7 Gear

Despite their prowess, Cazadores are ultimately human. Their bodies are honed instruments of the Hunt, but they must still rely on an assortment of Weapons, Armour, and Special Gear to overcome their Foes. Cazadores rely on these tools of the Hunt to such a degree that they trade and stake their reputations and Renown to ensure the Pack is properly equipped.

Each Cazador or Companion, may be equipped with up to 3 Weapons, 1 Armour, and 2 Special Gear. Cazadores know that bringing more into the Hunt is simply too cumbersome and therefore carries too great a risk to one’s life.

7.1 Weapons

Melee Weapons

Table 7.1: Melee Weapons
Weapon POW RNG Abilities and Other Renown
Ball and Chain 0 2" +2 Tick to Attack. Crit: Impose Defenceless Condition. 2-handed. 1
Great Weapon (Maul, Great Sword, Axe) 1 2" +1 Tick to Attack. 2-handed. 1
Hand Weapon (Dagger, Saber, Cleaver, Hatchet) 0 1" 1-handed. 1
Serrated Blade 1 1" Crit: Impose the Bleeding Condition. 3
Sheild 0 0 +1 to Armour. 1-handed. 1
Staff or Spear 0 2" 2-handed. 1
Torch -1 1" Crit: Impose Burning Condition. 1-handed. 1
Whip -1 2" -1 Tick to Attack. 1

Shooting Weapons

Table 7.2: Shooting Weapons
Weapon POW RNG Abilities and Other Renown
Bow 0 3-8" 2-handed 1
Crossbow 1 3-8" +1 Tick to Reload. 2-handed 1
Net - 3-5" On Success, impose Defenceless Condition. +1 Tick to Attack. Ammo 2. 1-handed 2
Flintlock Pistol 2 3-5" +2 Tick to Reload. 1-handed. 2
Flintlock Rifle 2 3-8" +1 Tick to Attack. +2 Tick to Reload. 2-handed 2
Throwing Knives 0 3-5" 1-handed. 1

Arcane Weapons

Table 7.3: Arcane Weapons
Weapon POW RNG Abilities and Other Renown
Book of Rituals 0 0 Choose up to 2 Rituals. While readied, Model can cast inscribed Rituals as if they were known. 1-handed. 3
Religious Symbol 0 0 Choose a known Ritual. +2 Lore when casting that Ritual. Failing to cast that Ritual results in the casting Model taking the Terrified Condition. 1-handed. 3

7.2 Armour

Table 7.4: Armour
Type Rating SPD Penalty Renown
Light 1 0 1
Medium 2 -1 3
Heavy 3 -2 5

7.3 Special Gear

Table 7.5: Special Gear
Gear POW RNG Abilities and Other Renown
Burning Pitch - - Use Gear (Hunt Check). On Success, one of Models’ Weapons gains “Crit: Impose Burning Condition” for the rest of the Hunt. Ammo 2. 1
Crystalline Powder - - Use Gear (Fortitude Check). On Success, Model gains d5 WNDs. On fail, Model suffers the Terrified Condition from the Adversary. Ammo 1. 1
Fire bomb - 3-5" Attack (Shooting Check; must Ready). On Success, place Area 2 on Target point. On fail, Scatter Roll from point. All Models that enter Area, make a Fortitude Check (DT 7) or suffer the Burning Condition. Ammo 2. 1-handed. 1
Lacerating Trap - 2" Use Gear (Hunt Check; must Ready). On Success, place Area 2 on Target point. On fail, do not place. First Model that enters Area, makes an Athletics Check (DT 7) or suffers Bleeding Condition. Ammo 2. 1-handed. 1
Elysian Incense - - Use Gear (Fortitude Check). On Success, Model is immune to Terrified Condition until the end of the Hunt. On fail, Model loses d10 WNDs. Ammo 1. 1
Poison Urn - 3-5" Attack (Shooting Check; must Ready). On Success, place Area 2 on Target point. On fail, Scatter Roll from point. All Models that enter Area, make a Fortitude Check (DT 7) or suffer the Poisoned Condition. Ammo 2. 1-handed. 1
Poison Vial - - Use Gear (Hunt Check). On Success, one of Models’ Weapons gains “Crit: Impose Poisoned Condition” for the rest of the Hunt. Ammo 2. 1
Sawbones Kit - 1" Use Gear (Lore Check, DT 5; must Ready). Can Target any Model within RNG. Target recovers WNDs equal to Successes up to a max of 5. Ammo 3. 2-handed. 1
Smoke Canister - 3-5" Attack (Shooting Check; must Ready). On Success, place Area 3 on Target point. On fail, Scatter Roll from point. Area is treated as Difficult and Obscuring Terrain. Ammo 2. 1-handed. 1
Strangling Snare - 2" Use Gear (Hunt Check; must Ready). On Success, place Area 2 on Target point. On fail, do not place. First Model that enters Area, makes an Athletics Check (DT 7) or suffers Knocked Down Condition. Ammo 2. 1-handed. 1