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Modern Equipment

AX.GHW.09.01 - Gear, Weapons and Hunter Tools


Introduction

Equipment in the modern hidden world occupies an awkward position: most of it is legally purchased and commercially available, which creates both convenience and exposure. A hunter who buys a tactical vest and a case of 9mm at a sporting goods store is doing nothing unusual. A hunter who also purchases silver-core rounds, cold iron restraints, and a salt-dispersal rig is creating a purchasing pattern that gets noticed.

Managing the paper trail is as much a skill as managing the gear.

This catalog organizes modern equipment into six categories: Firearms, Specialized Ammunition, Protective Gear, Hunter Tools, Surveillance and Investigation Tech, and Vehicles. Each entry includes cost, mechanical effect, and relevant notes on acquisition and Veil management.


Currency Tiers

The hidden world does not have its own currency. Everything runs on dollars, and dollar amounts carry social meaning, both for what they represent about a character's resources and for what purchasing patterns reveal to anyone watching.

Acquisition Costs are listed as realistic retail or gray-market estimates. Characters with organizational affiliation may have access to government issue, institutional procurement, or black-market sourcing that changes what they can obtain and at what cost.

Starting Resources by Campaign Power Level:

Level Generation Package Starting Resources Resource Notes
Street Level 6D $500–$1,500 Personal savings; civilian income; no institutional backing. Basic kit only.
Regional 9D $3,000–$8,000 Professional income, side work, small organization stipend, or inheritance. Advanced kit accessible.
National 12D $15,000–$50,000 Government stipend, significant personal wealth, major organization backing, or accumulated field income. Government-issue and specialist equipment accessible.

Resource Tiers for Individual Items:

Tier Cost Range Access
Basic Under $200 Any civilian; no special sourcing required
Advanced $200–$1,000 Sporting goods specialty, online gray market, or basic Network/org contact
Restricted $1,000–$5,000 Requires a contact, credential, or specific sourcing channel
Controlled $5,000–$25,000 Organizational procurement, black market, or government issue only
Classified $25,000+ Active organizational backing required; not available on open market

Firearms

Modern firearms are the baseline tool for most hunters and agents. In the hidden world, the question is not whether to carry a firearm, most threats require one, but what you're carrying, and what it's loaded with.

Combat roll: Speed + Precision vs target Defense (or Speed Save for area effects)

Range: The range listed is the effective combat range. Beyond effective range, the attacker takes -1D. Firearms cannot be used at Touch range without penalty (-2D), drawing and pressing is not ideal shooting geometry.


Handgun

Cost: $400–$800 (Basic) Damage: 3 Effective Range: Near Capacity: 15–17 rounds standard; extended magazines available Notes: The standard sidearm. Concealable under civilian clothing without a check. Can be carried legally in most jurisdictions with appropriate permits. Standard load is hollow-point (full 3 damage). FMJ reduces damage by 1 but penetrates light cover.

Mechanical note: A character with Precision 1D draws a handgun as a Free Action. Without Precision, drawing is a Speed action.


Compact Handgun

Cost: $300–$600 (Basic) Damage: 2 Effective Range: Close–Near Capacity: 6–10 rounds Notes: Smaller, more concealable than a standard handgun. Passes casual pat-downs unless the searcher is specifically trained (Notice + Tactics vs Threshold 3 to detect). The range and damage tradeoffs make this a backup weapon or a concealment tool, not a primary.


Shotgun

Cost: $300–$700 (Basic) Damage: 5 (buckshot) / 4 (slug) Effective Range: Close (buckshot); Near (slug) Capacity: 4–8 rounds depending on configuration Notes: The workhorse for threat engagement at close quarters. Buckshot deals 5 damage and affects all targets in a Close-range arc (each target makes a Speed Save vs Threshold 2, failure means they're hit; success means they took the edge of the spread for 2 damage). Slugs deal 4 damage to a single target at Near range. A pump-action shotgun requires a Free Action between shots to chamber the next round. Semi-automatic eliminates this.

Shotguns are difficult to conceal, transport in a case or vehicle. Drawing from a vehicle is a Primary Action. Many hunters carry a sawed-off configuration in a long coat; this reduces effective range by one band and increases draw speed to a Free Action.

Salt round compatibility: Shotguns are the standard delivery platform for salt rounds (see Specialized Ammunition).


Rifle

Cost: $600–$2,000 (Basic to Advanced) Damage: 4 (standard) / 6 (high-caliber) Effective Range: Far (standard); Far with precision bonus (high-caliber) Capacity: 5–30 rounds Notes: Rifles are standoff weapons, the correct choice for threats that are best engaged at distance (Thunderbird, Wendigo, anything you want to hit before it closes range). Standard rifle (.223/5.56mm or 7.62x39mm): 4 damage. High-caliber (.308/7.62mm NATO, .30-06, .300 Win Mag): 6 damage. The difference matters against high-Body threats.

A character with Precision 1D may forgo movement on their turn to gain +1D to a rifle attack. Bolt-action rifles require a Free Action between shots; semi-automatic and automatic rifles do not.

High-caliber rifles are louder, heavier, and attract significantly more attention. Transport requires a case; open carry generates immediate law enforcement response in any urban area.


Automatic Weapon

Cost: $1,500–$8,000 (Restricted) Damage: 3 per hit, burst fire Effective Range: Near Capacity: 20–100 rounds Notes: Fully automatic weapons are heavily restricted for civilian ownership. Characters with organizational backing (BUA, Vanguard) may have legitimate access; others are sourcing through the Hollow Market or personal connections.

Burst Fire: An automatic weapon can fire a burst at a single target (+1D to attack, uses 3 rounds) or a suppressing burst across Close range (all targets in area make Speed Saves Threshold 2, failure means pinned, taking Disadvantage on all actions until they use a Primary Action to break free; no damage unless they move through the fire).

Automatic weapons are loud. Any discharge in a civilian area guarantees witness attention and law enforcement response within 3–5 minutes.


Melee Weapons

Cost: $20–$300 (Basic), varies widely Damage: 2–4 depending on weapon Effective Range: Touch–Close Notes: Most melee weapons are mundane, but material matters against specific threats. A machete (damage 3) made of ordinary steel is a functional weapon against most threats; the same machete made with cold iron costs ten times more but suppresses fae abilities on contact. See Specialized Ammunition for material-specific bane effects.

Weapon Cost Damage Notes
Knife / combat knife $30–$150 2 Concealable; Free Action draw with Brawl 1D+
Machete / short sword $80–$300 3 One-handed; functional for most threats
Axe / hatchet $50–$200 3 Concealable hatchet; full axe requires Primary Action draw
Stake (wooden) $5–$20 2 Destroying vampires requires a specific targeting action (see 02-undead.md)
Cold iron blade $300–$800 3 + fae suppression Full bane effect vs fae; see Specialized Ammunition for suppression mechanic
Silver-edged blade $400–$1,000 3 + silver bane Full bane effect vs shapeshifters and silver-vulnerable threats

Specialized Ammunition

Specialized ammunition is the hidden world's most consistent logistical requirement. Standard hollow-point works fine against human threats and most cryptids. Against everything else, material matters.

Specialized rounds are loaded into any compatible firearm. The same handgun that fires standard 9mm can fire silver-core 9mm, the weapon does not change, only the load. Characters who anticipate specific threat types should carry appropriate loads before the encounter; switching ammunition in the field requires a Primary Action.

Cost note: Specialized ammunition is not commercially available. All of the following require hidden-world sourcing, Network contacts, The Hollow Market, order fulfillment through organizations with appropriate supply chains. Cost reflects gray-market or specialty fabrication prices.


Silver Rounds

Cost: $8–$12 per round (Advanced, requires sourcing contact) Effect: +2 damage against shapeshifters, werewolves, and any threat with silver vulnerability (see individual threat entries) Notes: Silver is the catalog-standard bane material for the shapeshifter category. Silver rounds function as normal ammunition against all other targets; they deal standard damage, no bonus or penalty. Silver-core rounds are distinguishable from standard ammunition on close inspection; carrying a mixed load without explanation is difficult to justify to law enforcement.

Available in handgun, rifle, and shotgun configurations. Shotgun shells loaded with silver shot pellets work as standard buckshot plus silver bane.


Blessed Rounds

Cost: $6–$10 per round (Advanced) Effect: +2 damage against Shadow entities (the Hollow, shadow-touched), undead, and any threat with blessed-weapon vulnerability Notes: Blessed rounds require actual consecration, a Sacred Fire practitioner or ordained clergy performing a specific blessing ritual over the ammunition. The material is ordinary brass and lead; the effect is the blessing. Consecration requires approximately 1 hour for a box of 50 rounds. Blessed rounds cannot be factory-produced.

A box of 50 blessed rounds requires either access to a Sacred Fire practitioner or a cooperative clergy contact. The Order of the Warden's Flame maintains a supply for authorized users; others source independently.


Cold Iron Rounds

Cost: $15–$25 per round (Restricted, difficult to fabricate correctly) Effect: +2 damage against fae and spirit-type threats; suppresses fae special abilities for 1 round on a hit (target makes Body Save Threshold 3 to resist suppression) Notes: Cold iron must be unalloyed iron, not steel, not iron alloy. Fabricating functional cold iron rounds requires a smith with both the technical knowledge and the correct raw material. This is the most difficult specialized ammunition to source. The Grimoire Compact maintains a supply; the Hollow Market carries it at significant markup. Most hunters keep cold iron rounds in small quantities for specific operations rather than carrying them routinely.

Cold iron shotgun shot is available; same suppression effect, buckshot spread.


Salt Rounds

Cost: $2–$4 per round (Basic, the most accessible specialized ammo) Effect: Disperses ghosts, poltergeists, and other manifestation-layer undead; forces re-manifestation (target cannot act for 1 round while reconstituting). No damage to physical targets. Notes: Salt rounds are packed rock salt in a shotgun shell or similar configuration. They have no effect on physically present threats, Shadow entities, fae, or anything with a corporeal body. Against manifestation-layer undead (Vengeful Spirits, Poltergeists), they are extremely effective, the standard first response before a more permanent solution is implemented.

Salt rounds can be improvised: a character with Technical or Tactics 1D+ can load a shotgun shell with rock salt in the field (Wit + Technical vs Threshold 2, takes 10 minutes per shell, requires rock salt and shotgun shell components). This is a field expedient, not a reliable supply solution.


Incendiary Rounds

Cost: $20–$40 per round (Restricted, legally controlled in most jurisdictions) Effect: +1 damage; target may catch fire (Body Save Threshold 2 or takes 2 fire damage per round until extinguished) Notes: Incendiary rounds have limited general-purpose application but are specifically noted against the Wendigo (double fire damage; see 04-shapeshifter.md) and are effective against several aberration-adjacent entities with cold-based biology. They are legally restricted and create obvious fire evidence at scenes, Veil management implications are significant.


Protective Gear

Armor mechanics: Armor contributes an Armor Value that is added to Speed when calculating Defense: Defense = 1 + (Speed + Armor Value) ÷ 3, round down. Higher Armor Value raises Defense. The tradeoff is the Encumbrance Penalty, heavy armor imposes a -1D penalty to Speed-based rolls (Speed Saves, Athletics, Acrobatics) unless the character's Body rating meets the threshold.


Concealable Vest (Light)

Cost: $300–$600 (Advanced) Armor Value: 1 Encumbrance Penalty: None Notes: Worn under clothing; not visible under a button-up shirt or jacket. Standard issue for agents and investigators who expect possible threat engagement but cannot armor up obviously. Level IIIA protection against handgun rounds, not rifle rated. Against supernatural physical attacks (claws, Mighty Strike), provides full Armor Value. Against energy-type damage (fire, necrotic, void), provides no protection.


Tactical Vest (Medium)

Cost: $600–$1,500 (Advanced to Restricted) Armor Value: 2 Encumbrance Penalty: -1D to Speed-based rolls unless Body 3D+ Notes: Visible external armor with modular MOLLE attachment points for pouches and equipment. Level III plate-rated configuration stops rifle rounds. Characters with Body 3D or higher wear this at full effectiveness; lower Body characters take the Speed penalty. Standard for Vanguard Operators and hunters who are not operating under cover.


Tactical Helmet

Cost: $200–$800 (Advanced) Armor Value: +1 (head only, applies against targeted head attacks; GM discretion) Encumbrance Penalty: -1D to Notice (peripheral vision and hearing) Notes: Ballistic-rated helmet. In most combat encounters the general Armor Value is sufficient, specific head-targeting is a GM call for cinematic moments. The Notice penalty matters for investigation-heavy encounters where environmental awareness is critical.


Riot Gear (Heavy)

Cost: $1,500–$4,000 (Restricted) Armor Value: 3 Encumbrance Penalty: -1D to Speed-based rolls unless Body 4D+ Notes: Full tactical kit: plate carrier, leg protection, arm guards, helmet. Maximum conventional protection. Difficult to conceal, impossible to wear under civilian clothing, and draws immediate attention in any non-tactical environment. Characters wearing riot gear in civilian areas trigger law enforcement response within minutes.


Supernatural Hardening (Armor Modification)

Cost: +50–200% of base armor cost; requires specialist fabrication Effect: Various, see below Notes: Standard body armor has no special effect against supernatural physical attacks, a vampire's Bite deals the same damage against a Kevlar vest as against bare skin, because the armor was designed for ballistic impact, not supernatural force. Armor modifications address specific supernatural threat types:

Modification Effect Cost Multiplier
Silver-lined weave +1 Armor Value against shapeshifter physical attacks ×2
Salt-impregnated Provides 1 additional point of resistance to ghost/spirit manifestation attacks ×1.5
Cold iron mesh +1 Armor Value against fae physical attacks; fae must succeed Body Save Threshold 2 to willingly touch wearer ×3
Blessed material +1 Armor Value against Shadow entity and undead physical attacks ×2 (requires consecration)

Supernaturally hardened armor cannot be purchased commercially; it requires hidden-world sourcing and fabrication.


Hunter Tools

Standard investigative and operational tools used in hidden-world field work. Most of these are commercially available or improvised from common materials; the challenge is sourcing the specialized items without creating an obvious purchase pattern.


EMF Detector

Cost: $30–$150 (Basic) Effect: +1D to Notice rolls when searching for supernatural activity that produces electromagnetic signatures. Does not detect all supernatural threats, fae leave no EM signature, most demons do not, most physical threats do not. Effective against: ghosts, poltergeists, dimensional aberrations, some undead. Notes: Commercially available as a ghost-hunting tool; owning one is not unusual. Calibration matters, commercial-grade EMF detectors are less sensitive than specialist builds. A character with Technical 1D+ can calibrate a commercial detector to +2D effectiveness (Wit + Technical vs Threshold 2, takes 1 hour).


UV Light (High-Intensity)

Cost: $50–$300 (Basic to Advanced) Effect: Treats the illuminated area as daylight for purposes of vampire vulnerability. A vampire caught in a high-intensity UV beam takes damage as if in sunlight for the duration of beam contact (see 02-undead.md). Standard UV flashlights are insufficient, requires industrial or medical-grade UV output. Notes: Industrial UV lamps are available commercially for sanitation purposes. A handheld UV spotlight at adequate intensity requires sourcing or modification (Technical vs Threshold 2 to modify a commercial unit). The beam requires the character to aim and maintain it, a Primary Action to deploy and hold on target; targets who move out of the beam are no longer affected.


Holy Water

Cost: $0–$20 (Basic, freely available from religious institutions, or a Sacred Fire practitioner can produce it) Effect: 2 damage to Shadow entities and undead, Close range thrown. Can be deployed as a barrier (splashed across a threshold, applied to surfaces), a Shadow entity or undead approaching a holy water barrier makes a Wit Save Threshold 2 each round to pass through (failure = cannot cross, takes 2 damage; success = crosses but takes 1 damage). Notes: Standard consecrated holy water from a church is effective. A Sacred Fire practitioner can consecrate water themselves (Wit + Sacred Fire vs Threshold 1, produces a bottle's worth per use). A Haunt practitioner using Mediumship can produce a variant that is effective against spirit-category undead only (not Shadow entities).

Holy water in a squirt gun is a field-deployable weapon. Holy water in a water balloon covers a Close-range splash radius. Holy water in a super-soaker is genuinely considered a legitimate tactical tool in Network field notes.


Iron Chains / Cold Iron Restraints

Cost: $50–$200 for iron chains (Basic); $300–$800 for fabricated cold iron restraints (Restricted) Effect: Standard iron chains restrain supernatural entities physically but do not provide bane effects. Cold iron restraints restrain fae and additionally prevent fae ability use (fae in contact with cold iron cannot use glamours, phase, or dimension-step, sustained contact suppresses these abilities entirely, not just for one round). Notes: Cold iron restraints require proper unalloyed iron, not standard steel chain. The sourcing challenge is the same as cold iron ammunition. Characters who frequently engage fae should maintain a supply. Iron shackles that are not cold iron work as physical restraints only.

A fae secured in cold iron restraints and unable to break free physically is entirely at the characters' mercy; this is one of the few ways to hold a powerful fae for extended interaction.


Salt (Bulk)

Cost: $5–$20 for a large supply (Basic, rock salt is sold at hardware stores) Effect: Salt circles create barriers against ghosts, poltergeists, and some lower-tier Shadow entities. A salt circle large enough to contain one person requires approximately 5 pounds and takes 1 minute to lay. A salt circle barrier has Defense 5 against ghost and spirit attacks, the entity cannot cross the circle without disrupting it, and a disrupted circle loses its barrier property immediately. Notes: Salt is the most cost-effective supernatural countermeasure available. Its limitations: it does not affect physically present threats, fae, most undead, or anything with a corporeal body. A salt line across a threshold prevents ghost entry; it does not prevent a Redcap from walking through the door.

Salt circles must be complete and unbroken to function. A character inside a salt circle who breaks the line (crossing out, dropping something across it) disrupts the barrier.


Rowan Wood / Iron Items (Fae Warding Kit)

Cost: $30–$100 assembled kit (Basic to Advanced, materials are available, assembly requires knowledge) Effect: Rowan wood charms force fae to spend a Primary Action to approach or cross a barrier made from them. Iron threshold markers (a piece of iron laid across a doorway or window) prevent fae entry without a Wit Save (Threshold 2) each attempt. Combined rowan-and-iron barriers stack both effects. Notes: Rowan (mountain ash) is commercially available as a landscaping plant. Rowan wood must be cut from live branches, not dried or processed. A character with Lore (Fae) 1D+ can construct effective rowan barriers without a roll; others require Wit + Lore vs Threshold 2 to confirm they've assembled it correctly. Network lore keepers typically carry a small supply of pre-cut rowan as a standard kit item.


Exorcism Kit

Cost: $100–$400 assembled (Basic, materials individually available; knowledge is the constraint) Effect: Provides +1D to ritual exorcism attempts (Wit + Lore vs appropriate Threshold). Does not substitute for tradition ability or Lore knowledge; it is a material supplement that ensures the correct ritual components are present. Contents: Holy water, blessed salt, specific incense, ritual text (denomination varies), iron components, rowan or consecrated wood items, candles. The specific combination varies by tradition and target entity; the kit covers the most common configurations. Notes: Purchasing an assembled exorcism kit requires a hidden-world sourcing contact, no commercial retailer sells these, and the components become more obviously purposeful when assembled together. Characters can assemble their own from component purchases with Wit + Lore vs Threshold 2 and access to the individual items (about 3 hours).


Ritual Supplies (General)

Cost: $50–$500 depending on ritual complexity (Basic to Advanced) Effect: Required material components for specific rituals, binding, warding, Breach closure, curse removal, and others. Each ritual in the catalog that requires material components specifies what is needed. Notes: Ritual supplies are categorized here as a catch-all for GM and player reference. When a player character needs ritual components for a specific operation, the GM should assess what materials are required and what tier they fall under. Most ritual components are individually innocuous, candles, herbs, specific salts, organic materials, but their combination and purpose raises questions.

Characters with Lore 2D+ typically know where to source standard ritual components locally (Wit + Lore vs Threshold 2 to identify a local supplier; Threshold 3 for unusual components). Organizations with research arms (Grimoire Compact, Aldersham Institute) maintain component supplies for affiliated characters.


Surveillance and Investigation Tech

Investigation is as much of the job as the fight, often more. Modern technology provides tools that previous generations of hunters didn't have, and those tools create evidence management obligations that previous generations also didn't have.


Smartphone

Cost: $300–$1,000 (Basic, characters are assumed to have one) Effect: Photography, video recording, communication, navigation, information access. Standard communications device with no mechanical bonus in ordinary use. Notes: Every photo and video taken on a smartphone is automatically backed up to cloud services unless explicitly disabled. Evidence captured on a personal phone is potentially accessible to law enforcement, service providers, and anyone who has the character's credentials. Characters investigating supernatural events should use dedicated devices with cloud backup disabled, or accept the evidence management risk.

A smartphone in the presence of a Mothman, Jersey Devil, or active aberration-scale threat will malfunction (electromagnetic interference).


Dedicated Investigation Camera

Cost: $200–$800 (Basic to Advanced) Effect: +1D to Notice rolls involving photographic evidence analysis. Can capture details at distance that would not be visible to the naked eye or a phone camera. Notes: A standalone camera (not phone-connected) with manual settings, infrared capability, and no automatic cloud upload. Standard equipment for field investigators from any organization. Evidence stored on physical memory cards rather than networked storage.

Infrared camera capability (+$100–$300): allows the character to photograph heat signatures invisible to normal light. Some supernatural entities register differently on infrared than visible light, ghosts may not appear, certain fae appear brighter, Dimensional Spawns show inconsistent heat signatures that are immediately apparent as abnormal.


Audio Recorder / EVP Equipment

Cost: $50–$300 (Basic) Effect: +1D to Notice rolls when listening for supernatural audio phenomena (EVP, electronic voice phenomena). Documents audio evidence that is inadmissible conventionally but useful for investigation pattern analysis. Notes: EVP recording has a folklore history in ghost investigation circles, which provides useful civilian cover for carrying the equipment. Haunt-lineage characters and Mediumship practitioners occasionally confirm that EVP recordings capture real Liminal-layer audio that tradition-based perception missed; it is a useful secondary channel.


Night Vision Equipment

Cost: $300–$2,000 (Advanced to Restricted, depending on generation) Effect: Negates darkness penalties to Notice and attack rolls. Thermal imaging variant (+$500) allows detection of heat signatures regardless of light. Notes: Commercially available from hunting and outdoor retailers (low-generation monoculars), through military surplus (higher performance), or through organizational procurement. Generation 1 monoculars ($300–$500) are effective but bulky. Generation 3 goggles ($1,500–$3,000) are compact, head-mountable, and provide full hands-free operation.

Night vision is blinded by sudden bright light, a flash or UV discharge wipes the image for 1–2 rounds while it adjusts.


GPS Tracker

Cost: $30–$150 (Basic) Effect: Real-time location tracking for vehicles, objects, or individuals (when placed on them). Range dependent on cellular network coverage. Notes: Attaching a tracker to a target without their knowledge is a Speed + Stealth roll vs Notice or Security (Threshold 2 for an unattended vehicle; Threshold 3 for a guarded location; Threshold 4 for an aware, trained individual). Cell-network dependent trackers fail in areas of supernatural electromagnetic interference.


Lockpick Set / Bypass Tools

Cost: $50–$200 (Basic to Advanced, legally gray in most jurisdictions) Effect: Allows characters to attempt lock bypass (Speed + Technical or Speed + Tactics vs security Threshold 1–4 depending on lock complexity). Without these tools, improvised bypass is at -2D. Notes: Standard pin-tumbler locks: Threshold 2. Deadbolts and commercial security locks: Threshold 3. High-security or electronic locks: Threshold 4. Biometric or custom security: Threshold 4–5.

Electronic bypass tools (bump keys, RFID cloners, signal replay devices): $100–$500 additional; required for electronic security systems. Characters with Technical 2D+ can improvise these with parts (Wit + Technical vs Threshold 3, takes 30 minutes).


Portable Lab Kit

Cost: $800–$2,500 (Restricted) Effect: Allows field analysis of unknown substances, biological samples, and environmental anomalies. Wit + Medicine vs Threshold 2 (standard biological samples) to Threshold 4 (unusual supernatural compounds). Without the kit, field analysis is impossible without access to a lab. Notes: Covers: basic chemical analysis, biological sampling and preservation, pH and compound testing, luminol for blood trace evidence. Does not cover: supernatural signature analysis (that requires tradition abilities or Mediumship), entity genetic analysis (requires full laboratory), or Breach characterization (requires a Mediumship practitioner).

The Aldersham Institute and Grimoire Compact both field teams with portable lab capability. Independent operators typically carry a reduced version ($300–$600) covering the most common field analysis needs.


Vehicles

Transportation in the hidden world is both logistical infrastructure and equipment platform. A vehicle determines how fast a team can reach an incident, how much gear they can carry, and what options they have for rapid exfiltration.


Standard Passenger Vehicle

Cost: $8,000–$30,000 used (street value varies widely) Effect: Standard road transport. No mechanical bonuses. Notes: The baseline. Every hunter team is assumed to have access to at least one vehicle. A vehicle provides: gear transport capacity (firearms, full equipment kit), rapid movement between scenes, a mobile base for changing equipment or brief rest between encounters, and (depending on the vehicle) some cover from weather and observation.


Utility Vehicle / Pickup Truck

Cost: $15,000–$45,000 Effect: Significantly higher cargo capacity; can be used as a platform for heavy equipment transport. 4WD variants access terrain standard vehicles cannot. Notes: The standard field vehicle for serious hunter teams. A full-size pickup with a locked toolbox can carry: full gear for 3–4 hunters, specialized equipment, bulk supplies (salt, rowan, ritual materials), and a secured weapons storage locker that does not trigger casual vehicle searches. Off-road capable variants allow approach to remote supernatural incidents without road access.


Armored Vehicle

Cost: $50,000–$200,000 (Controlled, government procurement or significant black market cost) Effect: Armor Value 3 for occupants (only against attacks that penetrate the vehicle; supernatural attacks that bypass physical matter are unaffected). Ramming capability (Body 5D equivalent for vehicle collision rolls). Notes: Vanguard standard transport. Commercially available armored SUVs exist (executive protection market) but are expensive and attract attention. An armored vehicle in a civilian area generates significant witness interest. Off-road capability varies by specific model.


Motorcycle

Cost: $5,000–$15,000 Effect: Faster than a car in urban environments; can access spaces a car cannot. Speed Save rolls made while operating a motorcycle during active pursuit receive +1D. Notes: Significant cargo limitation, a motorcycle carries the rider and one passenger, with minimal gear. Standard kit for a motorcycle hunter is weapons on-body and a small saddlebag. The speed advantage in urban environments is real; the gear limitation is a significant operational constraint. No protection, a character hit while on a motorcycle and not wearing protective riding gear takes +1 damage.


Equipment Packages

Pre-assembled packages for common character concepts. These represent reasonable starting loadouts within the indicated resource tier.

Basic Hunter Kit (~$800 total, Street Level) Handgun + 100 rounds standard + 20 rounds blessed + 10 salt rounds (shotgun shells, requires sourcing), concealed carry holster, concealable vest, flashlight, EMF detector, rock salt (5 lbs), rowan charm, holy water (2 bottles), smartphone (personal), basic first aid kit.

Field Investigator Kit (~$2,500 total, Regional) As Basic Hunter Kit, plus: tactical vest (medium), investigation camera with infrared, audio recorder, GPS tracker, lockpick set, portable field kit (reduced), night vision monocular (Gen 1), additional specialized ammunition (silver rounds ×20, cold iron rounds ×10), utility vehicle.

Tactical Operator Kit (~$8,000 total, Regional to National) As Field Investigator Kit, plus: rifle (high-caliber) + 100 rounds, automatic weapon (if affiliation permits), tactical helmet, riot gear (in vehicle), night vision goggles (Gen 3), full portable lab kit, full exorcism kit, cold iron restraints, additional silver and blessed ammunition (×100 each), armored vehicle (if organizational backing permits).