Tech Levels (Apocalypse)

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Also known as Score Levels

Alien Technology Levels

Score

  • Total Score influences X-Com's funding from the Government, checked after each week.

X-Com's score is what determines the technological progress of aliens.

  • Tactical Missions score 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:

  • the UFO type, mission style, schedule, or quantity that appear in Mega-Primus.
  • the alien life-forms or quantity present on the battlescape. or inside alien dimension buildings.
  • the alien technology given to organisations, or how many Building Security are present inside their buildings when raided.

Progress: Aliens

The tables below show progression points required for each item to appear, for the five difficulty levels.

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 (3,4,5)
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

Special Note: is it possbile to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a raid. If sufficient negative progress points are 'awarded' after escaping the battlescape so that it reduces your score under the 'level-up' threshold, this will force a reduction of the alien's technology level.

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

Tactical Equipment (Humans)
Tech Level Weapon (clips) Grenade type (number) Other
1 40% Lawpistol (2,2,3,4)
30% M4000 Machine Gun (2,3,4)
20% Laser Sniper Gun (2)
10% Auto Cannon (3AP)
20% AP Grenade (1,2)
10% Smoke Grenade (1)
70% None
100% None
2 20% Lawpistol (3)
30% M4000 Machine Gun (3,3,4)
20% Laser Sniper Gun (2,3)
10% Auto Cannon (3AP)
10% Plasma Gun (2)
10% Heavy Launcher (3HE)
20% AP Grenade (2,3)
10% Smoke Grenade (1)
10% Stun Grenade (1)1
60% None
100% None
3 10% Lawpistol (3)
30% M4000 Machine Gun (3)
20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,2HE)
10% Plasma Gun (2)
10% Heavy Launcher (3HE)
10% Proximity Mine (1)
30% AP Grenade (1,2,3)
10% Smoke Grenade (1)
50% None
100% None
4 20% M4000 Machine Gun (3)
20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,2HE)
20% Plasma Gun (2)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
10% Proximity Mine (1)
30% AP Grenade (2,2,3)
10% Smoke Grenade (1)
50% None
100% None
5 10% M4000 Machine Gun (4)
20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,3HE)
30% Plasma Gun (02,2,2)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
10% Proximity Mine (1)
40% AP Grenade (1,2,2,3)
10% Smoke Grenade (1)
40% None
100% None
6 20% Laser Sniper Gun (2)
20% Auto Cannon (3AP,3HE)
20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
20% Disruptor Gun (n/a)
20% Proximity Mine (1,2)
40% AP Grenade (1,2,2,3)
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 (n/a)
10% Boomeroid (1)
10% Proximity Mine (1)
40% AP Grenade (2,2,2,3)
10% Smoke Grenade (1)
30% None
100% None
8 10% Laser Sniper Gun (2)
10% Auto Cannon (3AP)
20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
10% MiniLauncher (3HE)
30% Disruptor Gun (n/a)
10% Devastator Cannon (n/a)
20% Boomeroid (1)
10% Proximity Mine (2)
30% AP Grenade (2,2,3)
10% Smoke Grenade (1)
30% None
100% None
9 10% Laser Sniper Gun (2)
10% Auto Cannon (3AP)
20% Plasma Gun (2,3)
10% Heavy Launcher (4HE)
40% Disruptor Gun (n/a)
10% Devastator Cannon (n/a)
10% Vortex Mine (1)
20% Boomeroid (1)
10% Proximity Mine (2)
30% AP Grenade (2,3,3)
10% Smoke Grenade (1)
20% None
20% Personal Disruptor Shield
80% None
10 10% Auto Cannon (3AP)
20% Plasma Gun (2,3)
10% Heavy Launcher (4HE)
40% Disruptor Gun (n/a)
20% Devastator Cannon (n/a)
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
20% Personal Disruptor Shield
70% None
11 20% Plasma Gun (2,3)
10% Heavy Launcher (3HE)
40% Disruptor Gun (n/a)
30% Devastator Cannon (n/a)
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 (3HE)
40% Disruptor Gun (n/a)
40% Devastator Cannon (n/a)
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

1 Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.

2 This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.

Un-Progress

X-Com Apocalyspe players may purposely limit the Tactical Score by:

  • fighting-to-destroy already researched UFOs (or ignoring the crash site).
  • escaping a UFO crash recovery battlescape after finding new technology, abandoning alien corpses or recoverable craft devices.
  • escaping from a cleanup of alien infestation (kill as many aliens (including eggs and chrysalids) as possible but prevent successful completion of the mission).
  • escape from a raid with only what is absolutely needed, ammo 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 (bonus if you equipped them with obsolete unload weapons or excess junk).

If score limiting is used, technology used by building security (level +1 each week) will surpass the alien's level.