Secret organisations need specialist equipment to help them to deal with threats to humanity, and here is a partial list of what is available. Almost none of this is available to the general public, or indeed, to the military.
Rarer than silver bullets and with a more limited application, these have to be custom made by the user or a respectable company. The main purpose of these rounds is for use against the Cybermen
Gold ammunition: CPS *75, when attacking Cybermen, the rounds act as normal until they are shot into the ventilation grill on the Cyberman. Then if they score damage, they poison the Cyberman as normal rules. May not be modified with other ammunition options.
Not generally bought from a normal shop, these can be specially ordered sometimes, or else they can be home-made.
Silver ammunition: CPS *50, acts like normal damage vs Were creatures. May not be modified with other ammunition options.
Cannot be ordered from specialised shops, and must be made by someone under special contract.
Wooden ammunition: CPS *10, acts like normal damage vs Vampires, although note that to kill a Vampire, you have to aim for the heart, and unless you do, these won't have too much extra effect. See here for further information. May not be modified with other ammunition options.
Gold, Silver and Wooden bullets may be used in hand weapons (pistols, rifles, SMG's, shotguns, solid slug grenades), crossbows and bows, and some vehicluar weapons too - MG's of all types, AC's and other weapons that can fire solid slug ammo (including gauss rounds). Rockets and missiles can be modified too, but in this case they lose any burst or special effects, now simply being a solid warhead.
Can be bought anywhere there is a religious group. Note that the type of holy symbol is usually irrelevant, provided it is an actual holy symbol. The Holy Cross is considered the 'standard generic' holy symbol. Note also that some creatures aren't effected by it's use at all.
Holy symbol: $20, 3 lbs, 2 GE. One handed item when used.
Available at any religious site of worship.
Holy water: $25, 1 lb.
Available at any supermarket or local market.
Garlic: $5 per string of cloves.
Built and designed by Ultraviolet, these bullets are made of a graphite/silver alloy, mixed with holy water, inscribed with the holy cross in the tip and then blessed. This has the advantages in that they can be used against most sort of unnatural creatures, such as vampires, were creatures and others. They are also very expensive and selective, being available only for light and heavy pistols - and thus SMG's - as standard, other calibre's having to be especially ordered. They are only available to Ultraviolet employee's and never on the black market, save through the death of an operative.
Ultraviolet ammunition: CPS *65, acts like normal rounds against normal people, available in AP versions. Treat as normal wooden and silver bullets.
Specially designed by Ultraviolet, these grenades combine the effects of tear gas and garlic (well, only the active ingredient of garlic) to produce an effect that is harmful to both human and vampire.
Ultraviolet Grenades: $50, has a burst effect of 1"*1" and gives the same effects as a tear gas grenade and garlic cloud.
One of the biggest problems early on in Ultraviolets career was to figure out a way to determine if someone was a vampire or not. At night, in the dark it can be difficult to work that out, especially if there is no handy mirror around. So the R&D boys worked on a gun adaptor that simply clips to the weapon (or can be used on it's own), which has a light filter and small video feed. This is then projected onto a small screen to the side of the gun, and the result is that if you can see the person in front of your gun in the screen, then it's not a vampire. If you can't, pull the trigger and shoot.
Ultraviolet weapon adaptor: $700 (although very difficult to get hold of unless you're in Ultraviolet), 3 lbs, 1 GE and one handed weapon when not being used with a weapon, or adds +1 GE to a pistol (nothing to an SMG or larger weapon).
Designed by future man in their fight against the Cybermen, this is a very specialised weapon that fires particles of gold which seek out and penetrate the Cyberman's frontal ventilation grill. There they dive in and try to kill the Cyberman from the inside. Unlike normal gold, the effects of a glitterngun is instantaneous, and will not continue to poison the beast over time.
| Weapon | GE | Weight | Damage | To-Hit |
Cost | Shots | CPS | L. $ | Notes |
| Glittergun | 2 | 7 lbs. | * | 7 | - | 10 | - | - | |
The damage depends on the target. Against humans, the gun can do 1d-4 damage due to the suffocating effects of having gold particles down your throat. Anyone wearing a sealed suit or gas mask is safe from these effects.
Against Cybermen though, the particles seek out the ventilation grill (and doesn't require an aimed shot to do that (so no additional -3 to hit), and the gun does 1d6 damage, ignoring all armour. This damage is instant, and will not poison the Cyberman over further rounds.
It requires the skill Energy Blaster (or Handgunner -2) to use.
Never as powerful as the weapons that the humans faced, the energy blaster is still a capable weapon in the right hands.
| Weapon | GE | Weight | Damage | To-Hit |
Cost | Shots | CPS | L. $ | Notes |
| Energy Blaster | 2 | 6 lbs. | 2d+2 | 6 | - | - | - | - | a, stun |
*a: does full damage to vehicles
Stun: treat as a concussion effect hit, but body armour does not protect.
Requires Energy Blaster skill (or Handgunner -2) to use.