Plasma Arrows - The heads on these arrows are quite large when compared to most other arrowhead types, but this is done on purpose. Within the head is a plasma gel pellet that upon impact bursts open to release its burning payload. Damage - 4D6 (x2 damage to those vulnerable to fire/heat).
Dense Ice Arrows - The heads of these arrows are either super chilled arrow heads (must be kept in a special cooling quiver, cost $2,000) or can literally be made of super dense ice surrounding a piece of metal. Damage - 3D6 (5D6 damage to those vulnerable to ice/cold)
Freeze Arrows - Similar to the Plasma Arrows, these thick arrowheads contain a capsule of liquid nitrogen or some other type of super science, super cold liquid that upon impact releases its contacts causes freezing damage. Damage - 5D6 (7D6 damage to those vulnerable to ice/cold) + numbing effects (see Aliens Unlimited: Revised pg 184)
Tracer Arrows - Emits a low-frequency transmission up to 1,000'. Can be heard by those with a special receiver or with the ability to tune into a specific frequency. The shaft is designed to break off, leaving only the arrowhead/transmitter. Damage - minimal 1D4. Uses special magnets/electro-adhesives/chemicals to adhere to targets.
Electro-Shock Arrows - Upon impact, the arrow head releases a small electrical discharge. This discharge does damage and acts as a ranged taser. Damage - 2D6 from impact + 3D6 from the electrical shock. Save vs stun: 14 or higher. Failed save means the target is stunned - (-4 attacks, -6 all combat moves, - 20% speed. Duration 1D6 melees. Multiple hits to the same target do not increase the penalties, but will increase the duration by another 1D6 melees.
Armor Piercing - Special arrowhead design, materials, etc... make this arrow easier to penetrate armor / hard targets. Damage - 3D6. Lowers the A.R. of targets by 3. (A.R. of 15 is dropped to 12, only when encountering this arrow)
Explosive Arrows - Light, Medium and Heavy Explosive charges can be mounted within this extra thick arrow head and shaft. The typical explosive in these arrows are either some sort of plastique or a binary chemical agent that mixes upon impact and then detonates. Damage - 4D6, 6D6 and 1D6x10 respectively. Blast radius is kept minimal on purpose - 6", 8" and 12" blast radius respectively.
Chemical Delivery - Specially designed arrowhead and shaft are design in such a fashion to allow for carrying a chemical agent. This could be from knockout drugs, deadly poisons, acids, etc... Damage and effects is based on the chemical agent being delivered. Damage from impact with the arrow is 2D6.
Blinding Flash - This arrow is designed to burst in air, but can burst on impact as well. All targets viewing this burst of light within 120' are affected by this arrow and are required to make a saving throw. Save vs 14. Failed saves will incur penalties the same as the spell, Blinding Flash.
Disruptor (Sound) Arrows - These arrows emit a very high pitched scream/whine as they soar through the air. Damage - 2D6 from direct impact with the arrow + 1D4 damage direct to Hit Points! (this is represented by bleeding from the ears, nose and possibly the eyes) Additional effects: minus 2 (-2) to all combat rolls (initiative, # of attacks, strike, parry, etc...). Penalties can be negated with a successful saving throw vs. stun/pain: 14 or higher P.E. bonuses can be applied. Specialized ear plugs, helmets, sound dampening equipment can also negate or at the very least provide up to a +4 to the saving throw.
Flare Arrows - Set to detonate either after a certain amount of time or upon impact (setting made via a tiny recessed button on the base of the arrowhead), this arrowhead releases a bright flash of light equivalent to a flare. Stored in the shaft of this arrow is a mini-parachute. This allows the "flare" to hang in air for up to 1D6 minutes. Damage - 3D6 if directly hit by this arrow + chance to ignite combustibles (if hit by this arrow). Chance to ignite is equal to the damage dealt. Duration of illumination is 1D4 melees.
Tangler Arrows - This arrowhead looks like your typical pointed tip that is used for training & target practice. The difference here is that the arrowhead is about 50% wider in diameter. Upon impact, the entire arrow including the shaft breaks apart similar to a 3 piece nunchaku's except smaller segments. Within the shaft is a very fine, yet strong cable. Between the cable and segments of the shaft, is where this arrow gets its name "Tangler". Upon release of the components, the "Tangler" entangles around whatever it hits. The most effective use of the Tangler is into wheel wells, helicopter rotorblades and similar moving structures. Ideally to have the best effect, Tanglers should be made as longbow arrows as this will provide more cable and shaft segments to affect the target.
The tip of the arrowhead is made out of Kevlar or similar materials to affect penetration. Damage - 3D6 with a +3 bonus to penetrate armor/materials of any kind, be they natural or standard armor ratings. (i.e. An A.R. of 15 is effectively 12 versus this arrow. Affects on targets by being entangled by this arrow vary depending on the nature of the target.
Kinetic Kill Arrow - The arrowhead is made out of some sort of super dense material giving this particular arrow a heavy "punch". If that was not enough to incapacitate your target, the following certainly should help. In the shaft of this arrow, is some type of liquid medium. Due to momentum, the liquid is forced to the back of the arrow, but upon impact it (as the science of momentum dictates), continues moving forward. As it moves forward, the liquid pushes a metal rod/spike forward into the target causing additional damage. Damage - 4D6 (short bow) 8D6 (longbow)