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, so building General Stores at bases is always a good idea.

 

HUMAN

ADVANCED HUMAN

CRAFT 

ADVANCED CRAFT

ALIEN

 

ADVANCED HUMAN

NOTES: these items must be constructed by XCOM engineers once the appropriate technologies have been researched (See Info 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.
  RANGE: the usual short (-0)/medium(-2)/long (-5) range attack modifiers apply.
  LASER WEAPONS fire intense, invisible beams of infra-red radiation that causes heat,  cellular and small amount of plasma damage . The Earth's atmosphere limits their effectiveness unfortunately, however they have very large ammo capacity as they only require energy to operate, and have practically no moving parts, making them very robust. Also they all utilize the same interchangeable energy packs.

   WEIGHTS do not include ammunition for that weapon.
  All XCOM personnel are supplied with personnel radio communication devices (small headphone/microphone)

LASER PISTOL

LASER RIFLE

HEAVY LASER

PSI AMP

PERSONAL ARMOUR

POWER SUIT

FLYING SUIT

MEDI-KIT

MOTION SCANNER

LASER PISTOL
Cost: $8,000 Ammo cost: $100 Shots: 200 Weight: 1kg Ammo weight: 1/2 kg
Shots/round: 3 Damage: 4d6 (laser) Range: 10/20/50m
Engineer-hours to produce: 300 Work space: 2

  The first laser weapon that can be researched, it's light weight combined with destructive power makes it very useful.
                                                        


LASER RIFLE
Cost: $20,000 Ammo cost: $100 Shots: 100 Weight: 3kg Ammo weight: 1/2 kg
Shots/round: 3 Damage: 6d6 (laser) Range: 50/100/200m
Engineer hours to produce: 400 Work space: 3

   An extremely effective weapon, the laser rifle is 3 times more destructive than a conventional rifle bullet, and its light weight and reliability make it an invaluable weapon.
                                                         


HEAVY LASER
Cost: $32,000 Ammo cost: $100 Shots: 50 Weight: 10kg Ammo weight: 1/2 kg
Shots/round: 3 Damage: 8d6 (laser) Range: 50/100/300m
Engineer-hours to produce: 700 Work Space: 4

   Capable of blasting a 30 cm wide hole through a brick wall, the heavy laser is a large, bulky device, and this has its drawbacks. There is a -2 hit penalty when using the heavy laser, unless the operator is in a braced firing position, such as being prone, with the weapon resting against a wall or some such.
                                                            


PSI AMP
Cost: $160,000 Weight: 4kg Damage: Special (psionic) Range: sight
Engineer-hours to produce: 500 Work Space: 4
Special materials required: Elerium 115 (1kg)

   This bizarre device allows characters trained in its use to make psionic attacks (see Combat for details). using this device, XCOM personnel can induce fear in their victims, or even take over their minds!
                                                              


PERSONAL ARMOUR
Cost: $22,000 Weight:  1kg Work Space: 12 Engineer-hours to produce: 800
Special materials required: Alien Alloys (4kg) Armour Class: 3
Damage reduction: -20 hp

  By using the incredibly light and strong alien alloys to provide an armoured suit, XCOM personnel who wear this will gain the benefit of incredible resistance to damage. Any attack that hits will be reduced in damage by -20 hp, but a minimum of 1 hp will always be sustained (due to shock, being knocked over etc). 
  Damage from incendiary attacks are reduced by -25% (+2 saves), before further reductions are made, since the material is highly insulating.
                                                                   


POWER SUIT
Cost: $42,000 Weight:  10kg Work Space: 16 Engineer-hours to produce: 1,000
Special materials required: Alien Alloys (5kg), Elerium 115 (5kg)
Armour Class: -3 Damage reduction: -30 hp

  Incasing the wearer in a suit of thick alien alloys, the power suit has built in mechanisms to move the bulky armour around, so the wearer acts like he is merely wearing a thick shirt!
  Being completely enclosed in an armoured suit, damage is reduced by -30 hp, making the wearer invulnerable to many forms of attack! Also, fire has no effect on the wearer whatsoever (unless he was stuck in a furnace for half an hour). Air is re-circulated and cleansed, allowing the suit to be worn and used in space.
  The suit also has built in low-light vision aids.
                                                                


FLYING SUIT
Cost: $58,000 Weight:  15kg Work Space: 6 Engineer-hours to produce: 1,400
Special materials required: Alien Alloys (5kg), Elerium 115 (16kg)
Armour Class: -5 Damage reduction: -40 hp

  Similar to the power suit, the flying suit has slightly heavier armour and a built in antigravity system! This allows the wearer to fly and hover (FL 12), and keeps movement easy.
  Being completely enclosed in an armoured suit, damage is reduced by -40 hp, making the wearer invulnerable to many forms of attack! Also, fire has no effect on the wearer whatsoever. Air is re-circulated and cleansed, allowing the suit to be worn and used in space.
  The suit also has built in low-light vision aids.
                                                               


MEDI-KIT
Cost: $28,000 Weight:  2kg Work Space: 4 Engineer-hours to produce: 420
Number of uses: 10

  This unit contains special enzymes, surgical aids, blood coagulants and many other items, combined with an advanced medical computer. When placed against an injured person's skin, it diagnoses the problem and administers aid swiftly and efficiently.
  When used on an injured person, it can heal ONE specific injury or problem per round. A particular injury or problem can only be dealt with ONCE. So if someone is shot twice, each wound may be treated just once!
  Wounds: 2d4 hp are cured, and a critical wound (bleeding, loss of hp) is negated.
  Stunned: Stunned personnel are instantly revived.
  Poison: the victim is allowed another saving throw with a +4 bonus.


MOTION SCANNER
Cost: $34,000 Weight:  1kg Work Space: 4 Engineer-hours to produce: 440
Range: 100 metres

  This handy device shows up all moving objects or creatures in 100 metre radius on a grided display! It doesn't show size however or who or what is moving, so XCOM troops will also show on this device. the faster something moves, the more it registers, but this can be problematical. For instance a small, running sectoid would show a bigger trace than a huge, walking reaper. And creatures that hardly move at all won't show, so it isn't much use when an alien is about to ambush you. However, it is a great tool for spotting aliens moving into ambush positions or showing which room in a house has moving creatures (either humans or aliens). Note that the scanner displays in 3d, so that  height up or down to a moving target can be calculated to within a few metres.