Ammunition can carry special effects. These entries are draft-friendly and should be reviewed for final costs and availability.
Arrow Variants
| Ammunition | Effect |
| Barbed | Must be carefully removed or the target takes 1 damage |
| Bleeding | Half damage, but razors cause bleed 1 |
| Blunt | Crushing damage and non-lethal damage; noted with a -4 modifier |
| Bodkin | +1 AP, Piercing |
| Broadhead | +1 damage vs unarmoured targets or possibly large targets |
| Dye | Crystal head coats a 1 foot area in dye |
| Flight | Increases range by 10 feet |
| Incendiary | -1 to hit; 1 fire damage for 2 rounds; on critical hit, target makes a REF save or catches fire |
| Lodestone | Attracts to metal; +4 to hit metal-armoured targets; 1 damage |
| Pheromone | Coats target with pheromones; animals attack that target at +1/+1 |
| Pronged | +1 to hit small targets |
| Reservoir | Contains a reservoir; -2 to hit |
| Smoke | Trails smoke and creates a 5 foot cloud on impact |
| Whistling | Loud keening sound audible within 500 feet of the flight path |
Quivers
| Quiver | Capacity |
| Small quiver | 20 arrows |
| Medium quiver | 40 arrows |
| Large quiver | 60 arrows |
Notes
Crossbowmen can shoot about 8 bolts a minute, with maximum range around 150 yards in the source notes.
Arrows fired at plate armour are often destroyed if they hit.