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

 

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

INTERCEPTOR

SKYRANGER

AVALANCHE MISSILE

CANNON

STINGRAY MISSILE

TANK--CANNON

TANK--ROCKET LAUNCHER

INTERCEPTOR
Cost: $600,000  Monthly Cost: $600,000 Maximum Speed: 2,100knots Acceleration: 3
Fuel hours: 15 Weapons pods: 2 Hull Points: 10

  An advanced fighter using the pulse detonation engines pioneered in the Aurora spy craft, the XCOM Interceptor is capable of flying at MACH 3.2, and can carry 2 weapon pods of any type. Leased from the USA, it's the only terrestrial aircraft capable of taking on UFOs.


SKYRANGER
Cost: $500,000  Monthly Cost: $500,000 Maximum Speed: 600knots Acceleration: 2
Fuel hours: 80 Cargo space: 14 troops, 800kg items, (3 HWP maximum) Hull Points: 15

  Strictly designed for carrying passengers and cargo, the Russian built Skyranger is a Vertical Take Off and Landing aircraft. The most advanced military troop transport available, it can fly around the world, and land at the back of a house! 
  The Skyranger can carry a total of 14 troops and 800 kg of equipment for them. Note that this is the maximum amount of combat equipment that it is safe to carry, as weapons, explosives, ammunition etc are carried in special secure containers in the hull to minimize the risk of explosion due to accidents or hostile fire. The Skyranger can also carry Heavy Weapon Platforms, up to a maximum of 3, a HWP counts as 4 soldiers in terms of cargo space, so if the Skyranger was carrying 2 HWP it would only have room for 6 soldiers.

 


CANNON

Cost: $30,000 Ammo cost: $1,240 (per 50) Damage: 1 hull point
Range: 10 kilometers Rate of Fire: 3 Ammo Capacity: 300

  A powerful, long range aircraft cannon. It is cheap, effective and probably won't blow a small UFO to pieces. On the other hand it's short range means that the pilot has to come in range of the Aliens' weapons to attack!


STINGRAY MISSILE LAUNCHER

Cost: $16,000 Ammo cost: $3,000 each Damage: 7 hull points
Range: 30 kilometers Rate of Fire: 1 per 3 rounds Ammo Capacity: 6

  A medium range Air-To-Air missile. With a longer range than the cannon, it increases the chance of the XCOM craft avoiding damage itself. As a guided missile weapon it gives a +4 hit bonus.


AVALANCHE MISSILE LAUNCHER

Cost: $17,000 Ammo cost: $9,000 each Damage: 10 hull points
Range: 60 kilometers Rate of Fire: 1 per 5 rounds Ammo Capacity: 3

     A very long range, high powered missile, the Avalanche is capable of causing extreme damage to even the largest UFOs, from a nice, safe distance! As a guided missile weapon, it gives a +4 hit bonus.


TANK--CANNON
Cost: $420,000 Ammo cost: $200 each Armour Class: 0 Movement: 12
Hit Dice: 9 (81 hp) THAC0: 11 #Attacks: 5 (ammo=30 rounds)
Damage: 6d6 (armour piercing) 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 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 armour piercing shells capable of blowing a hole through a reinforced concrete wall. 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.  


TANK--ROCKET LAUNCHER
Cost: $480,000 Ammo cost: $3,000 each Armour Class: 0 Movement: 12
Hit Dice: 9 (81 hp) THAC0: 11 #Attacks: 2 (ammo=8 rounds)
Damage: 9d6 (high explosive) 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 operated under remote-control by the pilot of the XCOM transport vehicle (which also prevents it from being used by someone under alien control!). 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. 
   This version fires an explosive rocket, capable of flattening half of a typical house with one shot! Note that since it fires an explosive projectile it attacks an area, not individual creatures (see Combat: Attacking An Area), thus an attack roll vs. AC5 is normally required.
   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.