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

CRAFT 

ADVANCED CRAFT

ALIEN

 

ALIEN ITEMS

NOTES: manufacturing ammunition requires 1/10th the amount  of engineer hours to create the full device, i.e. 120 hours to make a Blaster Launcher Bomb.
  EXPLOSIVE WEAPONS
  (HE) aren't targetted at a creature, but at an area, this requires an attack roll versus AC 5.  Damage is reduced by 1 dice per 2 metres distance between target and detonation point. Each point of a miss=1 metre of distance. See Combat for details.  
  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.
  DAMAGE: XCOM personnel may destroy valuable equipment and information by excessive use of explosive and incendiary weapons.  The tougher Alien items get a +4 saving throw bonus at the DM's discretion. However, XCOM troops wish to survive, and may well have to blow the crap out of the inside of a UFO!

PLASMA PISTOL

PLASMA RIFLE

HEAVY PLASMA RIFLE

BLASTER LAUNCHER

SMALL LAUNCHER

ALIEN GRENADE

MIND PROBE

UFO POWER SOURCE

UFO NAVIGATION

ELERIUM 115

ALIEN ALLOYS

ALIEN ENTERTAINMENT

ALIEN SURGERY

ALIEN REPRODUCTION

ALIEN FOOD

ALIEN CORPSES

PLASMA PISTOL
Cost: $56,000 Ammo cost: $2,000+special materials Shots: 30 Weight: 1kg Ammo weight: 1/2 kg
Shots/round: 3 Damage: 5d6 (plasma) Range: 10/20/60m
Engineer hours: 400 Special Materials: Alien Alloys (1 kg); Ammo requires Elerium 115 (1kg) Work Space: 3

  This is the lightest of the Alien weapons, favoured by Sectoids. It fires a globe of plasma, an energetic state of matter at incredible temperatures that can vapourise steel! 


PLASMA RIFLE
Cost: $88,000 Ammo cost: $3,000+special materials Shots: 30 Weight: 2kg Ammo weight: 1/2 kg
Shots/round: 3 Damage: 8d6 (plasma) Range: 50/100/200m
Engineer hours: 820 Special Materials: Alien Alloys (1 kg); Ammo requires Elerium 115 (1kg) Work Space: 4

  The standard Alien weapon used by most races.


HEAVY PLASMA RIFLE
Cost: $122,000 Ammo cost: $6,000+special materials Shots: 30 Weight: 5kg Ammo weight: 1 kg
Shots/round: 3 Damage: 11d6 (plasma) Range: 50/150/500m
Engineer hours: 1,000 Special Materials: Alien Alloys (1 kg); Ammo requires Elerium 115 (1kg) Work Space: 4

  The most powerful weapon the Aliens normally carry, the heavy plasma rifle can knock out a tank with a single shot!


BLASTER LAUNCHER
Cost: $90,000 Ammo cost: $8,000+special materials Shots: 1 Weight: 10kg Ammo weight: 2 kg
Shots/round: 1 Damage: 20d6 (HE) Range: 1,000m
Engineer hours: 1,200 Special Materials: Alien Alloys (1 kg); Ammo requires Elerium 115 (1kg) Work Space: 5

A guided missile launcher, the blaster launcher is the most powerful infantry weapon available. It's Elerium 115 powered projectiles detonate on impact with a force equal to a 2,000lb aircraft bomb!
  When fired, the operator sets 10 "way points" that the projectile follows, so it can be guided round corners, up the front of a building etc. These way points don't have to be actually seen, but there's a -8 attack penalty for firing at hidden targets. When the bombs are guided round tight corners next to surfaces, such as through a corridor or building, an attack roll vs. AC5 must be made at each stage between way points where it may strike something accidentally.


ALIEN GRENADE
Cost: $6,700 Ammo cost: - Shots: - Weight: 1/4kg Ammo weight: -
Shots/round: 1 Damage: 9d6 (HE) Range: User's Strength x 4m
Engineer hours: 200 Special Materials:  Elerium 115 (2kg) Work Space: 2

  This nasty little device uses Elerium 115 to create a very powerful explosion, most Aliens carry two of these devices and thus can be quite deadly. They have fuses that can be set from instantaneous to an hour in length. Being so light they can also be thrown very far, distance = to user's Strength x 4metres.


SMALL LAUNCHER
Cost: $78,000 Ammo cost: $7,000+special materials Shots: 1 Weight: 2kg Ammo weight: 1/2 kg
Shots/round: 2 Damage: 9d6 (Stun) Range: 50/100/200m
Engineer hours: 900 Special Materials: Alien Alloys (1 kg); Ammo requires Elerium 115 (1kg) Work Space: 3

  The small launcher is a special weapon developed by the Aliens to capture live prey, it can also be used against the Aliens themselves! Utilizing a combination of chilling and electrical shock, the small launcher's bomb on impact explodes affecting a wide area, like High Explosives this diminishes with distance, -1 dice per 2 metres distance from the initial burst.It can be targetted against an individual creature (normal attack roll needed, but a hit means that damage can be no less than half maximum: 27 hp); or against an area (an attack roll vs. AC5 is normally needed in such cases).
   Stunned creatures recover 1 hp per minute.


MIND PROBE
Cost: $262,000 Ammo cost: -s Shots: - Weight: 1/2kg Ammo weight: -
Uses/round: 2 Damage: - Range: 500m
Engineer hours: 1,200 Special Materials:  Elerium 115 (1kg) Work Space: 4

  This amazing little device actual reads the mind of any creature it isused on, their is no saving throw or way to avoid the scan, short of not being seen. It lists a creatures combat skills and all kinds of useful information. Basically, all combat information of any creature is gained, be they XCOM or Alien! Armour Class, Hit Dice, levels, THAC0, current hit points, psionic save bonuses or penalties, Intelligence, current weapon readied and Morale are all displayed. 
  The Aliens use these to decide who is the best target to attack, and with what.


UFO POWER SOURCE
Cost: $130,000 Engineer hours: 1,400 Work space: 22
Special materials: Alien Alloys (5kg); Elerium 115 (16 kg)

  At the heart of the UFOs are these incredible devices, they use a 99% efficient antimatter/matter reaction created using Elerium 115 to generate a gravity wave, the craft then flies "in" this, effectively inertia has no effect on these craft, and since thye fly in their own "bubble" of space they make no sound in Earth's atmosphere either! 
  Normally a full UFO Power Source will have 50kg of Elerium in it. Since it's packed full of Elerium, damaging a UFO Power Source can be a very dangerous thing to do, as it can explode with the force of a Blaster Bomb detonating= 20d6 hp!! When UFO's crash there's generally a 75% chance the Power Source blows up, blowing a hole in the roof of smaller craft and tearing open some of the internal walls as well.


UFO NAVIGATION
Cost: $150,000 Engineer hours: 1,600 Work space: 18
Special materials: Alien Alloys (3kg)

  The UFOs are guided by a complex system that manipulates the craft's gravity waves to the local terrain based on optical and magnetic information. It can be easily adapted to human use.


ELERIUM 115

Cost: $15,000 per kg

   An element that is isn't native to Earth, or that can be synthesized, Elerium 115 is used by the Aleins to produce much of their power, be it for UFOs or weapons. When bombarded by certain particles or energies, it causes an antimatter/matter reaction of  incredible efficiency. Note that when talking of amounts of Elerium 115, much of the actual weight is the special containers it's stored in, so "1kg of Elerium" captured or used in a project may actual be just 1 gram! Due to its reactivity, only an idiot would remove the Elerium from it's casing.


ALIEN ALLOYS
Cost: $3,000 Engineer hours: 100 Work space: 10

  The Aliens utilize a special form of electromagnetic furnace to create metal alloys of incredible strength, light weight and resistance to corrosion. All of the materials, fortunately, can be found on Earth, so XCOm can produce its own hyper strength alloys! These materials are +4 quality, that is, they get a +4 to all saves or if used as a weapon or armour would give a +4 bonus.


ALIEN ENTERTAINMENT
Cost: $20,000

  The Aliens utilize strange devices that give off psionic waves to induce sensory input, much like hallucinogenic drug would on a human. This seems to be the only indication that the Aliens have any form of social life.


ALIEN FOOD
Cost: $10,000

   The Aliens capture organisms and put them in vats filled with highly corrosive, flesh eating enzymes. Later they ingest this directly into their bloodstreams! It seems they aliens have a strong relationships with Terran life.


ALIEN SURGERY
Cost: $20,000

  These bulky devices have many lasers and probes designed for harvesting body parts or genetic experimentation. Much of the "cattle mutilations" that are reported must be due to this.


ALIEN REPRODUCTION
Cost: $50,000

  Rarely, XCOM may capture an Alien Reproduction chamber, in an Alien Base or when a Supply Ship is captured. These devices produce Aliens via advanced cloning methods.


ALIEN CORPSES

Cost: $10,000

  Bizzare as it may seem, dead aliens are actually valuable! Prices do vary, labs use them for many areas of research.