Items are divided into several sections, note that ALIEN and ADVANCED items should not be read by Players until they have researched the appropriate technologies (See Info for details), and must be manufactured or captured, they cannot be bought!
  Bases must have sufficient storage space to hold items!

 

HUMAN

ADVANCED HUMAN

VEHICLES

ADVANCED CRAFT

ALIEN

 

ADVANCED XCOM VEHICLES

NOTES: 

  DELIVERY: it takes 2 weeks for vehicles to be delivered to an XCOM base, and 2 days for vehicles items.  Aircraft are leased on a monthly basis from their countries.
 
PILOTS: there are 2 pilots in each aircraft, but  these folk are NEVER EVER involved in ground combat, they may control HWP and give advice, but they are under orders to flee with their vehicles to safety if threatened, it is to great a risk to do otherwise and this is an absolute command! Also pilots know that it's best if they kill themselves rather than be captured by Aliens, since they know where XCOM bases are positioned. Since they are in a cockpit full of electronic equipment and shielding, pilots cannot be affected by psionics, fortunately for them!
 
ENGINEER HOURS: refers to the amount of time it will take to build the device. For example if it takes 100 engineer hours, 10 engineers could build it in 10 hours.

  ACCELERATION
: is used to compute an aircraft's Armour Class:
10-(pilot's level, Dexterity AC  bonus and acceleration)=AC.
 
FUEL HOURS: is the amount of time the aircraft can stay airborne before fuel is exhausted.
 
HWP: are Heavy Weapon Platforms, miniature remote control tanks.  

FIRESTORM

LIGHTNING

AVENGER

LASER CANNON

PLASMA BEAM

FUSION BALL LAUNCHER

TANK--LASER CANNON

HOVERTANK--PLASMA

HOVERTANK--LAUNCHER


FIRESTORM
Cost: $400,000  Special Materials: Alien Alloys (65kg); UFO Power Source (1); UFO Navigation (1) Engineer  hours: 14,000
Work Space: 30 Max Speed: 4,200knots Acceleration: 9
Fuel: 20 kg Elerium 115, 5kg per hour in flight, max 4 hours flight Weapon Pods: 2
Hull Points: 50

  Built on the principles of the UFOs, the Firestorm is an ultra-fast interceptor, easily capable of keeping up with, and defeating most Alien craft. Apart from the great cost to build it, the one trouble with these vehicles is they use Elerium 115 for fuel.


LIGHTING
Cost: $600,000  Special Materials: Alien Alloys (85kg); UFO Power Source (1); UFO Navigation (1) Engineer  hours: 18,000
Work Space: 34 Max Speed: 3,100knots Acceleration: 8
Fuel: 30 kg Elerium 115, 5kg per hour in flight, max 6 hours flight Weapon Pods: 1
Hull Points: 80
Cargo space: 12 troops, 800 kg items, no HWP

  A fighter/transporter, the Lighting can carry one weapon pod, and up to 12 troops and their equipment. However it cannot carry HWPs, and uses Elerium 115 for fuel, limiting its effectiveness.


AVENGER
Cost: $900,000  Special Materials: Alien Alloys (120kg); UFO Power Source (2); UFO Navigation (1) Engineer  hours: 34,000
Work Space: 36 Max Speed: 5,400knots Acceleration: 10
Fuel: 60 kg Elerium 115, 5kg per hour in flight, max 12 hours flight Weapon Pods: 2
Hull Points: 100
Cargo: 26 troops, 2,000kg items, up to 4 HWP

  This enormous fighter/transporter is the most powerful vehicles humanity has ever conceived. Armed with two weapon pods and carrying up to 26 troops, it can knock down  and capture UFOs all by itself!
  When carrying HWPs, each HWP counts as 4 soldiers as cargo space, so if carrying 2 HWP, only 18 troops can be taken on board.
  Additionally, the Avenger can fly outside of the Earth, at least as far as Mars itself! However it does use Elerium as fuel.


LASER CANNON

Cost: $182,000 Ammo cost: $1,000 Damage: 7 hull points
Range: 21 kilometers Rate of Fire: 1 per  round Ammo Capacity: 1,000
Engineer hours to produce: 300 Special materials needed: Nil

   The laser cannon is fast firing and powerful, but lacks range. However it is relatively cheap to produce and use, and it has a very large ammo capacity.


PLASMA BEAM

Cost: $226,000 Ammo cost: $0 Damage: 14 hull points
Range: 52 kilometers Rate of Fire: 1 per  round Ammo Capacity: 100
Engineer hours to produce: 300 Special materials needed: Elerium 115 (15kg)

   Using Elerium in an energy reaction chamber powered by the craft's electrical system, the plasma beam can fire an incredibly powerful plasma bolts to great ranges! The plasma beam doesn't require ammunition or further Elerium once built, however it does need special capacitors which are burned out after 100 shots, but this can be carried out easily by XCOM base flight crew.


FUSION BALL LAUNCHER

Cost: $242,000 Ammo cost: $28,000 Damage: 23 hull points
Range: 65 kilometers Rate of Fire: 1 per  5 rounds Ammo Capacity: 3
Engineer hours to produce: 400 Special materials needed: Elerium 115 (15kg per round)

    The fusion ball launcher is a truly devastating weapon. The projectiles have an antimatter/matter nucleus, and on detonation they create a massive implosion, that is quite capable of destroying a small town or severely damaging even an Alien battleship! The projectiles do require Elerium 115 to produce however. As a guided missile weapon, it gives a +4 hit bonus.


TANK--LASER CANNON
Cost: $500,000 Ammo cost: $1,000 Armour Class: 0 Movement: 12
Hit Dice: 9 (81 hp) THAC0: 11 #Attacks: 5 (ammo=30 rounds)
Damage: 11d6 (laser) Special defences: immune to psionics, fire and attacks doing less than 30 hp Size: L (1.5m' high, 3m square)

 This HWP is a small, mobile tank is operated under remote control by the pilot of the XCOM transport vehicle (which also prevents it from being used by someone under alien control!). It fires a supercharged laser, powerful enough to vapourize a hole right through a building!. With a built in low light camera and video relay unit, it can act as a scout or mobile barricade for XCOM personnel to get shelter beside. It uses electrical power and therefore has no fuel tanks to explode. 
   Due to its incredibly thick armour, attacks that do less than 30 hp cannot harm it, however, some extremely strong or corrosive attacks can still cause damage by forcing the tank to make saves versus Crushing Blow or Acid as Metal, failure indicates some vital component is damages and the tank is destroyed. While some damage to HWP can be repaired, armour for example, their internal units are far to intricate and cross linked to be repaired if destroyed. 


HOVERTANK--PLASMA
Cost: $850,000 Ammo cost: $0 Armour Class: -5 Movement: FL18
Hit Dice: 9 (81 hp) THAC0: 11 #Attacks: 5 (ammo=255 rounds)
Damage: 11d6 (plasma) Special defences: immune to psionics, fire and attacks doing less than 40 hp Size: L (1.5m' high, 3m square)
Engineer hours to produce: 1,400 Work space required: 30 Special materials: Elerium 115 (30kg), Alien Alloys (5kg)

  This HWP is a small, flying tank that is operated under remote control by the pilot of the XCOM transport vehicle (which also prevents it from being used by someone under alien control!). It fires a heavy plasma bolt, that can destroy a human tank. With a built in low light camera and video relay unit, it can act as a scout or mobile barricade for XCOM personnel to get shelter beside. The craft's power source is to an extent self-sustaining, but the plasma gun requires special capacitors that burn out after 225 shots, but they can be fitted at an XCOM base quite easily.
   Due to its incredibly thick armour, attacks that do less than 40 hp cannot harm it, however, some extremely strong or corrosive attacks can still cause damage by forcing the tank to make saves versus Crushing Blow or Acid as Metal with a +4 bonus, failure indicates some vital component is damaged and the tank is destroyed. While some damage to HWP can be repaired, armour for example, their internal units are far to intricate and cross linked to be repaired if destroyed. 


HOVERTANK--LAUNCHER
Cost: $900,000 Ammo cost: $15,000 Armour Class: -5 Movement: FL18
Hit Dice: 9 (81 hp) THAC0: 11 #Attacks: 1 (ammo=8 rounds)
Damage: 14d6 (HE) Special defences: immune to psionics, fire and attacks doing less than 40 hp Size: L (1.5m' high, 3m square)
Engineer hours to produce: 1,200 Work space required: 30 Special materials: Elerium 115 (25kg), Alien Alloys (8kg), +Elerium 115 (1kg) per round

  This HWP is a small, flying tank that is operated under remote control by the pilot of the XCOM transport vehicle (which also prevents it from being used by someone under alien control!). It fires a heavy plasma bolt, that can destroy a human tank. With a built in low light camera and video relay unit, it can act as a scout or mobile barricade for XCOM personnel to get shelter beside. 
  This version of the hovertank fires a guided weapon similar to the Blaster Launcher. Using Elerium 115 as explosive and fuel, the operator sets up to 10 "way points", the projectile flies to these co-ordinates in series, using them as a path. The operator doesn't actually have to see the area to set the way points, they are merely programmed in, so a projectile could be fired blind round the back of a building for instance, a -8 attack penalty applies in such conditions. Whenever it strikes a solid object it detonates with  devastating results, this does present a problem since tight turns around a corridor, for example, can cause an accidental  impact (an attack roll vs. AC5 is needed in such situations). To hit an area, as this is an explosive weapon fired at areas, not creatures, an attack roll vs. AC5 is normally required (see Combat: Area attacks for details) One hit will flatten most small buildings completely!
   Due to its incredibly thick armour, attacks that do less than 40 hp cannot harm it, however, some extremely strong or corrosive attacks  can still cause damage by forcing the tank to make saves versus Crushing Blow or Acid as Metal with a +4 bonus, failure indicates some vital component is damaged and the tank is destroyed. While some damage to HWP can be repaired, armour for example, their internal units are far to intricate and cross linked to be repaired if destroyed.