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LEVEL 6 DRAGOON
DRAGOON Characteristics Health +4
Originally a class of mounted infantry, the Dragoons quickly Saber Dragoon You make attack rolls with one-handed
evolved into a full-fledged light cavalry trained in the use of melee weapons with 1 boon.
Choose one of the following benefits:
one-handed melee weapons and firearms from horseback. Rifle Dragoon You make attack rolls with 1 boon
They carried regular rifles when they used to dismount once when attacking with firearms.
they reached the combat to fight on foot. But as they Pistol Dragoon When you use an action to attack
transitioned into full-fledged cavalry, their rifles were with two pistols, you reduce the number of banes from
the attack by 2.
replaced with carbines due to their shorter barrels which
made them easier to handle on horseback. LEVEL 9 MASTER DRAGOON
A Dragoon's main weapon is usually a saber, sword, Characteristics Health +4
battleaxe, or other one-handed melee weapons that they use Cavalry Charge When you charge while riding, you reduce
after their firearms have been fired. Many Dragoons also the number of banes from the charge by 1. Also, attacks
with melee weapons you make as part of the charge deal
keep two or more pistols on them as a backup to their +2d6 extra damage.
carbines and is known to fire both pistols during a charge. Dragoon Marksmanship Your attacks with firearms deal
+1d6 extra damage.
The Dragoon favors carbines over regular rifles, you can find the
details for it on page 11.
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LEVEL 3 GRENADIER
GRENADIER Attributes Increase two by 1
An elite soldier on any battlefield, only the strongest and Characteristics Health +4
tallest are usually chosen to be a grenadier. Equipped with Professions and Languages You speak another language or
add a martial profession to your list of professions.
satchels or bandoliers of bombs and grenades, the grenadier Grenadier's Gear You gain either a grenade bandolier or a
can lay even the largest mob of foes to waste. And their bomb satchel. Due to your training as a grenadier, you can
unmatched training in the use of slings and staff slings make now wear up to two grenade bandoliers, each requiring a
them a fearful foe even from a long distance. As most slot of encumbrance as normal.
Demolitions You can craft your own explosives. You need to
grenadiers are a chosen elite, most of them also have training spend at least 1 hour working with a tool kit and rare
in other weapons before they become a grenadier, which materials worth 5 ss. At the end of each hour, you create
usually lengthens their life expectancy when they run out of one of the following explosives:
1 Explosive Bomb of any type.
bombs and grenades. 2 Dispersive Bombs of any type.
You can find a listing of explosives on page 10. 2 Explosive Grenades of any type.
3 Dispersive Grenades of any type.
GRENADIER STORY DEVELOPMENT Primed Explosive You can choose to prime your explosive
d3 Story Development before throwing it, making sure it explodes on impact
instead of at the end of the round. When you do, make a
You trained in a military unit, specialized in the creation and Strength challenge roll. On a failure, the explosive
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deployment of explosives.
ricochets (see the note on page 9) up to 1d3 yards from the
You studied under an artificer and applied your training to target spot.
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develop explosives. If your challenge roll results in a 0 or below, the
3 You just want to see the world go boom. explosive instead explodes in your hand, affecting an area
with you as the center.
LEVEL 6 GRENADIER
Characteristics Health +4
Expert Slinger You can use a sling or a sling staff to throw a
grenade or a bomb up to long range. Also, you make attack
rolls with slings and sling staffs with 1 boon.
Improved Demolitions You can improve upon your
explosives, both homemade and bought. If you spend at
least 10 minutes of work on an explosive, you can add one
of the following benefits (a single explosive can only have
one improvement):
If it deals damage, increase its damage by +1d6.
If it has a duration, double its duration.
If it has an area of effect, double the area it affects.
If it allows an Agility roll to halve the damage and
avoid an effect, success on the roll now only halves the
damage.
LEVEL 9 MASTER GRENADIER
Characteristics Health +4
Accurate Throw Creatures make their Agility roll with 1
bane when trying to avoid your bombs and grenades.
Effective Demolitions You double the number of bombs or
grenades you create with your Demolitions talent.
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GUN DERVISH
Somewhere in Rûl, there is a monastery dedicated to a
martial art that combines whirling combat dances with
pistols. With carefully crafted dancing-like moves, the gun
dervish is trained to take out several opponents with a
combination of shooting and striking with their pistols. To
maintain the monastery, the gun dervishes often hire
themselves out as mercenaries and are a feared addition to
any army.
The gun dervishes are known to utilize knifeguns, made
famous by gunblades, and pistols with reinforced stocks that
can handle the rigor of fighting in melee.
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MARKSMAN TALENTS
MARKSMAN Aimed Shot When you attack with a two-handed ranged
With extensive accuracy training, few can match the weapon, you can use a triggered action to make the attack
roll with 1 boon and deal +1d6 damage.
marksman's skill with ranged weapons. Some are known to Double Shot When you make an attack with a ranged
hit anything, even those hiding behind cover, by ricocheting weapon that does not have the reload property, or with a
their shots. Others take out two targets with a single shot. No firearm that has multiple barrels, you can use an action to
one would fault you for thinking they use magic from fire two projectiles. Make an attack roll with 1 bane and
add the base weapon damage twice.
watching a marksman in action, but it's all skill. Gunsmith You add gunsmith to your list of professions and
if your weapon misfires, clearing the barrel only takes 1
MARKSMAN STORY DEVELOPMENT round.
d3 Story Development Heroic Bloodshed When you attack a single target with
You were a born marksman You ve just always had a natural two ranged weapons, you make the attack roll with 1 boon
talent for hitting stuff from afar and deal +1d6 extra damage.
. '
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While serving in the military you were found to have a knack property with a triggered action instead of an action.
with ranged weapons and through experience you have
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become a respected marksman .
,
Penetrating Projectiles If your attack roll with a ranged
weapon is 20+ and beats the target number by 5, your
You have trained and trained to become the best shooter projectile goes clean through the target and ricochets into
there is
,
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MASTER PATHS
Operation For each crew member assigned to operation
ARTILLERIST duty, you can choose to either use them for reloading;
reducing reload time by 1 round for each artillerist (a
Although the artillerist is most known for operating heavy reload time of 1 round becomes an action, and a reload
war machines and siege engines, some prefer the improved action becomes a triggered action). Or they increase
the damage of your artillery weapons by +1d6 each.
versatility of a portable artillery weapon instead. Traveling as Defense For each crew member assigned to defense
a crew, the artillerist carries heavy weapons tailored to attack duty, you can choose that they either set up a pavise,
areas instead of single targets. Utilizing their crew to handle providing you and your crew with half-cover. Or you
can order them to actively defend you, using their stat
reloading, defense, and spotting for them. block to fight anyone attacking you. An active defender
gains the Combat Expertise talent from the warrior
LEVEL 7 ARTILLERIST path (Shadow, page 58) while defending you.
Attributes Increase three by 1
Characteristics Health +3 LEVEL 10 ARTILLERIST
Professions and Languages You speak another language or Characteristics Health +3
add a martial profession to your list of professions. Improved Artillery Crew Your orders gain another benefit:
Artillery Crew You have 2 artillerists (as Mercenary) in your Spotting While a crew is increasing the range, you also
employ who are utterly loyal to you and obey your spoken double the affected area of your artillery weapons. Or
orders. The crew takes their turns when you direct them. If the number of banes to the Agility challenge roll to
you cannot give your crew orders, they will actively defend halve the damage is increased to 2.
you instead. The crew has a bonus to their Health equal to Operation Each crew on reloading duty reduces the
your group level and they can carry gear and ammunition reload time by 2 rounds (minimum triggered action).
for you, up to their encumbrance. If any of your crew dies, Or they increase the damage by +2d6 each.
you can replace them before the next adventure begins. Defense The paviser provides you with a three-quarters
You can assign each of your crew members one of the cover instead. An active defender gains the Combat
following orders: Mastery talent from the warrior path in addition.
Spotting For each crew member assigned to spotting
duty, you can choose to either increase
the range of your artillery by one
category (or by 50% if you're using
yards), or give creatures in the affected
area 1 bane on their Agility challenge
roll to take half damage.
If both are on spotting duty, you gain
both benefits.
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PISTOLEER
A nemesis to many heavy cavalries, the Pistoleer specializes
in mounted combat with pistols and sabers. Utilizing the
single-shot pistols, they race into combat to devastating
effect, even against heavy armor. And then drawing their
sabers to keep fighting when in close combat before breaking
off to reload or draw a new set of pre-loaded pistols from
their saddle holsters to take out their next foe.
LEVEL 7 PISTOLEER
Attributes Increase three by 1
Characteristics Health +4
Professions and Languages You speak another language
or add a martial or wilderness profession to your list of
professions. SNIPER
Pistoleer Combo When you attack with one or two pistols,
you can use a triggered action to either switch to a one- The ultimate shooter, a sniper is trained to dig into a position
handed melee weapon and make a free attack with 1 bane, and take out targets from afar with deadly precision. They are
or the mount you are riding can make an attack. The often used to take out an enemy's commanding officer,
attack can be made against the same or a different target.
Deft Rider If you move on your turn while mounted, disable aggressors, and even to assassinate political targets.
creatures make attack rolls against you with 1 bane until The sniper is typically a loner but is also trained to use their
the end of the round. squad as spotters of targets, so they can take on a support role
to protect their mates.
LEVEL 10 PISTOLEER
Characteristics Health +4 LEVEL 7 SNIPER
Pistol Mastery When you make attacks with a pistol, you Attributes Increase three by 1
make the attack roll with 1 boon. Characteristics Perception +1, Health +3
Warmount Your mount makes attack rolls with 1 boon and Professions and Languages You speak another language
deals +1d6 extra damage. or add a martial or wilderness profession to your list of
professions.
Sniper Position You can use an action to set up a sniper
position. As long as you do not move from this position,
you make attack rolls with two-handed crossbows, rifles,
and longrifles with 1 boon and deal +1d6 extra damage.
The sniper position counts as half-cover against ranged
attacks.
Disabling Shot While in your sniper position, you can use a
triggered action as you attack a target to disable them. If
the attack deals any damage to the target, the target
becomes stunned for 1 round.
LEVEL 10 SNIPER
Characteristics Perception +1, Health +3
Catastrophic Brain Shot While in your sniper position and
your attack roll with a rifle or longrifle results in 20+ and
beats the target number by 5, you can use a triggered
action to make the target takes damage equal to its Health.
Groupsight While in your sniper position, you can make an
attack against any target that your group can see, even if
you cannot see the target. If you can see the target, you
make the attack roll with 1 boon.
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NEW EQUIPMENT
The following are new equipment for use with the paths in this supplement.
Mortar 4d6 - Indirect damage, reload, range (long), uses balls, stones, or bombs 30 gc E
Volley Gun 3d6 Two Direct damage, heavy recoil, reload 3, area (cone, medium), uses bullets 25 gc E
PROPERTIES MORTAR
Direct damage This weapon affects an area with an origin The mortar is a cylinder that is carried on the back with a
that is immediately in front of the weapon. When firing solid wooden block to mount it on. Due to its size and weight,
such a weapon, make an Intellect challenge roll. On a
success, the weapon fires normally and deals its damage the mortar and the wooden block each count as 2 items for
into the described area. On a 0 or below, the weapon the sake of encumbrance. Before firing the first time it needs
misfires. On a failure, you misjudged the recoil, and the to be deployed with an action.
weapon fires in a random direction instead. Roll a d6: The mortar fires round metal balls (2-yard cube; 5 ss),
On a 1, it fires into the ground, you and anyone within 1
yard of you must make an Agility challenge roll or take round stones (2-yard cube; free but halves the damage and
half damage. range), or bombs (see explosives below for effect and price;
On a 2, it fires 90 degrees to the left. half range) at the enemies.
On a 3, it fires to the right. Anyone caught in the area of the chosen ammunition takes
On a 4 or 5, it fires upwards.
On a 6, it fires forward as intended. the damage, and those within 1 yard of the area takes half
Heavy recoil If this weapon is fired by a creature of Size 1 or damage or no damage on a successful Agility challenge roll.
lower without using an action to mount it on, or brace it The mortar cannot hit targets within short range of it.
against, a fixed object first; make a Strength challenge roll
with 1 bane. On a failure, the shooter takes 1d6 damage, VOLLEY GUN
becomes impaired for 1 round, and falls prone.
Indirect damage This weapon deals damage to a target or The volley gun is a huge rifle with 7 barrels! It always fires all
area as described for its ammunition. When fired, make barrels at once, dealing its damage to everyone in the
an Intellect challenge roll. On a success, the weapon deals specified area.
its damage to the target or area. On a failure, the projectile
ricochets 1d6 yards as described below. On a 0 or below,
the weapon misfires.
Reload # This weapon requires a number of reload actions
equal to the specified number. RICOCHET
Some items can ricochet upon impact. Roll a d6:
On a 1, the item ricochets towards you.
On a 2, it ricochets to the right.
On a 3, it ricochets to the left.
On a 4, 5, or 6, the item ricochets away from you.
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EXPLOSIVE BOMB
EXPLOSIVES
Explosive bombs deal their damage to everything in the
Grenades affect a 2-yard radius, while bombs affect a 5-yard affected area, creatures, and objects alike, unless otherwise
radius. Both explosives can be thrown up to medium range. stated below. Explosive bombs explode at the end of the
EXPLOSIVES round. When buying an explosive bomb, choose one of the
following effects:
Name Price Avail .
Explosive Bomb 1gc R Blasting The bomb deals 2d6 damage and gains the push (5
Explosive Grenade 5 ss R yards) property. A creature caught by the blast can make
an Agility challenge roll to take half the damage and avoid
Dispersive Bomb 5 ss R the push effect.
Dispersive Grenade 3 ss R Exploding The bomb deals 3d6+3 damage. A creature
within the area can make an Agility challenge roll to take
PROPERTIES half the damage instead.
Blind All targets within the area must make a Perception Flash The bomb deals 1d6 damage and gains the blind
challenge roll or become blinded for 1d6 rounds. property.
Impair All targets within the area, or who end their round Stun The bomb deals 1d3 damage and creates a combination
within the area, must make a Strength challenge roll or of a loud bang and a flash. The bomb gains the stun
become impaired for 1d6 rounds. If a target is already property. A creature can make an Agility challenge roll to
impaired or their Strength challenge roll total is 0 or become dazed instead of stunned. Or if they roll 20+, they
below, they become dazed for the duration instead. become impaired for 1 round instead.
Poisonous All targets within the area must make a Strength EXPLOSIVE GRENADE
challenge roll or become poisoned for 1 minute. If already
poisoned, the target takes 1d6 damage. At the end of the Explosive grenades deal their damage to everything in the
duration, the creature takes 1d6 damage. affected area, creatures, and objects alike, unless otherwise
Push All creatures within the area are pushed the specified stated below. Explosive grenades explode at the end of the
number of yards and must succeed on a Strength
challenge roll or become prone. round. When buying an explosive grenade, choose one of the
Stun All creatures in the area must make a Strength following effects:
challenge roll or become stunned for 1 round. If the target
already is stunned, they fall asleep instead. Blasting The bomb deals 1d6 damage and gains the push (2
yards) property. A creature caught by the blast can make
DISPERSIVE BOMB an Agility challenge roll to take half the damage and avoid
Dispersive bombs deal no direct damage but instead affect the push effect.
Exploding The grenade deals 2d6 damage. A creature
the area as described below. Dispersive bombs start to spout within the area can make an Agility challenge roll to take
their content immediately on impact. When buying a half the damage instead.
dispersive bomb, choose one of the following effects: Flash The grenade deals 1d3 damage and gains the blind
property.
Poison The bomb releases poisonous gas into the area that Stun The grenade deals 1 damage and creates a combination
lasts for 1d6 rounds, or 1 round if there is a strong wind. of a loud bang and a flash. The grenade gains the stun
The area gains the poisonous property. property. A creature can make an Agility challenge roll to
Tear Gas The bomb releases a cloud of tear gas that makes become dazed instead of stunned. Or if they roll 20+, they
all creatures caught within really uncomfortable. The area become impaired for 1 round instead.
gains the impair property for 1d3 minutes, or 1d3 rounds if
there is a strong wind. The effect lingers for 1 round after a
creature leaves the affected area.
DISPERSIVE GRENADE
Dispersive grenades deal no direct damage but instead affect
the area as described below. Dispersive grenades start to
spout their content immediately on impact. When buying a
dispersive grenade, choose one of the following effects:
Poison The grenade releases poisonous gas into the area
that lasts for 1d6 rounds, or 1 round if there is a strong
wind. The area gains the poisonous property.
Tear Gas The grenade releases a cloud of tear gas that
makes all creatures caught within really uncomfortable.
The area gains the impair property for 1d6 rounds, or 1
round if there is a strong wind. The effect lingers for 1
round after a creature leaves the affected area. 10
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FIREARMS
RANGED WEAPONS
Name Damage Hands Properties Price Avail .
PROPERTIES
Messy When you attack with this weapon and the total of
your attack roll is 20+ and beats the target number by 5,
the target creature is impaired for 1 minute due to its
messy wounds. Or if Battle Scars is used, the creature must
immediately roll an Injury Fate roll even if it's not injured
or incapacitated. If already injured or incapacitated, the
creature must immediately roll for a major injury instead.
CARBINE
The carbine is a rifle with a shorter barrel that makes it easier
to handle in tight spaces or on horseback.
LONGRIFLE
The Longrifle makes attack rolls with 2 banes against targets
within short range.
SHOTGUN
When loaded with shells (2 ss for 5 shells), the shotgun
replaces its range with a cone of medium length and gains
the messy property. Creatures within the cone can make an
Agility challenge roll to halve the damage dealt on a success.
STAFF SLING
The staff sling makes it easier to sling stones at a higher
speed, and therefore deal more damage.
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