Alien 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. For tactical equipment, the score checked is your Tactical Missions score (counted at the beginning of each mission). For vehicle equipment, the score checked is your UFO Shot Down score (counted each new day).

Tactical Equipment (Anthropods and Skeletoids)
Tech Level Novice Easy Medium Hard Superhuman Weapon (clips) Grenade type (number) Other
1 0 0 0 0 0 100% Brainsucker Launcher
(1,1,1,1,2,2,2,3,3,3)
100% None 100% None
2 1,000 1,000 1,000 1,000 1,000 70% Disruptor Gun (n/a)
30% Brainsucker Launcher (2,3,4)
30% Smoke Grenade (1,1,2)
70% None
100% None
3 2,200 2,200 2,200 2,200 2,200 80% Disruptor Gun (n/a)
20% Brainsucker Launcher (2,3)
30% Boomeroid (1,1,2)
30% Smoke Grenade (1,1,2)
40% None
100% None
4 4,000 4,000 4,000 4,000 4,000 50% Devastator Cannon (n/a)
40% Disruptor Gun (n/a)
10% Brainsucker Launcher (4)
50% Boomeroid (1,1,1,1,2)
30% Smoke Grenade (1,1,2)
20% None
100% None
5 7,000 6,900 6,800 6,700 6,600 60% Devastator Cannon (n/a)
30% Disruptor Gun (n/a)
10% Brainsucker Launcher (4)
30% Vortex Mine (1,1,2)
50% Boomeroid (1,1,2,3,3)
20% Smoke Grenade (1,2)
70% Personal Disruptor Shield
30% None
6 12,000 11,500 11,000 10,500 10,000 20% Entropy Launcher (3,5)
70% Devastator Cannon (n/a)
10% Brainsucker Launcher (4)
40% Vortex Mine (1,1,2,3)
40% Boomeroid (1,2,2,3)
20% Smoke Grenade (2,3)
30% Personal Cloaking Field
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 (n/a)
10% Brainsucker Launcher (4)
40% Vortex Mine (1,2,3,4)
50% Boomeroid (1,2,2,3,4)
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 (n/a)
10% Brainsucker Launcher (4)
50% Vortex Mine (1,2,3,3,4)
50% Boomeroid (2,2,3,3,4)
30% PCF + Personal Teleporter
40% PDS + Personal Teleporter
30% PCF + PDS
Vehicle Equipment
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

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