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

 

HUMAN

NOTES: It takes 2 days for ordered items to arrive at an XCOM base. The prices tend to be on the high side since secrecy must be maintained throughout shipping.
   Standard AD&D-type armour is of little use against these weapons (since they are either armour piercing or affect an area), hence Cover and  Concealment are VITAL in the survival of XCOM personnel!
   Range: the usual short (-0)/medium(-2)/long (-5) range attack modifiers apply.
   Types of Ammunition fired: AP=Armour Piercing HE=High Explosive IN=Incendiary. The damage from high explosive ammunition is reduced by 1 dice per 2metres distance from the explosion.  Incendiary ammunition sticks and burns for several rounds.
   Weights do not include ammunition for that weapon.
  All XCOM personnel are supplied with personnel radio communication devices (small headphone/microphone)

PISTOL

RIFLE

SNIPER RIFLE

MACHINE GUN

MINIGUN

HEAVY CANNON

AUTO CANNON

ROCKET LAUNCHER

GRENADE

PROXIMITY GRENADE

INCENDIARY GRENADE

SMOKE GRENADE

HIGH EXPLOSIVE

CLAYMORE MINE

FLAME THROWER

NIGHT VISION GOGGLES

STUN ROD

FLARE

BODY ARMOUR


PISTOL
Cost: $800 Ammo cost: $70 Shots: 20 Weight: 1kg Ammo weight: 1/2 kg
Shots/round: 5 Damage: 1d10 (AP) Range: 10/20/50m

  Standard .45  pistol. XCOM uses heavy calibre weapons as they need to KILL Aliens, not incapacitate them, which is the standard military practice . 


RIFLE
Cost: $3,000 Ammo cost: $200 Shots: 20 Weight: 5kg Ammo weight: 1/2 kg
Shots/round: 5, or 20 full automatic Damage: 2d6 (AP) Range: 50/150/600m

   An advanced large calibre rifle (7.62mm) . When fired on full automatic, there is a -8 hit penalty due to the recoil, unless the user is in a stable firing position (i.e. prone, braced against a wall or such, then the penalty is lowered to -4), however the fire rate goes up to 20 shots a round!

 


SNIPER RIFLE
Cost: $8,000 Ammo cost: $100 Shots: 10 Weight: 10kg Ammo weight: 1 kg
Shots/round: 1 Damage: 3d6 (AP) Range: 150/500/1,000m

   Sniper rifles are incredibly accurate weapons designed for long range, precise fire. They give the user a +4 hit bonus and normally come with a low-light image intensifier sight. When someone with a specialization uses one of these weapons against a slow moving or stationary target, they can qualify for an automatic critical hit, provided the victim doesn't know the sniper is there. There is a -4 attack penalty for a sniping attack (-0  when the bonus for the sight is counted in), and critical damage is multiplied by 2d4, plus if the victim is organic they take 1hp damage per round unless treated! 


MACHINE GUN
Cost: $5,000 Ammo cost: $400 Shots: 200 Weight: 10kg Ammo weight: 4 kg
Shots/round: 20 full automatic Damage: 2d6 (AP) Range: 50/150/600m

   A 7.62mm belt-fed machine gun. There is a -8 hit penalty due to the recoil, unless the user is in a stable firing position (i.e. prone, braced against a wall or such, then the penalty is lowered to -4), since it fires in full automatic mode only. However it is very useful for providing covering and support fire. 


MINIGUN
Cost: $15,000 Ammo cost: $1,000 Shots: 1,000 Weight: 30kg Ammo weight: 10 kg
Shots/round: 50 full automatic Damage: 1d10 (AP) Range: 50/150/600m

   A man-portable 5.56mm minigun. One of the most devastating weapons useable by infantry, its incredible rate of fire, high recoil and weight inflict a -8 hit penalty in all situations. Only characters with 18/50 or greater strength can carry the huge weapon.


HEAVY CANNON
Cost: $6,400 Ammo cost: $500 Shots: 6 Weight: 10kg Ammo weight: 2 kg
Shots/round: 2 Damage: 5d6 (AP, HE) 
3d4/2d4/1d4 (IN)
Range: 50/100/150m

   A very heavy and cumbersome weapon, the heavy cannon fires a large, slow projectile much like a grenade launcher. It can be used to lob projectiles over buildings in the hands of a trained user (-8 to hit unseen areas).
  The heavy cannon's incendiary ammunition affects a 10 metre diameter, the thermite burns 3 rounds inflicting 3d4 hp in round one, 2d4 hp in round two, and 1d4 hp in round three.


AUTO CANNON
Cost: $13,500 Ammo cost: $500 Shots: 15 Weight: 20kg Ammo weight: 2 kg
Shots/round: 5 Damage: 4d6 (AP, HE) 2d4/1d4 (IN) Range: 50/100/150m

  The auto-cannon is a multi-barreled weapon that fires 20 mm low velocity cannon rounds. Extremely heavy only personnel with 16 or better Strength can carry and use it. It is also inaccurate, -4 hit penalty. Despite this, its high rate of fire and damage potential makes it a truly awesome weapon. It was adapted from a vehicle mounted device, hence its weight etc.
  With incendiary ammunition, damage is 2d4 in round one, and 1d4 in round two over a 5 metre radius.


ROCKET LAUNCHER

Cost: $6,000 Ammo cost: $600 small HE, $1,000 large HE or IN Shots: 1 Weight: 5kg (7 or 9kg with rocket) Ammo weight: 2 kg (small HE); 4kg (large HE or IN)
Shots/round: 1 Damage: 7d6 small HE, 10d6 large HE or 6d6/4d6/2d6 IN Range: 100/300/900m

  A heavy but very accurate weapon, the user gets a +4 hit bonus due to the optical sighting system, which has a built in low-light image intensifier. It can fire 3 types of rockets: 2 different sizes of HE, and a large IN projectile. The long range, superb  accuracy and tremendous power offset its slow rate of fire. The incendiary projectile sprays thermite over an area 30 metres across, it inflicts 6d6 hp in round one, 4d6 hp in round two and 2d6 hp in round three to all those who were caught in original burst or walk through the burning area.


GRENADE
Cost: $300 Ammo cost: - Shots: - Weight: 1/2 kg Ammo weight: -
Shots/round: 1 Damage: 5d6 (AP, or HE in 3 metres) Range: User's Strength, x3m

  The standard infantry grenade, however its modern electronic fuse can be set for impact, or any time up to one minute after being thrown! Damage is mostly by shrapnel (AP), but within 2 metres the damage is made up from both HE and AP effects, so apply whatever injures the target worst. Grenades can be thrown to a range equal to the user's Strength x 3metres. e.g. a soldier with Strength 18 can throw a grenade 54 metres.


PROXIMITY GRENADE
Cost: $1,000 Ammo cost: - Shots: - Weight: 1 kg Ammo weight: -
Shots/round: 1 Damage: 7d6 (AP, or HE in 3 metres) Range: Users Strength,  x3metres

  This nasty device has a built in motion sensor, when activated 3 seconds after landing on the ground, it will then explode if anything moves within 3 metres of it! Regardless of who or what it is! Therefore they make very useful instant mine fields, but can kill your own troops!


INCENDIARY GRENADE
Cost: $500 Ammo cost: - Shots: - Weight: 1 kg Ammo weight: -
Shots/round: 1 Damage: 3d4/2d4/1d4 Range: User's Strength, x3m

   When these explode, they send out a shower of thermite particles to a range of 10 metres, these cannot be extinguished by water or any means save by a special chemical. The thermite sticks and burns for 3 rounds, doing 3d4 hp in round one, 2d4 in round two and 1d4 in round three.


SMOKE GRENADE
Cost: $150 Ammo cost: - Shots: - Weight: 1/2 kg Ammo weight: -
Shots/round: 1 Damage: Nil Range: User's Strength, x3m

   When detonated, the smoke grenade fills an area up to 40 metres in diameter with thick smoke that lasts for 5 minutes, obviously wind has an effect on this. It completely blocks all forms of sight, and any biological creature in the smoke takes 1 hp per round of stun damage!


HIGH EXPLOSIVE
Cost: $2,000 Ammo cost: - Shots: - Weight: 4 kg Ammo weight: -
Shots/round: 1 Damage: 11d6 (HE) Range: User's Strength, x2m

  Normally designed to flatten buildings or blow up tanks, high explosive demolition packs have obvious use against the Aliens as few creatures can survive a close blast! Fitted with a timer that can be set from a few seconds or up to 1 day, it can also be throw with the aid of the build in carrying straps to a distance equal to the User's strength x2metres. e.g. a soldier with 14 Strength could throw it 24 metres. Note that as with all HE devices, there is normally NO chance of setting this device off by accident as military explosives are very stable! However, another explosive going off next to it probably would detonate it!


CLAYMORE MINE
Cost: $2,000 Ammo cost: - Shots: - Weight: 2 kg Ammo weight: -
Shots/round: 1 Damage: 7d6 (AP) Range: 50 x 30 x 5  cone

  The infamous Claymore antipersonnel mine is triggered either by a tripwire or remote detonation unit (both come with each mine). The explosion of thousands of ball bearings is mostly directed into a precise arc, the direction of which is chosen when the mine is put in position. The arc is 50 metres long, 30 metres wide and 5 metres high. The detonation units are unique to each mine incidentally, to prevent a nasty accident.


FLAMETHROWER
Cost: $3,000 Ammo cost: $400 Shots: 10 Weight: 15 kg Ammo weight:15kg
Shots/round: 2 Damage: 6d6/4d6/2d6 (IN) Range: 75m

  When used, the flamethrower sprays burning napalm over an area 5 metres across, the wide spread makes it easier to hit targets thus getting a +4 hit bonus.  The fire burns for 3 rounds, doing 6d6 hp in the first round, 4d6 in round 2 and 2d6 in round three. Only personnel with a Strength of 16+ can carry a flamethrower. Should the flamethrower tanks themselves be hit, the resulting explosion deluges napalm in a radius of 20 metres, doing standard flamethrower damage.


Cost: $1,500 Ammo cost: $50 Shots: 20 Weight: 1.5  kg Ammo weight:1/2 kg
Shots/round: 2 Damage: Special (Stun) Range: touch

  The stun rod inflicts a heavy, but non-lethal electric charge into whatever is struck. Victims must saves vs. Paralyzation or be rendered unconcious or stunned for1d4 turns. Note that carrying binding materials is a wise idea if XCOM squads plan on restraining captured aliens!


FLARE
Cost: $50 Ammo cost: - Shots: - Weight: 1/4 kg Ammo weight:-
Shots/round: 2 Damage: nil Range: User's strength x4m

  These light weight, chemical-based flares are squeezed to let the chemicals react and then thrown. They provide adequate light to see by in a radius of 10 metres, and last for an hour.


BODY ARMOUR

Cost: $5,000 AC: 5 Damage Reduction: -10 hp Weight: 10lbs

  This is the standard body armour now used by all special forces units. Built with an advanced Kevlar weave, it reduces damage from attacks by -10 hp, but a successful attack inflicts at least 1 hp however.  e.g. if a soldier is shot for 10 hp, he still takes 1 hp.


NIGHT VISION GOGGLES
Cost: $2,000 Duration: 5 hours Weight: 1kg Battery: 1/5 kg ($50)

  These low light, image intensifying goggles allow humans to see even in the faintest starlight. They also have an infra red light built in if extra illumination is needed.