diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp
index a115427a..35e32ac1 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp
@@ -93,4 +93,26 @@ void ABountyClass::CollectRewards_Implementation()
 	UE_LOG(LogTemp, Warning, TEXT("The player has gained $%d for completing the bounty!"), RewardMoney);
 }
 
+void ABountyClass::BuySpawnAmmoDrops()
+{
+	FActorSpawnParameters SpawnParameters;
+	SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
+	for (FTransform Spawn : AmmoDropSpawnTransforms)
+	{
+		GetWorld()->SpawnActor<AActor>(AmmoDropClass, Spawn.GetLocation(), Spawn.GetRotation().Rotator(), SpawnParameters);
+	}
+}
+
+void ABountyClass::BuySpawnHealthDrops()
+{
+	FActorSpawnParameters SpawnParameters;
+	SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
+	for (FTransform Spawn : HealthDropSpawnTransforms)
+	{
+		GetWorld()->SpawnActor<AActor>(HealthDropClass, Spawn.GetLocation(), Spawn.GetRotation().Rotator(), SpawnParameters);
+	}
+}
+
+
+
 
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
index 40f2ff03..d79cdd38 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
@@ -35,15 +35,38 @@ protected:
 
 	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
 	FString BountyDesc;
+	// ---------------- Bounty Alterations ----------------
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	FString CustomBountyAlteration_1_Description;
 
 	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
-	FString CustomAlteringEffect1_Description;
+	int CustomBountyAlteration_1_Cost = 2;
 
 	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
-	FString CustomAlteringEffect2_Description;
+	FString CustomBountyAlteration_2_Description;
 
 	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
-	FString CustomAlteringEffect3_Description;
+	int CustomBountyAlteration_2_Cost = 2;
+
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	FString CustomBountyAlteration_3_Description;
+
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	int CustomBountyAlteration_3_Cost = 2;
+	
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	TArray<FTransform> AmmoDropSpawnTransforms;
+
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	TSubclassOf<AActor> AmmoDropClass;
+
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	TArray<FTransform> HealthDropSpawnTransforms;
+
+	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+	TSubclassOf<AActor> HealthDropClass;
+	
+	bool HasEnemyRadio = false;
 	
 	// -----------------------------------------------
 	
@@ -138,30 +161,66 @@ public:
 	UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
 	void CollectRewards();
 
-	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
-	void CustomBountyAlteringEffect1();
 
-	UFUNCTION(BlueprintCallable, Category = "Bounty")
-	FString GetCustomBountyAlteringEffect1_Description()
-	{
-		return CustomAlteringEffect1_Description;
-	}
+// ------------- Custom Bounty Alterations -------------
+	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
+	void BuyCustomBountyAlteration_1();
 
 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
-	void CustomBountyAlteringEffect2();
-
-	UFUNCTION(BlueprintCallable, Category = "Bounty")
-	FString GetCustomBountyAlteringEffect2_Description()
-	{
-		return CustomAlteringEffect2_Description;
-	}
-
+	void BuyCustomBountyAlteration_2();
+	
 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
-	void CustomBountyAlteringEffect3();
+	void BuyCustomBountyAlteration_3();
 
 	UFUNCTION(BlueprintCallable, Category = "Bounty")
-	FString GetCustomBountyAlteringEffect3_Description()
+	FString GetCustomBountyAlteration_1_Description()
 	{
-		return CustomAlteringEffect3_Description;
+		return CustomBountyAlteration_1_Description;
 	}
+	
+	UFUNCTION(BlueprintCallable, Category = "Bounty")
+	FString GetCustomBountyAlteration_2_Description()
+	{
+		return CustomBountyAlteration_2_Description;
+	}
+	
+	UFUNCTION(BlueprintCallable, Category = "Bounty")
+	FString GetCustomBountyAlteration_3_Description()
+	{
+		return CustomBountyAlteration_3_Description;
+	}
+
+	UFUNCTION(BlueprintCallable, Category = "Bounty")
+	int GetCustomBountyAlteration_1_Cost()
+	{
+		return CustomBountyAlteration_1_Cost;
+	}
+
+	UFUNCTION(BlueprintCallable, Category = "Bounty")
+	int GetCustomBountyAlteration_2_Cost()
+	{
+		return CustomBountyAlteration_2_Cost;
+	}
+
+	UFUNCTION(BlueprintCallable, Category = "Bounty")
+	int GetCustomBountyAlteration_3_Cost()
+	{
+		return CustomBountyAlteration_3_Cost;
+	}
+// ------------- Simple Bounty Alterations	-------------
+
+	void BuySpawnAmmoDrops();
+
+	void BuySpawnHealthDrops();
+
+	void BuyEnemyRadio()
+	{
+		HasEnemyRadio = true;
+	}
+
+	// Concerned Enemies will call this function, if true, play funny poop voice line and stop enemies from being concerned
+	bool CheckIfHasEnemyRadio()
+	{
+		return HasEnemyRadio;
+	};
 };