Ammunition
Basic vs Advanced
Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.
Stones x 10
Simple rocks picked from the ground on the streets of the Royal City or beneath the snow out in the world. They can be fired off slings and slingshots.
Damage: 1
Penalties: n/a
Special Qualities: n/a
Cost: n/a
Weight: 4
Arrows x 10
For centuries, arrows were a staple in any army and in the toolkit of a hunter. With the advent of firearms, however, they have become increasingly rare, used mostly by Majai and some rangers.
Damage: 2
Penalties: n/a
Special Qualities: n/a
Cost: 8 Guerrmarks
Weight: 2
Bodkin Arrows x 5
Bodkin arrows were originally used to pierce plate armor, they require a skilled blacksmith and a good supply of metal to produce, but are worth it against an armored opponent.
Damage: 2
Penalties: n/a
Special Qualities:
Bodkin: -1 Difficulty to the enemy's Armor Value, to a minimum of Easy.
Cost: 10 Guerrmarks
Weight: 2
Wooden Bolts x 10
Wooden bolts are short wooden rods that are fired of crossbows. They are thicker and bulkier than arrows, built to have greater penetrating power at lesser range.
Damage: 2
Penalties: n/a
Special Qualities: n/a
Cost: 8 Guerrmarks
Weight: 3
Metal Bolts x 5
Unlike wooden bolts, metal bolts are heavier and more powerful, tapered into a bodkin tip designed to pierce plate, before firearms these were the bane or armored warriors.
Damage: 2
Penalties: n/a
Special Qualities:
Bodkin: -1 Difficulty to the enemy's Armor Value, to a minimum of Easy.
Cost: 12 Guerrmarks
Weight: 3
Lead Bullets x 12
Lead bullets are small spheres of lead which may be fired out of a firearm or simply hurled at the enemy with a sling. Obviously, the bullet is much more powerful when fired out of a gun. In this case, each led bullet includes a small amount of gunpowder in a paper bag, necessary to fire them.
Damage:1/3
Penalties: n/a
Special Qualities:
Shred (Firearm): As long as one point of damage is received from this weapon, the character is considered injured.
Cost: 12 Guerrmarks
Weight: 3
Shells x 6
Shells were one of the first types of ammunition to include bullets and gunpowder in a single easy container. In the case of shells, the bullets are actually a mix of bird-shot, rock salt and other such items which spray in a short range in front of the weapon when it's fired.
Damage:2
Penalties: n/a
Special Qualities:
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Cost: 12 Guerrmarks
Weight: 2
Cartridges x 12
Cartridges are a relatively new invention, more expensive to produce but easier and faster to load. The cartridge includes a bullet and a charge of gunpowder, all encased in a metal 'jacket'. The fact that the gunpowder and bullet are contained in the same package was the advent of repeaters and Gatling guns.
Damage: 3
Penalties: n/a
Special Qualities: n/a
Cost: 20 Guerrmarks
Weight: 3
Cannonballs x 3
Cannonballs are up-scaled versions of the humble lead bullet, even being grazed by one of these shots usually leads to severe injuries and even death.
Damage: 8
Penalties: n/a
Special Qualities: n/a
Cost: 24 Guerrmarks
Weight: 9
Fuel
Fuel is natural gas and oil obtained from deposits deep within the imperial mines. Extremely flammable, it is possible to pressurize these and use them to fuel machinery and flame weapons. Each fuel tank carries 12 'charges' of fuel.
Damage: n/a
Penalties: n/a
Special Qualities: n/a
Cost: 20 Guerrmarks
Weight: 3
Batteries
Powerful chemical batteries, complete with coils and magnets, these small metal tanks are able to produce large amounts of electricity to power machinery and advanced technology. Each battery carries 12 'charges' of electricity.
Damage:n/a
Penalties: n/a
Special Qualities: n/a
Cost: 20 Guerrmarks
Weight: 3
Canister
Canisters are thin metal tanks which can be screwed on the back of corrosive and poison weaponry. The properties of the shot depends heavily on the kind of poison or acid used to fill the canister. Each canister carries 12 'charges' of poison or acid. Remember that the price is for the canister alone, and the contents will have to be bought separately.
Damage: n/a
Penalties: n/a
Special Qualities: Varies.
Cost: 5 Guerrmarks
Weight: 3
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