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==Specialty Ammunition== The basic game of '''Hyperborean Mice''' pays little attention to tracking ammunition, but if you want more detail there are non-standard arrows and bolts available. Ammunition is usually sold in quivers of 20 arrows or 30 bolts. ===Heavy Tipped Bolts and Arrows=== These are equipped with unusually heavy and broad metal heads for piercing armor. +1 damage, doubled range penalties. A full quiver is an Expensive item. ===Flame Arrows/Bolts=== Arrows with an oil-soaked rag wrapped around the tip. It must be lit on fire as you shoot, a free action if there is an open flame right in front of you. -2 damage, lights flammable targets on fire if it hits. Useful for starting brushfires and frightening away unintelligent predators. An Impale crit with a flaming arrow will leave the burning arrow stuck in the creature's side. They are a Common item. ===Crude Arrows=== Generally only used by primitive clans, these are just Crude-quality ammunition. Doubled range penalties. ===Poisoned Arrows/Bolts=== The heads of these arrows or bolts have little grooves in them in which poisonous substances can be smeared. -1 damage, but any target who takes damage from it must roll an appropriate Endurance check (generally HARD for Common versions, or VERY HARD for Expensive ones); people rarely bother with poisons that often fail to sicken targets). If the hit was an Impale critical, then the resistance roll is at -2. In general, even the fastest poisons take about a minute to kick in, so the archer generally uses them to poison a large predator and then retreat. Artificial venoms of this sort lose their potency rapidly. Reduce the difficulty of the check by 1 per hour since the poison was applied. Applying poison to a single bolt or arrowhead takes an additional round, but once it's ready it may be used normally. A quiver of poisoned arrows or bolts generally only has 6 actual missiles, plus the equipment to prepare them. ===Barbed Tip Arrows and Bolts=== The heads of these missiles have rear-facing hooks and barbs to make them difficult to remove. They are often used for hunting insects, with a silken thread tied to the missile so that the target can be reeled in easily. Anyone struck with an Impale from such a missile will take another d4 damage removing it. A quiver-full, along with the silken threads, is an Expensive item. If you strike a foe with such a bolt, you can roll Feats of Strength against their own to try and reel them in. Preparing the silken cord takes an extra round, but once it's ready the missile can be used normally.
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