Difference between revisions of "Tech Levels (Apocalypse)"
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(added human tech levels... still need to do remaining alien craft weapons.) |
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==Organizations' Starting Tech Levels== | ==Organizations' Starting Tech Levels== | ||
− | * Level 1: [[ | + | * Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]] |
− | * Level 2: [[Cult of Sirius]], [[ | + | * Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]] |
− | * Level 3: [[Government]], [[Megapol]], [[ | + | * Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]] |
− | * Level 4: [[ | + | * Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]] |
[[Category: Apocalypse]] | [[Category: Apocalypse]] |
Revision as of 11:01, 15 June 2014
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 | Novice | Easy | Medium | Hard | Superhuman |
---|---|---|---|---|---|
Brainsucker Launcher | 0 | 0 | 0 | 0 | 0 |
Disruptor Gun | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 |
Small Disruption Shield | 2,000 | 1,750 | 1,500 | 1,250 | 1,000 |
Boomeroid | 2,200 | 2,200 | 2,200 | 2,200 | 2,200 |
Large Disruption Shield | 4,000 | 3,500 | 3,000 | 2,500 | 2,000 |
Devastator Cannon | 4,000 | 4,000 | 4,000 | 4,000 | 4,000 |
Personal Disruptor Shield | 7,000 | 6,900 | 6,800 | 6,700 | 6,600 |
Vortex Mine | 7,000 | 6,900 | 6,800 | 6,700 | 6,600 |
Cloaking Field | 8,000 | 7,000 | 6,000 | 5,000 | 4,000 |
Entropy Launcher | 12,000 | 11,500 | 11,000 | 10,500 | 10,000 |
Personal Cloaking Field | 12,000 | 11,500 | 11,000 | 10,500 | 10,000 |
Teleporter | 16,000 | 14,000 | 12,000 | 10,000 | 8,000 |
Dimension Missile Launcher | 22,000 | 21,000 | 20,000 | 19,000 | 18,000 |
Personal Teleporter | 42,000 | 39,000 | 36,000 | 33,000 | 28,000 |
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 |
---|---|---|
Megapol Lawpistol | 1-3 | 2-4 |
Marsec M4000 Machine Gun | 1-5 | 2-4 |
Megapol Laser Sniper Gun | 1-9 | 2-3 |
Megapol Auto Cannon/AP Ammo | 1-10 | 3 |
Megapol Auto Cannon/HE Ammo | 3-7 | 2 |
Megapol Plasma Gun | 2-12 | 0-3 |
Marsec Heavy Launcher/HE missiles | 2-12 | 3 |
Marsec Minilauncher/HE missiles | 4-8 | 3 |
Disruptor Gun | 6-12 | n/a |
Devastator Cannon | 8-12 | n/a |
Megapol AP Grenade | 1-12 | 1-3 |
Megapol Stun Grenade | 2 | 1 |
Megapol Smoke Grenade | 1-12 | 1 |
Marsec Proximity Mine | 3-12 | 1-2 |
Boomeroid | 7-12 | 1 |
Vortex Mine | 9-12 | 1 |
Personal Disruptor Shield | 9-12 | 1 |
Personal Cloaking Field | 10-12 | 1 |
Disruptor Shield + Cloaking Field | 11-12 | 1+1 |
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