Caliber | Description | Cost |
---|---|---|
.22 LR (box of 50) | Small caliber, low recoil, cheap plinking rounds | $5-10 |
9mm (box of 50) | Common pistol round, NATO standard, widely available | $12-20 |
.38 Special (box of 50) | Revolver round, moderate power, classic police caliber | $15-25 |
.357 Magnum (box of 50) | Powerful revolver round, heavy recoil, excellent stopping power | $20-35 |
.40 S&W (box of 50) | Law enforcement favorite, newer round introduced in 1990 | $15-28 |
.45 ACP (box of 50) | Heavy, slow, classic American round with legendary stopping power | $18-30 |
.44 Magnum (box of 50) | Hand cannon round, very powerful, "Dirty Harry" special | $25-45 |
.50 AE (box of 20) | Desert Eagle round, massive and expensive | $35-60 |
10mm Auto (box of 50) | Powerful semi-auto round, FBI briefly adopted it | $22-38 |
Caliber | Description | Cost |
---|---|---|
.22 LR (box of 100) | Cheap plinking and small game rounds | $8-15 |
.223 Remington / 5.56 NATO (box of 20) | AR-15 standard round, high velocity, light recoil | $10-18 |
.308 Winchester / 7.62 NATO (box of 20) | Battle rifle and hunting round, excellent range and power | $15-28 |
.30-06 Springfield (box of 20) | Classic American hunting round, very versatile | $18-32 |
.30-30 Winchester (box of 20) | Lever-action hunting round, moderate power | $15-25 |
7.62x39mm (box of 20) | AK-47 ammunition, cheap and plentiful | $10-18 |
.300 Winchester Magnum (box of 20) | Long-range hunting and sniper round, powerful | $30-50 |
.50 BMG (per round) | Anti-materiel round, extremely expensive and powerful | $5-10 each |
Type | Description | Cost |
---|---|---|
12 Gauge Birdshot (box of 25) | Small pellets for hunting birds, minimal stopping power on larger targets | $8-15 |
12 Gauge Buckshot (box of 25) | Large pellets (00 or 000), excellent for home defense and hunting | $12-20 |
12 Gauge Slug (box of 5) | Single large projectile, devastating at close range | $8-15 |
12 Gauge Breaching Round (box of 10) | Frangible round designed to destroy locks without ricocheting | $20-40 |
20 Gauge (various types) | Lighter shotgun rounds, similar variety to 12 gauge | ~20% less than 12ga |
.410 Bore (various types) | Smallest shotgun bore, less power but manageable recoil | ~30% less than 12ga |
Type | Description | Cost |
---|---|---|
Arrows (standard, dozen) | Hunting or target arrows with field points | $40-80 |
Broadhead Arrows (hunting, dozen) | Razor-sharp multi-blade hunting heads for maximum damage | $60-120 |
Crossbow Bolts (dozen) | Shorter, heavier projectiles for crossbows | $50-100 |
Type | Description | Cost |
---|---|---|
Ball Bearings (bag of 100) | Slingshot ammunition or improvised caltrops | $10-20 |
Lead Shot (bag of 100) | Slingshot or sling ammunition, heavier than ball bearings | $15-30 |
Bolts (crossbow pistol, dozen) | Shorter bolts for hand crossbows | $30-60 |
Darts (blowgun, dozen) | Silent projectiles, can be poisoned or drugged | $15-40 |
Throwing Stars (shuriken, set of 5) | Ninja stars, mostly novelty but can be lethal | $20-50 |
Most supernatural ammunition cannot be purchased at regular stores. These rounds must be hand-crafted using the Craft Gear downtime endeavour. The DC and cost vary based on the ammunition type:
Finding someone who already makes these rounds may require the Cultivate Contact or Seek Expert endeavours.
Anti-Lycanthrope Ammunition
Silver is the classic weakness of lycanthropes. Attacks with silver bullets bypass werewolf damage resistance and regeneration. Werewolves hit by silver cannot regenerate hit points until the silver is removed from their body.
Many supernatural shapeshifters share vulnerability to silver. These rounds are effective against werewolves, werecreatures, and certain types of demons or fey that have taken physical form.
Pure silver is softer than lead. Silver bullets have reduced penetration compared to standard ammunition and may deform on impact with hard surfaces. Some hunters use silver-plated rounds as a compromise—cheaper but potentially less effective.
Silver is precious metal. Each bullet requires approximately 1/10 troy ounce of silver, making these rounds 10-20 times more expensive than standard ammunition. Many hunters recover spent silver to melt down and recast.
Anti-Spirit Shotgun Ammunition
Rock salt has been used for purification and protection for millennia. When fired at incorporeal spirits, ghosts, or spectral entities, salt rounds force them to temporarily disperse or retreat. Spirits hit by salt rounds must make a saving throw or be forced back to their haunting grounds or become temporarily unable to manifest.
Against living creatures, salt rounds deal bludgeoning damage from the impact but are less lethal than buckshot. They sting terribly and can break skin, but are unlikely to kill. Popular for warning shots or less-lethal defense.
Salt crystals are lighter and more irregular than lead shot. Effective range is reduced to about 20-30 feet. Beyond that, the salt disperses too widely to be effective.
Salt absorbs moisture from the air. Salt rounds stored in humid conditions may clump or fail to fire properly. Keep them dry and sealed.
Consecrated Rounds
Ammunition that has been blessed by clergy, anointed with holy water, or consecrated through religious ritual. Particularly effective against demons, devils, undead, and other unholy creatures. These creatures may take additional damage or be unable to regenerate when struck by blessed ammunition.
The blessing must be performed by someone with genuine faith and religious authority—a priest, rabbi, imam, or other clergy. A blessing from a corrupt or faithless priest may not work. Some GMs may require the person doing the blessing to make a Religion check.
Blessed ammunition loses its consecration over time or if exposed to profane acts. Most blessed rounds remain effective for several months if stored properly. Being present during acts of evil or violence may cause the blessing to fade.
Blessed ammunition is less effective (or completely ineffective) against creatures that aren't inherently evil or unholy. Natural predators, fey, and morally neutral supernatural beings take no special damage from blessed rounds.
Anti-Fey Ammunition
Cold iron—iron that has never been heated in a forge—is the traditional weakness of the Fair Folk. Fey creatures, changelings, and certain types of spirits are vulnerable to cold iron. Damage from cold iron bypasses fey resistances and prevents their magical regeneration or shapeshifting.
True cold iron must be shaped without heat—worked entirely through cold forging or casting. This makes creating cold iron bullets technically challenging. Some hunters use iron meteorite (naturally "cold" iron) as a source material. Others use specially prepared iron that has never been smelted.
Cold iron interferes with magic. These rounds may dispel minor enchantments on impact or prevent magical healing. Some fey creatures are poisoned by cold iron's touch.
Knowledge of cold iron's properties is not common. Most modern hunters aren't familiar with fey lore. Finding the proper materials and techniques usually requires the Seek Expert endeavour to locate old hunters or occult scholars who remember the old ways.
Anti-Vampire Ammunition (Unreliable)
The theory is sound: if a wooden stake through the heart kills a vampire, why not a wooden bullet? If the bullet penetrates a vampire's heart, it may have the same effect as a stake. However, this requires precision—hitting a moving target's heart with an irregular wooden projectile is extremely difficult.
Wood is not an ideal bullet material. Wooden bullets are irregular, unbalanced, and prone to shattering. You have disadvantage on attack rolls with wooden bullets due to their poor ballistics. They tumble in flight and rarely fly straight.
When wooden bullets do hit, they often shatter into splinters. Against vampires, even failed shots may leave wooden fragments in the wound that cause ongoing damage or prevent healing. However, they deal significantly less damage than standard ammunition against other targets.
Some traditions specify particular woods for vampire hunting: ash, hawthorn, or oak. Whether the wood type matters is a subject of debate among hunters. Hardwoods are slightly more reliable than softwoods but all wooden bullets are problematic.
Incendiary Shotgun Rounds
Dragon's Breath shells spray burning magnesium pellets in a 15-foot cone. All creatures in the cone must make a DC 14 Dexterity saving throw. On a failed save, they take 3d6 fire damage. On a success, they take half damage. Flammable objects in the cone ignite.
The burning magnesium creates a brilliant white-orange fireball and shower of sparks extending 10-15 feet from the barrel. Highly visible, extremely loud, and absolutely terrifying to witness. The display can be seen for miles at night.
Dragon's Breath generates extreme heat and pressure. When fired, roll 1d20. On a natural 1, the shotgun barrel is damaged from the heat and becomes unreliable (disadvantage on future attacks until repaired). Using Dragon's Breath in rapid succession guarantees barrel damage.
The burning magnesium particles scatter over a wide area and can start fires in dry vegetation, buildings, or vehicles. Using Dragon's Breath indoors is extremely dangerous—the sparks will ignite curtains, furniture, and carpet.
Fire-Starting Ammunition
Incendiary rounds contain a small pyrotechnic compound that ignites on impact. In addition to normal damage, the target takes an additional 1d6 fire damage. If the target is flammable or wearing flammable materials, it must make a DC 12 Dexterity saving throw or catch fire, taking 1d6 fire damage at the start of each turn until extinguished.
Many incendiary rounds also have a tracer element, leaving a visible streak of light showing the bullet's trajectory. This allows you to see where your shots are going but also reveals your position to enemies.
Incendiary rounds often have hardened penetrator cores. They ignore light cover and have advantage on attacks against targets behind thin barriers.
Incendiary ammunition is classified as destructive devices under federal law. Civilian possession can result in serious federal charges. These rounds are military/law enforcement only. Possession increases Exposure significantly if discovered.
Micro-Explosive Ammunition
The bullet contains a tiny explosive charge that detonates on impact. In addition to normal damage, explosive rounds deal an additional 2d6 force damage to the target and 1d6 force damage to all creatures within 5 feet of the impact point.
Some explosive rounds have a slight delay (microseconds) allowing them to penetrate before detonating. This makes them particularly devastating against armored targets or creatures with thick hides. They explode inside the target's body.
The tiny explosive charge makes these rounds unstable. Rough handling, extreme temperatures, or dropping a loaded magazine may cause premature detonation. When rolling a natural 1 on an attack, roll 1d6. On a 1, the round explodes in the chamber, damaging the weapon and dealing 2d6 damage to the user.
Explosive ammunition is banned by international treaty (Hague Convention) for use against personnel. Military possession is illegal, civilian possession is a serious federal crime. These are considered destructive devices. Using them guarantees major legal consequences if discovered.
Type | Description | Cost Modifier |
---|---|---|
Hollow Point | Expansion rounds that mushroom on impact, causing more damage but less penetration | +50% base cost |
Armor Piercing | Hardened core bullets that penetrate armor, illegal for civilian use in many states | +100% base cost |
Tracer Rounds | Visible trajectory rounds that glow in flight, military surplus | +50% base cost |
Subsonic Rounds | Slower rounds designed for suppressor use, quieter than standard | +30% base cost |
Frangible Rounds | Break apart on impact to reduce penetration and ricochet risk | +20% base cost |
Match Grade | Precision-manufactured rounds for maximum accuracy, used by snipers | +100% base cost |