Tech Levels (Apocalypse): Difference between revisions
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''Also known as '''Score Levels'''''<br> | |||
=Alien Technology Levels= | |||
==Score== | |||
* '''Total Score''' influences X-Com's funding from the Government, checked after each week.<br> | |||
X-Com's <u>score</u> 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. | |||
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== | ==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]] | |||
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<sup>2</sup> This is likely a mistake. Note that the enemy may still pick up another weapon during the mission. | <sup>2</sup> This is likely a mistake. Note that the enemy may still pick up another weapon during the mission. | ||
[[Category: Apocalypse]] | [[Category: Apocalypse]] | ||
Revision as of 19:37, 1 May 2022
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.
| 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 |
| 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 (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.