
− | + | '''Victory Points - Units'''<br> | |
− | {| class = "wikitable" | + | X-Com agents in battle will each acquire points for (recovery of equipment) and killing: |
+ | {| class="wikitable"| style="text-align:center" | ||
+ | |- | ||
+ | ! Entity !! Victory Points | ||
+ | |- | ||
+ | |[[Population_(Apocalypse)#Building_Defence|Buiding Defence]] || 10 | ||
+ | |- | ||
+ | |Brainsucker || 4 | ||
+ | |- | ||
+ | |Anthropod || 10 | ||
+ | |- | ||
+ | |Spitter || 8 | ||
+ | |- | ||
+ | |Multiworm || 8 | ||
+ | |- | ||
+ | |Hyperworm || 5 | ||
+ | |- | ||
+ | |Popper || 8 | ||
+ | |- | ||
+ | |Multiworm Egg || 4 | ||
+ | |- | ||
+ | |Chrysalis || 3 | ||
+ | |- | ||
+ | |Skeletoid || 14 | ||
+ | |- | ||
+ | |Micronoid Aggregate || 15 | ||
+ | |- | ||
+ | |Psimorph || 30 | ||
+ | |- | ||
+ | |Megaspawn || 30 | ||
|- | |- | ||
− | + | |Queenspawn || 50 | |
− | + | |} | |
− | + | If an agent dies or civilians are killed, the score total is reduced -10 for each. | |
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− | + | Only '''Tactical Mission Score''' is relevant for increasing alien unit technology progression. | |
− | + | {| class = "wikitable" | |
+ | |+Tactical Equipment (Anthropods and Skeletoids) | ||
+ | |- | ||
+ | !Tech Level!!Novice!!Easy!!Medium!!Hard!!Superhuman!!Weapon (clip quantity)!!Grenade (quantity)!!Other Devices | ||
+ | |- | ||
+ | |1||0||0||0||0||0||100% [[Brainsucker Launcher]]<br/>(1↔3)||100% None||100% None | ||
+ | |- | ||
+ | |2||1,000||1,000||1,000||1,000||1,000||70% [[Disruptor Gun]] (--)<br/>30% Brainsucker Launcher (2↔4)||30% [[Megapol Smoke Grenade|Smoke Grenade]] (1↔2)<br/>70% None||100% None | ||
+ | |- | ||
+ | |3||2,200||2,200||2,200||2,200||2,200||80% Disruptor Gun (--)<br/>20% Brainsucker Launcher (2↔3)||30% [[Boomeroid]] (1↔2)<br/>30% Smoke Grenade (1↔2)<br/>40% None||100% None | ||
+ | |- | ||
+ | |4||4,000||4,000||4,000||4,000||4,000||50% [[Devastator Cannon]] (--)<br/>40% Disruptor Gun (--)<br/>10% Brainsucker Launcher (4)||50% Boomeroid (1↔2)<br/>30% Smoke Grenade (1↔2)<br/>20% None||100% None | ||
+ | |- | ||
+ | |5||7,000||6,900||6,800||6,700||6,600||60% Devastator Cannon (--)<br/>30% Disruptor Gun (--)<br/>10% Brainsucker Launcher (4)||30% [[Vortex Mine]] (1↔2)<br/>50% Boomeroid (1↔3)<br/>20% Smoke Grenade (1↔2)||70% [[Personal Disruptor Shield]]''PDS''<br/>30% None | ||
+ | |- | ||
+ | |6||12,000||11,500||11,000||10,500||10,000||20% [[Entropy Launcher]] (3↔5)<br/>70% Devastator Cannon (--)<br/>10% Brainsucker Launcher (4)||40% Vortex Mine (1↔3)<br/>40% Boomeroid (1↔3)<br/>20% Smoke Grenade (2↔3)||30% [[Personal Cloaking Field]]''PCS''<br/>40% Personal Disruptor Shield<br/>30% PCF & PDS | ||
+ | |- | ||
+ | |7||22,000||21,000||20,000||19,000||18,000||20% [[Dimension Missile Launcher]] (3↔4)<br/>20% Entropy Launcher (3↔5)<br/>50% Devastator Cannon (--)<br/>10% Brainsucker Launcher (4)||40% Vortex Mine (1↔4)<br/>50% Boomeroid (1↔4)<br/>10% Smoke Grenade (3)||30% Personal Cloaking Field<br/>30% Personal Disruptor Shield<br/>40% PCF & PDS | ||
+ | |- | ||
+ | |8||42,000||39,000||36,000||33,000||28,000||20% Dimension Missile Launcher (4↔5)<br/>30% Entropy Launcher (3↔5)<br/>40% Devastator Cannon (--)<br/>10% Brainsucker Launcher (4)||50% Vortex Mine (1↔4)<br/>50% Boomeroid (2↔4)||30% PCF & [[Personal Teleporter]]''PT''<br/>40% PDS & PT<br/>30% PCF & PDS | ||
+ | |} | ||
− | {| class = "wikitable" | + | '''Victory Points - UFOs'''<br> |
+ | X-Com craft in battle will acquire a total of points for killing: | ||
+ | {| class="wikitable"| style="text-align:center" | ||
+ | |- | ||
+ | ! UFO !! Victory Points | ||
+ | |- | ||
+ | |Probe || 50 | ||
+ | |- | ||
+ | |Scout Ship || 100 | ||
+ | |- | ||
+ | |Trnsporter || 150 | ||
+ | |- | ||
+ | |Fast Attack Ship || 200 | ||
+ | |- | ||
+ | |Destroyer || 250 | ||
+ | |- | ||
+ | |Assault Ship || 300 | ||
+ | |- | ||
+ | |Bomber || 300 | ||
+ | |- | ||
+ | |Escort || 250 | ||
+ | |- | ||
+ | |Battleship || 500 | ||
+ | |- | ||
+ | |Mothership || 700 | ||
+ | |- | ||
+ | |Overspawn || 400 | ||
+ | |} | ||
+ | Only '''UFOs Shot Down Score''' is relevant for increasing alien ship technology progression. | ||
+ | {| class = "wikitable" | ||
+ | |+Vehicle Equipment | ||
+ | |- | ||
+ | !Item!!Novice!!Easy!!Medium!!Hard!!Superhuman | ||
+ | |- | ||
+ | |[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]||2,000||1,750||1,500||1,250||1,000 | ||
+ | |- | ||
+ | |[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]||4,000||3,500||3,000||2,500||2,000 | ||
+ | |- | ||
+ | |[[Cloaking Field (Apocalypse)|Cloaking Field]]||8,000||7,000||6,000||5,000||4,000 | ||
|- | |- | ||
− | + | |[[Teleporter (Apocalypse)|Teleporter]]||16,000||14,000||12,000||10,000||8,000 | |
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|} | |} | ||
− | + | ==Progress: Humans== | |
− | ==Organizations' Starting Tech Levels== | + | All [[Organizations]] will upgrade their "Tech Level" by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12. |
− | + | ===Organizations' Starting Tech Levels=== | |
* Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]] | * Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]] | ||
* Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]] | * Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]] | ||
* Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]] | * Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]] | ||
* Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]] | * Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]] | ||
+ | |||
+ | {| class = "wikitable" | ||
+ | |+Tactical Equipment (Humans) | ||
+ | |- | ||
+ | !Tech Level!!Weapon (clip quantity)!!Grenade (quantity)!!Other Devices | ||
+ | |- | ||
+ | |1||40% [[Megapol Lawpistol|Lawpistol]] (2↔4)<br>30% [[Marsec M4000 Machine Gun|M4000 Machine Gun]] (2↔4)<br>20% [[Megapol Laser Sniper Gun|Laser Sniper Gun]] (2)<br>10% [[Megapol Auto Cannon|Auto Cannon]] (3xAP)||20% [[Megapol AP Grenade|AP Grenade]] (1↔2)<br>10% [[Megapol Smoke Grenade|Smoke Grenade]] (1)<br>70% None||100% None | ||
+ | |- | ||
+ | |2||20% Lawpistol (3)<br>30% M4000 Machine Gun (3↔4)<br>20% Laser Sniper Gun (2↔3)<br>10% Auto Cannon (3xAP)<br>10% [[Megapol Plasma Gun|Plasma Gun]] (2)<br>10% [[Marsec Heavy Launcher|Heavy Launcher]] (3xHE)||20% AP Grenade (2↔3)<br>10% Smoke Grenade (1)<br>10% [[Megapol Stun Grenade|Stun Grenade]] (1)Δ<br>60% None||100% None | ||
+ | |- | ||
+ | |3||10% Lawpistol (3)<br>30% M4000 Machine Gun (3)<br>20% Laser Sniper Gun (2)<br>20% Auto Cannon (3xAP↔2xHE)<br>10% Plasma Gun (2)<br>10% Heavy Launcher (3xHE)||10% [[Marsec Proximity Mine|Proximity Mine]] (1)<br>30% AP Grenade (1↔3)<br>10% Smoke Grenade (1)<br>50% None||100% None | ||
+ | |- | ||
+ | |4||20% M4000 Machine Gun (3)<br>20% Laser Sniper Gun (2)<br>20% Auto Cannon (3xAP↔2xHE)<br>20% Plasma Gun (2)<br>10% Heavy Launcher (3xHE)<br>10% [[Marsec Minilauncher|MiniLauncher]] (3xHE)||10% Proximity Mine (1)<br>30% AP Grenade (2↔,3)<br>10% Smoke Grenade (1)<br>50% None||100% None | ||
+ | |- | ||
+ | |5||10% M4000 Machine Gun (4)<br>20% Laser Sniper Gun (2)<br>20% Auto Cannon (3xAP↔3xHE)<br>30% Plasma Gun (0∇↔2)<br>10% Heavy Launcher (3xHE)<br>10% MiniLauncher (3xHE)||10% Proximity Mine (1)<br>40% AP Grenade (1↔3)<br>10% Smoke Grenade (1)<br>40% None||100% None | ||
+ | |- | ||
+ | |6||20% Laser Sniper Gun (2)<br>20% Auto Cannon (3xAP↔3xHE)<br>20% Plasma Gun (2↔3)<br>10% Heavy Launcher (3xHE)<br>10% MiniLauncher (3xHE)<br>20% [[Disruptor Gun]] (--)||20% Proximity Mine (1↔2)<br>40% AP Grenade (1↔3)<br>10% Smoke Grenade (1)<br>30% None||100% None | ||
+ | |- | ||
+ | |7||10% Laser Sniper Gun (2)<br>20% Auto Cannon (3AP,3HE)<br>20% Plasma Gun (2,3)<br>10% Heavy Launcher (3HE)<br>10% MiniLauncher (3HE)<br>30% Disruptor Gun (--)||10% [[Boomeroid]] (1)<br>10% Proximity Mine (1)<br>40% AP Grenade (2↔3)<br>10% Smoke Grenade (1)<br>30% None||100% None | ||
+ | |- | ||
+ | |8||10% Laser Sniper Gun (2)<br>10% Auto Cannon (3xAP)<br>20% Plasma Gun (2↔3)<br>10% Heavy Launcher (3xHE)<br>10% MiniLauncher (3xHE)<br>30% Disruptor Gun (--)<br>10% [[Devastator Cannon]] (--)||20% Boomeroid (1)<br>10% Proximity Mine (2)<br>30% AP Grenade (2↔,3)<br>10% Smoke Grenade (1)<br>30% None||100% None | ||
+ | |- | ||
+ | |9||10% Laser Sniper Gun (2)<br>10% Auto Cannon (3xAP)<br>20% Plasma Gun (2↔3)<br>10% Heavy Launcher (4xHE)<br>40% Disruptor Gun (--)<br>10% Devastator Cannon (--)||10% [[Vortex Mine]] (1)<br>20% Boomeroid (1)<br>10% Proximity Mine (2)<br>30% AP Grenade (2↔3)<br>10% Smoke Grenade (1)<br>20% None||20% [[Personal Disruptor Shield]] ''PDS''<br>80% None | ||
+ | |- | ||
+ | |10||10% Auto Cannon (3xAP)<br>20% Plasma Gun (2↔3)<br>10% Heavy Launcher (4xHE)<br>40% Disruptor Gun (--)<br>20% Devastator Cannon (--)||20% Vortex Mine (1)<br>20% Boomeroid (1)<br>20% Proximity Mine (1↔2)<br>10% AP Grenade (3)<br>10% Smoke Grenade (1)<br>20% None||10% [[Personal Cloaking Field]] ''PCS''<br>20% Personal Disruptor Shield<br>70% None | ||
+ | |- | ||
+ | |11||20% Plasma Gun (2↔3)<br>10% Heavy Launcher (3HE)<br>40% Disruptor Gun (--)<br>30% Devastator Cannon (--)||30% Vortex Mine (1)<br>20% Boomeroid (1)<br>10% Proximity Mine (2)<br>20% AP Grenade (2↔3)<br>10% Smoke Grenade (1)<br>10% None||10% PDS & PCF<br>10% Personal Cloaking Field<br>30% Personal Disruptor Shield<br>50% None | ||
+ | |- | ||
+ | |12||10% Plasma Gun (3)<br>10% Heavy Launcher (3xHE)<br>40% Disruptor Gun (--)<br>40% Devastator Cannon (--)||40% Vortex Mine (1)<br>20% Boomeroid (1)<br>10% Proximity Mine (2)<br>10% AP Grenade (3)<br>10% Smoke Grenade (1)<br>10% None||20% PDS & PCF<br>20% Personal Cloaking Field<br>40% Personal Disruptor Shield<br>20% None | ||
+ | |} | ||
+ | |||
+ | Δ Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight. | ||
+ | |||
+ | ∇ This is likely a mistake. Note that the enemy may still pick up another weapon during the mission. | ||
+ | |||
+ | ====Un-Progress==== | ||
+ | It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens (Score based) to be also reduced. Purposely limit the tactical score by: | ||
+ | * Escape a UFO crash recovery battlescape if any new agent technology has been recovered. Any further crashed UFOs can be ignored if not needing to recover the hull or specific [[Alien_Craft_(Apocalypse)#Craft_Battlescapes|UFO components]]. | ||
+ | * Escape from a raid with only what is absolutely needed. Ammunition from any [[Agents_Equipment_(Apocalypse)|standard weapon]] does not contribute to score. | ||
+ | * Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (-10 points per X-Com death!). Obsolete/excess/unwanted devices and weapons (do not bring ammo) on your soon-to-be-dead agents will decrease the score further by equipment losses. | ||
+ | * If neutrals are about and not wanting to damage the building or cause hostility but your agents are to killed off, detonate a [[Marsec_High_Explosive|High Explosive]] next to your agents in an open area away from <u>any</u> destructable features or force them to jump off a very tall structure instead! ...is the easiest method since all can jump in unison and die together so no one will panic by [[Controls_(Apocalypse)#Jump|J+LMB]] each agent when game is paused. | ||
+ | * As a desperate tactic: Escape from a cleanup of alien infestation by killing as many aliens (including eggs, chrysalids, unhatched brainsucker pods) as possible but prevent successful completion of the mission by leaving one ''final-form'' alien alive. Infiltration may progress but will be slowed significantly. | ||
+ | * Kill civilians!!<br> | ||
+ | If score limiting is used, technology used by [[Population_(Apocalypse)|Defence Forces]] (level +1 each week) will surpass the alien's technology level (score based). X-Com may then rely on 'others' to provide an endless stream of exotic equipment[[Stun_Raid|.]] | ||
[[Category: Apocalypse]] | [[Category: Apocalypse]] |
Latest revision as of 08:57, 23 September 2023
Also known as Score Levels
Score
- Total Score influences X-Com's funding from the Government, checked after each week.
- Tactical Missions score (Victory Points) influences what the aliens carry on the battlescape, checked after each mission.
- UFO Craft Shot Down score influences what devices the UFOs will use, checked at the start of a new day.
however, X-Com's score does not determine:
- Aliens: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus.
- Alien life-forms or quantity present on the battlescape (check Infiltration Force for each craft).
- Alien technology given to organisations or quantity of defence forces.
Progress: Aliens
Victory Points - Units
X-Com agents in battle will each acquire points for (recovery of equipment) and killing:
Entity | Victory Points |
---|---|
Buiding Defence | 10 |
Brainsucker | 4 |
Anthropod | 10 |
Spitter | 8 |
Multiworm | 8 |
Hyperworm | 5 |
Popper | 8 |
Multiworm Egg | 4 |
Chrysalis | 3 |
Skeletoid | 14 |
Micronoid Aggregate | 15 |
Psimorph | 30 |
Megaspawn | 30 |
Queenspawn | 50 |
If an agent dies or civilians are killed, the score total is reduced -10 for each.
Only Tactical Mission Score is relevant for increasing alien unit technology progression.
Tech Level | Novice | Easy | Medium | Hard | Superhuman | Weapon (clip quantity) | Grenade (quantity) | Other Devices |
---|---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 0 | 0 | 100% Brainsucker Launcher (1↔3) |
100% None | 100% None |
2 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 70% Disruptor Gun (--) 30% Brainsucker Launcher (2↔4) |
30% Smoke Grenade (1↔2) 70% None |
100% None |
3 | 2,200 | 2,200 | 2,200 | 2,200 | 2,200 | 80% Disruptor Gun (--) 20% Brainsucker Launcher (2↔3) |
30% Boomeroid (1↔2) 30% Smoke Grenade (1↔2) 40% None |
100% None |
4 | 4,000 | 4,000 | 4,000 | 4,000 | 4,000 | 50% Devastator Cannon (--) 40% Disruptor Gun (--) 10% Brainsucker Launcher (4) |
50% Boomeroid (1↔2) 30% Smoke Grenade (1↔2) 20% None |
100% None |
5 | 7,000 | 6,900 | 6,800 | 6,700 | 6,600 | 60% Devastator Cannon (--) 30% Disruptor Gun (--) 10% Brainsucker Launcher (4) |
30% Vortex Mine (1↔2) 50% Boomeroid (1↔3) 20% Smoke Grenade (1↔2) |
70% Personal Disruptor ShieldPDS 30% None |
6 | 12,000 | 11,500 | 11,000 | 10,500 | 10,000 | 20% Entropy Launcher (3↔5) 70% Devastator Cannon (--) 10% Brainsucker Launcher (4) |
40% Vortex Mine (1↔3) 40% Boomeroid (1↔3) 20% Smoke Grenade (2↔3) |
30% Personal Cloaking FieldPCS 40% Personal Disruptor Shield 30% PCF & PDS |
7 | 22,000 | 21,000 | 20,000 | 19,000 | 18,000 | 20% Dimension Missile Launcher (3↔4) 20% Entropy Launcher (3↔5) 50% Devastator Cannon (--) 10% Brainsucker Launcher (4) |
40% Vortex Mine (1↔4) 50% Boomeroid (1↔4) 10% Smoke Grenade (3) |
30% Personal Cloaking Field 30% Personal Disruptor Shield 40% PCF & PDS |
8 | 42,000 | 39,000 | 36,000 | 33,000 | 28,000 | 20% Dimension Missile Launcher (4↔5) 30% Entropy Launcher (3↔5) 40% Devastator Cannon (--) 10% Brainsucker Launcher (4) |
50% Vortex Mine (1↔4) 50% Boomeroid (2↔4) |
30% PCF & Personal TeleporterPT 40% PDS & PT 30% PCF & PDS |
Victory Points - UFOs
X-Com craft in battle will acquire a total of points for killing:
UFO | Victory Points |
---|---|
Probe | 50 |
Scout Ship | 100 |
Trnsporter | 150 |
Fast Attack Ship | 200 |
Destroyer | 250 |
Assault Ship | 300 |
Bomber | 300 |
Escort | 250 |
Battleship | 500 |
Mothership | 700 |
Overspawn | 400 |
Only UFOs Shot Down Score is relevant for increasing alien ship technology progression.
Item | Novice | Easy | Medium | Hard | Superhuman |
---|---|---|---|---|---|
Small Disruption Shield | 2,000 | 1,750 | 1,500 | 1,250 | 1,000 |
Large Disruption Shield | 4,000 | 3,500 | 3,000 | 2,500 | 2,000 |
Cloaking Field | 8,000 | 7,000 | 6,000 | 5,000 | 4,000 |
Teleporter | 16,000 | 14,000 | 12,000 | 10,000 | 8,000 |
Progress: Humans
All Organizations will upgrade their "Tech Level" by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12.
Organizations' Starting Tech Levels
- Level 1: Energen, Evonet, Extropians, Grav Ball League, Lifetree, Nutrivend, Sanctuary Clinic, Synthemesh, Technocrats
- Level 2: Cult of Sirius, General Metro, Nanotech, Sensovision, Superdynamics, Transtellar
- Level 3: Cyberweb, Government, Megapol, Mutant Alliance, S.E.L.F.
- Level 4: Diablo, Marsec, Osiron, Psyke, Solmine
Tech Level | Weapon (clip quantity) | Grenade (quantity) | Other Devices |
---|---|---|---|
1 | 40% Lawpistol (2↔4) 30% M4000 Machine Gun (2↔4) 20% Laser Sniper Gun (2) 10% Auto Cannon (3xAP) |
20% AP Grenade (1↔2) 10% Smoke Grenade (1) 70% None |
100% None |
2 | 20% Lawpistol (3) 30% M4000 Machine Gun (3↔4) 20% Laser Sniper Gun (2↔3) 10% Auto Cannon (3xAP) 10% Plasma Gun (2) 10% Heavy Launcher (3xHE) |
20% AP Grenade (2↔3) 10% Smoke Grenade (1) 10% Stun Grenade (1)Δ 60% None |
100% None |
3 | 10% Lawpistol (3) 30% M4000 Machine Gun (3) 20% Laser Sniper Gun (2) 20% Auto Cannon (3xAP↔2xHE) 10% Plasma Gun (2) 10% Heavy Launcher (3xHE) |
10% Proximity Mine (1) 30% AP Grenade (1↔3) 10% Smoke Grenade (1) 50% None |
100% None |
4 | 20% M4000 Machine Gun (3) 20% Laser Sniper Gun (2) 20% Auto Cannon (3xAP↔2xHE) 20% Plasma Gun (2) 10% Heavy Launcher (3xHE) 10% MiniLauncher (3xHE) |
10% Proximity Mine (1) 30% AP Grenade (2↔,3) 10% Smoke Grenade (1) 50% None |
100% None |
5 | 10% M4000 Machine Gun (4) 20% Laser Sniper Gun (2) 20% Auto Cannon (3xAP↔3xHE) 30% Plasma Gun (0∇↔2) 10% Heavy Launcher (3xHE) 10% MiniLauncher (3xHE) |
10% Proximity Mine (1) 40% AP Grenade (1↔3) 10% Smoke Grenade (1) 40% None |
100% None |
6 | 20% Laser Sniper Gun (2) 20% Auto Cannon (3xAP↔3xHE) 20% Plasma Gun (2↔3) 10% Heavy Launcher (3xHE) 10% MiniLauncher (3xHE) 20% Disruptor Gun (--) |
20% Proximity Mine (1↔2) 40% AP Grenade (1↔3) 10% Smoke Grenade (1) 30% None |
100% None |
7 | 10% Laser Sniper Gun (2) 20% Auto Cannon (3AP,3HE) 20% Plasma Gun (2,3) 10% Heavy Launcher (3HE) 10% MiniLauncher (3HE) 30% Disruptor Gun (--) |
10% Boomeroid (1) 10% Proximity Mine (1) 40% AP Grenade (2↔3) 10% Smoke Grenade (1) 30% None |
100% None |
8 | 10% Laser Sniper Gun (2) 10% Auto Cannon (3xAP) 20% Plasma Gun (2↔3) 10% Heavy Launcher (3xHE) 10% MiniLauncher (3xHE) 30% Disruptor Gun (--) 10% Devastator Cannon (--) |
20% Boomeroid (1) 10% Proximity Mine (2) 30% AP Grenade (2↔,3) 10% Smoke Grenade (1) 30% None |
100% None |
9 | 10% Laser Sniper Gun (2) 10% Auto Cannon (3xAP) 20% Plasma Gun (2↔3) 10% Heavy Launcher (4xHE) 40% Disruptor Gun (--) 10% Devastator Cannon (--) |
10% Vortex Mine (1) 20% Boomeroid (1) 10% Proximity Mine (2) 30% AP Grenade (2↔3) 10% Smoke Grenade (1) 20% None |
20% Personal Disruptor Shield PDS 80% None |
10 | 10% Auto Cannon (3xAP) 20% Plasma Gun (2↔3) 10% Heavy Launcher (4xHE) 40% Disruptor Gun (--) 20% Devastator Cannon (--) |
20% Vortex Mine (1) 20% Boomeroid (1) 20% Proximity Mine (1↔2) 10% AP Grenade (3) 10% Smoke Grenade (1) 20% None |
10% Personal Cloaking Field PCS 20% Personal Disruptor Shield 70% None |
11 | 20% Plasma Gun (2↔3) 10% Heavy Launcher (3HE) 40% Disruptor Gun (--) 30% Devastator Cannon (--) |
30% Vortex Mine (1) 20% Boomeroid (1) 10% Proximity Mine (2) 20% AP Grenade (2↔3) 10% Smoke Grenade (1) 10% None |
10% PDS & PCF 10% Personal Cloaking Field 30% Personal Disruptor Shield 50% None |
12 | 10% Plasma Gun (3) 10% Heavy Launcher (3xHE) 40% Disruptor Gun (--) 40% Devastator Cannon (--) |
40% Vortex Mine (1) 20% Boomeroid (1) 10% Proximity Mine (2) 10% AP Grenade (3) 10% Smoke Grenade (1) 10% None |
20% PDS & PCF 20% Personal Cloaking Field 40% Personal Disruptor Shield 20% None |
Δ Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.
∇ This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.
Un-Progress
It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens (Score based) to be also reduced. Purposely limit the tactical score by:
- Escape a UFO crash recovery battlescape if any new agent technology has been recovered. Any further crashed UFOs can be ignored if not needing to recover the hull or specific UFO components.
- Escape from a raid with only what is absolutely needed. Ammunition from any standard weapon does not contribute to score.
- Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (-10 points per X-Com death!). Obsolete/excess/unwanted devices and weapons (do not bring ammo) on your soon-to-be-dead agents will decrease the score further by equipment losses.
- If neutrals are about and not wanting to damage the building or cause hostility but your agents are to killed off, detonate a High Explosive next to your agents in an open area away from any destructable features or force them to jump off a very tall structure instead! ...is the easiest method since all can jump in unison and die together so no one will panic by J+LMB each agent when game is paused.
- As a desperate tactic: Escape from a cleanup of alien infestation by killing as many aliens (including eggs, chrysalids, unhatched brainsucker pods) as possible but prevent successful completion of the mission by leaving one final-form alien alive. Infiltration may progress but will be slowed significantly.
- Kill civilians!!
If score limiting is used, technology used by Defence Forces (level +1 each week) will surpass the alien's technology level (score based). X-Com may then rely on 'others' to provide an endless stream of exotic equipment.