Specialized Arrow Types

Advanced Materials
Armor Piercing - Subtract 2 from AR, expands critical threat range from 20 to 19-20, add +1d6 damage. Cost is 30CR/arrow (essentially arrowhead made of armor fragment)

Chemicals
Flare - Emits a bright light that illuminates a 25-foot radius around the impact site for 60 seconds. Cost is 20CR/arrow.

Incendiary (Low-Tech) - 1d6 damage per round for 4 rounds; reduce range by 50%. Cost is 25CR/arrow

Incendiary (High-Tech) - 3d6 damage per round for 8 rounds; reduce range by 50%. Cost is 100CR/arrow

Sedative - Target must save vs. non-lethal poison (18+) or lose consciousness, in addition to normal damage. Cost is 150CR/dose; an arrow can be re-dosed.

Smoke - Creates a smoke screen covering a 20-foot area. Reduce range by 50% due to changed aerodynamics. Cost is 50CR/arrow.

Toxin - Target must save vs. lethal poison (16+) or suffer 2d4x10 damage directly to hit points. Cost is 200CR/dose and ownership is generally highly illegal; an arrow can be re-dosed.

Electronics
Neural Disruptor - Works like neural mace (R:UE pg. 259). Neural disruptors can be recharged, and with proper maintenance will not wear out. Cost is 400 CR/arrow.

Shrieker - Releases a high-pitched sound generally inaudible to humans but painful to most animals, including mutant animals, who must save versus Horror Factor (14) or be at -1 action and -2 to all rolls (-10% for skills) for 2d6 combat rounds. Arrow does half normal damage. Cost is 250CR/arrow.

Tracking Bug - 5-mile transmitting range, 72 hour battery life. 33% chance of coming dislodged from object (roll every hour). Does normal arrow damage. Cost is 250CR/arrow.

Explosives
Light Explosive Charge - 1d6 MD (x10 SDC) in place of normal damage; assume arrowhead is explosive component. Cost is 100CR/arrow.

Heavy Explosive Charge - 2d6 MD (x10 SDC) in place of normal damage; reduce range by 50% due to changed aerodynamics. Cost is 500CR/arrow.