Carnevale Companion

The Guild

The Guild as it stands today has gone through many transformations, though its origins come from the old tradition of the shipbuilding Castellani family and the fishing Nicolottis. The two warring families created the first guilds in Venice, groups that ostensibly would work together for the benefit of their own workers, but realistically were only created to organise the fighting between the two families. The Guild is both of these groups and more, coming from destitution into power.

Gameplay

Very powerful leaders, powerful command abilities, specialist heroes and a lot of options. The Guild are essentailly the weak citizens of venice, able to be fielded in numbers but with powerful bodyguards and lead by powerful leaders.

Special Rules

Any character with the Faction (The Guild) keyword may use this Command Ability:

Mob Mentality
PULSE Command Ability
For every friendly character in line of sight to this character (including this character), add a re-roll to your Mob Mentality Pool.

Until the end of the round, any friendly character may use these re-rolls on any roll - one re-roll per dice.

Leaders

Prince of Thieves

3 Actions
13 Life
2 Will
5 Command
30 Size
23 Ducats
Movement Dexterity 5 5 Attack Protection 5 4 Mind 5
Weapon Gilded Sword Range Evasion 0 - Damage Penetration 1 -1 Abilities -
Weapon Concealed Pistol Range Evasion 4 - Damage Penetration 1 - Abilities Black Powder, Reload (1), knockback

Keywords

  • Faction (The Guild)
  • Leader

Character Abilities

  • Acrobat(2)
  • Expert Marksman(2)
  • Pickpocket
  • Slippery
Take It For The Guild PULSE Command Ability One friendly character within 6" gains Pickpocket until the end of the game.
Take it for the Guild! Any friendly character in line of sight replenish 2 Will Points instead of 1 when Pickpocketing.

Capodecina

3 Actions
13 Life
4 Will
4 Command
30 Size
20 Ducats
Movement Dexterity 5 6 Attack Protection 4 2 Mind 4
Weapon Twin Blades Range Evasion 0 0 Damage Penetration 1 0 Abilities -

Keywords

  • Faction (The Guild)
  • Leader
  • Trade

Character Abilities

  • Aerial Attack
  • Expert Offence (2)
  • Infiltration
Fight For The Guild PULSE Command Ability One friendly character in line of sight with the Trade keyword replenisshes 2 Will Points instead of 1 from Companion until the end of the game.
Rise Up All friendly characters with the Trade keyword gain Companion (Trade) as long as this character is on the board.

King For A Day

2 Actions
12 Life
2 Will
2 Command
30 Size
16 Ducats
Movement Dexterity 5 4 Attack Protection 4 2 Mind 3
Weapon Staff of Credit Range Evasion 0 - Damage Penetration - -3 Abilities -

Keywords

  • Faction (The Guild)
  • Leader
  • End Of Days

Character Abilities

  • Brave
  • Companion (End Of Days)
  • Mindless
Start the Horrorshow AURA Command Ability Until the end of the round, any friendly characters with the End Of Days keyword in line of sight gain +1 ATTACK.
Do As I Say, Not As I Do All other friendly characters with the End Of Days keyword lose Mindless for the entire game, eeven if this character is killed. This character still keeps Mindless.

Madame

3 Actions
12 Life
4 Will
4 Command
30 Size
20 Ducats
Movement Dexterity 4 5 Attack Protection 3 3 Mind 6
Weapon Garter Pistol Range Evasion 6 - Damage Penetration - -2 Abilities Black Powder, Reload (2)
Weapon Stiletto Range Evasion 0 - Damage Penetration 1 1 Abilities -

Keywords

  • Faction (The Guild)
  • Leader
  • House of Virtue

Character Abilities

  • Concealment (1)
  • Parry (2)
  • Slippery (3)
Don't Let Them Take You PULSE Command Ability One other friendly character in line of sight within 3" (not including this one) gains Parry(2) until the end of the game. Strike When They're Vulnerable AURA Command Ability Until the end of the round, any other friendly characters with the House Of Virtue keyword in line of sight (not including this one) gain Penetration -2 on their weapons.
My Girls & Boys (PULSE Command Ability) While this character is on the board, all characters with the House of Virtue keyword gain Companion (House of Virtue). In addition if this character replenishes a Will Point from Companion, she also relenishes 1 Command Point

Harbourmaster

3 Actions
14 Life
3 Will
4 Command
30 Size
21 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 4
Weapon Clockwork Pistol Range Evasion 6 1 Damage Penetration 1 -1 Abilities Black Powder, Reload(2)
Weapon Sailor's Knife Range Evasion 0 0 Damage Penetration 0 -1 Abilities Aquatic

Keywords

  • Faction (The Guild)
  • Leader

Character Abilities

  • Fast Swimmer(2)
  • Parry(2)
Toughen Up AURA Command Ability Until the end of the round, any friendly characters within 3" gain Expert Protection(3)
Born to Swim All friendly characters add +1 to their Fast Swimmer number as long as this character is on the board. Characters without Fast Swimmer instead gain Fast Swimmer(1)

Ostrich King

2 Actions
15 Life
2 Will
2 Command
40 Size
19 Ducats
Movement Dexterity 7 4 Attack Protection 4 2 Mind 2
Weapon Staff of Credit Range Evasion 0 0 Damage Penetration 0 -3 Abilities -

Keywords

  • Faction (The Guild)
  • Leader
  • End Of Days

Character Abilities

  • Bulky
  • Companion (End Of Days)
  • First Strike (2)
  • Limited Movement
  • Mindless
  • Slippery
Full Tilt! AURA Command Ability Until the end of the round, any friendly characters with the End Of Days keyword in line of sight gain +1 MOVEMENT.
Do As I Say, Not As I Do All othre friendly characters with the End Of Days keyword lose Mindless for the entire game if this character is killed. This Character still keeps Mindless.

Heroes

Dancer

2 Actions
11 Life
2 Will
3 Command
30 Size
14 Ducats
Movement Dexterity 4 6 Attack Protection 3 2 Mind 4
Weapon Poisoned Needle Range Evasion 0 -1 Damage Penetration - 1 Abilities Poisoned

Keywords

  • Faction (The Guild)
  • Hero
  • House of Virtue

Character Abilities

  • Slippery
Communicative Dance PULSE Command Ability Pick one friendly character within 3” and one different friendly character with the House of Virtue keyword within line of sight. Both of those characters make an immediate Run/Climb action. This movement cannot be used to charge, but can be used to disengage.

Shadow Assassin

2 Actions
11 Life
3 Will
1 Command
30 Size
14 Ducats
Movement Dexterity 5 5 Attack Protection 4 3 Mind 3
Weapon Dual Stilettos Range Evasion 0 -1 Damage Penetration 1 1 Abilities -

Keywords

  • Faction (The Guild)
  • Hero
  • House of Virtue

Character Abilities

  • Slippery
Fade to the Shadow - 2AP If this character is within 1" of a building, they can be removed from the board and then placed back down within 1" of another building on ground level, at least 6" away from enemy characters.

Witch

2 Actions
11 Life
4 Will
2 Command
30 Size
16 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 5
Weapon Unarmed Range Evasion - - Damage Penetration - 1 Abilities -

Keywords

  • Faction (The Guild)
  • Hero
  • House of Virtue
  • Discipline (Blood Rites, Runes of Sovereignty, Wild Magic)

Character Abilities

  • Mage (2)
  • Slippery
Blood Rights -1AP Pick one character within 3" (friendly or enemy). That Character loses 1 Life Point and this character replenishes 1 Will Point.

Brewer

2 Actions
13 Life
2 Will
2 Command
40 Size
15 Ducats
Movement Dexterity 4 3 Attack Protection 3 2 Mind 2
Weapon Bottles Range Evasion 6 - Damage Penetration - - Abilities -
Weapon Flaming Bottles Range Evasion 6 - Damage Penetration - -5 Abilities Blackpowder

Keywords

  • Faction (The Guild)
  • Hero
  • End Of Days

Character Abilities

  • Companion(End Of Days)
  • Mindless
Fancy a Tipple? AURA Command Ability Until the end of the round, any frindly characters within 3" gain Brave and First Strike(1).
Flambé This character may only use Flaming Bottles when within 3" of a Pulcinella Firebreather Keep it Flowing Any enemy character in base contact with this character can be the target of a Drown action, regardless of whether they’re in water.

Brute

2 Actions
14 Life
2 Will
0 Command
40 Size
13 Ducats
Movement Dexterity 4 4 Attack Protection 4 2 Mind 1
Weapon Big Club Range Evasion 1 - Damage Penetration 1 - Abilities knockback

Keywords

  • Faction (The Guild)
  • Hero
  • End Of Days

Character Abilities

  • Companion(End Of Days)
  • Mindless
Thick Skull This character cannot receive Stunned counters.

Black Lamp

2 Actions
14 Life
5 Will
2 Command
30 Size
17 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 5
Weapon Sharpened Dagger Range Evasion 0 - Damage Penetration - -1 Abilities -

Keywords

  • Faction (The Guild)
  • Hero
  • Unique
  • Trade

Character Abilities

  • Brave
  • Universal Shielding(4)
Rally to the Light AURA Command Ability Until the end of the round, any friendly characters in line of sight gain Companion(Black Lamp) and Brave
The Lamp This character may attempt to Dispel magic spells as if it has Mage (3) and Expert Sorcerer (3). In addition, enemy characters may not use Will Points when within 3" of this character

Baba-Yaga

2 Actions
13 Life
7 Will
0 Command
40 Size
19 Ducats
Movement Dexterity 4 3 Attack Protection 2 3 Mind 6
Weapon Pestle Range Evasion 1 - Damage Penetration 2 - Abilities knockback, Two-handed

Keywords

  • Faction (The Guild)
  • Hero
  • Unique
  • Discipline (Blood Rites, Wild Magic)

Character Abilities

  • Bulky
  • Mage (3)
  • Vampiric Attack (2)
Blood Rights - 1AP Pick a friendly character within 3" (friendly or enemy). That character loses 1 Life Point, and this character replenishes 1 Will Point.

Rialto Assassin

2 Actions
13 Life
3 Will
0 Command
30 Size
16 Ducats
Movement Dexterity 5 5 Attack Protection 5 3 Mind 3
Weapon Balanced Throwing Knife Range Evasion 6 - Damage Penetration -1 -4 Abilities -
Weapon Smoke Bomb Range Evasion 6 1 Damage Penetration - - Abilities Blast, Harmless, Smoke, Reload(1)

Keywords

  • Faction (The Guild)
  • Hero
  • Unique

Character Abilities

  • Expert Marksmen (3)
  • Infiltration
  • Slippery

Butcher

2 Actions
13 Life
3 Will
0 Command
30 Size
13 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 3
Weapon Butcher's Knives Range Evasion 0 - Damage Penetration 1 - Abilities -

Keywords

  • Faction (The Guild)
  • Hero
  • Trade

Character Abilities

  • Brawler (1)
  • Expert Grappler (2)

Barber

2 Actions
11 Life
3 Will
0 Command
30 Size
12 Ducats
Movement Dexterity 4 5 Attack Protection 4 3 Mind 3
Weapon Straight Razor Range Evasion 0 - Damage Penetration - -3 Abilities -

Keywords

  • Faction (The Guild)
  • Hero
  • Trade

Character Abilities

  • Expert Offence (1)
  • Engage

Fisherman

2 Actions
12 Life
3 Will
1 Command
30 Size
14 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 3
Weapon Pole Spear & Net Range Evasion 0 -1 Damage Penetration 1 - Abilities Aquatic
Weapon OR Range Evasion - - Damage Penetration - - Abilities -
Weapon Harpoon Gun Range Evasion 12 1 Damage Penetration 1 - Abilities Reload, Two-handed

Keywords

  • Faction (The Guild)
  • Hero

Character Abilities

  • Expert Offence (1)
  • Fast Swimmer (2)
  • Hunter
Bring it Down! PULSE Command Ability One friendly character within 6" gains Hunter until the end of the game.

Baroni

2 Actions
13 Life
3 Will
2 Command
30 Size
15 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 4
Weapon Dueling Pistol Range Evasion 8 - Damage Penetration - -1 Abilities Black Powder, Reload(2)
Weapon Twin Dueling Pistols Range Evasion 8 - Damage Penetration 3 -1 Abilities Black Powder, Reload (1)

Keywords

  • Faction (The Guild)
  • Hero

Character Abilities

  • Expert Marksman (2)
  • Pickpocket
Intimidation AURA Command Ability Until the end of the round, any friendly characters within 3" gain First Strike(1)
Twin Pistols This character's weapons share the Reload ability - you may make 2 Combat actions with the Single Dueling Pistol or 1 with Twin Duelling Pistols in one round Unwieldy This character may only make Combat actions with the Twin Duelling Pistols as the first action of their turn (including using it for Attacks of Opportunity).

Recruiter

2 Actions
12 Life
3 Will
2 Command
30 Size
14 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 5
Weapon Handbow Range Evasion 15 - Damage Penetration - -1 Abilities Reload (2)

Keywords

  • Faction (The Guild)
  • Hero
  • Trade

Character Abilities

Extortion AURA Command Ability Until the end of the round, any friendly characters with the Henchman keyword within 6" gain Bodyguard(Hero).
Instigator All friendly characters with Companion(Trade) gain +1 ATTACK while within 6" of one or more characters with this special rule. Characters with the Instigator rule are unaffected.

Thief

2 Actions
11 Life
3 Will
1 Command
30 Size
14 Ducats
Movement Dexterity 5 5 Attack Protection 3 2 Mind 3
Weapon Stiletto Range Evasion 0 0 Damage Penetration 1 1 Abilities -
Weapon Smoke Bomb Range Evasion 6 1 Damage Penetration 0 0 Abilities Blast, Harmless, Smoke, Reload(1)

Keywords

  • Faction (The Guild)
  • Hero

Character Abilities

  • Aerial Attack
  • Infiltration
  • Pickpocket
Get to the Roof PULSE Command Ability One friendly character with the Henchman keyword within 6" gains Acrobatic(3) until the end of the game.

Whaler

2 Actions
15 Life
2 Will
0 Command
40 Size
17 Ducats
Movement Dexterity 4 4 Attack Protection 4 2 Mind 3
Weapon Whaling Lance Range Evasion 6 1 Damage Penetration 3 - Abilities Knockback, Two-handed

Keywords

  • Faction (The Guild)
  • Hero

Character Abilities

  • Boat Crew
  • Hunter
  • Fast Swimmer(2)
Get Over Here A Whaling Lance's knockback can move the target in any direction.

Smuggler

2 Actions
12 Life
2 Will
0 Command
30 Size
14 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 5
Weapon Blunderbuss Range Evasion 0 -1 Damage Penetration 2 1 Abilities Black Powder, Reload(1), Template

Keywords

  • Faction (The Guild)
  • Hero

Character Abilities

  • Boat Crew
  • Concealment(+1)
Smuggling - 1AP One character within 3" replenishes 1 Command Point.

Very Loud Ostrich

2 Actions
14 Life
3 Will
2 Command
40 Size
16 Ducats
Movement Dexterity 7 4 Attack Protection 3 2 Mind 1
Weapon Trumpet Range Evasion 0 - Damage Penetration - - Abilities Stun

Keywords

  • Faction (The Guild)
  • Hero
  • End Of Days

Character Abilities

  • Mindless
  • Slippery
  • Limited Movement
  • Bulky
  • Companion(End Of Days)
  • First Strike(2)
Toot Toot Toot... Charge! PULSE Command Ability Up to 2 friendly characters within 3" make an immediate Run/Climb action, but this movement must be used to charge an enemy(doesn't have to be the same enemy!).
Doot Whenever this character makes a Combat action with its Trumpet weapon, all friendly characters within 3" cheer and replenish 1 Will Point.

Henchmen

Escort

2 Actions
13 Life
2 Will
0 Command
40 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 3
Weapon Sword Range Evasion 0 - Damage Penetration 1 - Abilities -

Keywords

  • Faction (The Guild)
  • Henchman
  • House of Virtue

Character Abilities

  • Bodyguard (Hero, Henchman)
  • Expert Grappler(1)

Blooded

2 Actions
10 Life
0 Will
0 Command
30 Size
5 Ducats
Movement Dexterity 4 3 Attack Protection 2 1 Mind 1
Weapon Unarmed Range Evasion - - Damage Penetration - 1 Abilities -

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Mindless
  • Limited Movement
Living Sacrifice Any character with the House of Virtue keyword within 6" and line of sight may use this characters Life Points as if they were their own Will Points.

Firebreather

2 Actions
9 Life
2 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 5 4 Attack Protection 3 2 Mind 1
Weapon Fire Breath Range Evasion 0 - Damage Penetration - -3 Abilities Black Powder, Template, Two-handed, Reload(1)

Keywords

  • Faction (The Guild)
  • Henchman
  • End Of Days

Character Abilities

  • Mindless
  • Companion (End Of Days)

Arbalest

2 Actions
10 Life
2 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 4 4 Attack Protection 3 4 Mind 3
Weapon Crossbow Range Evasion 30 - Damage Penetration - - Abilities Reload (1), Two-Handed

Keywords

  • Faction (The Guild)
  • Henchman
  • Trade

Character Abilities

  • Companion(Trade)

Ostrich Rider

2 Actions
13 Life
2 Will
0 Command
40 Size
12 Ducats
Movement Dexterity 7 4 Attack Protection 3 2 Mind 2
Weapon Club Range Evasion 0 - Damage Penetration - - Abilities Stun

Keywords

  • Faction (The Guild)
  • Henchman
  • End Of Days

Character Abilities

  • Mindless
  • Slippery
  • Limited Movement
  • Companion (End Of Days)
  • First Strike(2)
  • Bulky

Citizen

2 Actions
11 Life
2 Will
0 Command
30 Size
9 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 3
Weapon Improvised Weapon Range Evasion 0 - Damage Penetration - - Abilities -

Keywords

  • Faction (The Guild)
  • Henchman
  • Trade

Character Abilities

  • Companion(Trade)

Pilferer

2 Actions
8 Life
3 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 5 6 Attack Protection 2 2 Mind 2
Weapon Dagger Range Evasion 0 - Damage Penetration - - Abilities -

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Concealmen (1)
  • Pickpocket

Gondolier

2 Actions
11 Life
2 Will
0 Command
30 Size
11 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 3
Weapon Bladed Oar Range Evasion 2 - Damage Penetration 1 -1 Abilities Two-Handed

Keywords

  • Faction (The Guild)
  • Henchman
  • Trade

Character Abilities

  • Brave
  • Fast Swimmer (1)
Sculler For each character with this ability, you may purchase 1 extra gondola from the Equipment list. This character may be deployed in water or on a gondola and may also re-roll failed dice rolls when making Row actions.

Dog Keeper

2 Actions
11 Life
1 Will
2 Command
30 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 2
Weapon Training Whip Range Evasion 3 -1 Damage Penetration 0 0 Abilities -

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Engage
  • Companion (Dog)
Encouragment This character may only use the ORDER or COUNTER Commands on characteres with the Henchman keyword

Dog

2 Actions
6 Life
0 Will
0 Command
30 Size
5 Ducats
Movement Dexterity 6 5 Attack Protection 2 1 Mind 1
Weapon Teeth Range Evasion 0 - Damage Penetration 1 -1 Abilities -

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Limited Movement
  • Mindless
  • Engage

Pulcinella

2 Actions
9 Life
1 Will
0 Command
30 Size
8 Ducats
Movement Dexterity 5 4 Attack Protection 3 2 Mind 1
Weapon Club Range Evasion 0 0 Damage Penetration 0 0 Abilities Stun

Keywords

  • Faction (The Guild)
  • Henchman
  • End Of Days

Character Abilities

  • Mindless
  • Companion (End Of Days)

Harlot

2 Actions
11 Life
2 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 4 4 Attack Protection 3 2 Mind 3
Weapon Stiletto Range Evasion 0 - Damage Penetration 1 1 Abilities -

Keywords

  • Faction (The Guild)
  • Henchman
  • House of Virtue

Character Abilities

  • Slippery
  • Concealment (1)

Beggar

2 Actions
10 Life
0 Will
0 Command
30 Size
6 Ducats
Movement Dexterity 4 3 Attack Protection 2 3 Mind 2
Weapon unarmed Range Evasion 0 0 Damage Penetration 0 1 Abilities -

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Concealment(+2)
Whispers on the Street For every friendly character with this ability in your gang at the start of the round, add a re-roll to your Mob Mentality Pool. Until the end of the round, any friendly character may use these re-rolls on any roll - one re-roll per dice. Hidden in Plain Sight This character can be deployed anywhere on the board at ground level, at least 6" away from any enemy characters or objectives.

Poacher

2 Actions
10 Life
2 Will
0 Command
30 Size
11 Ducats
Movement Dexterity 5 4 Attack Protection 3 3 Mind 2
Weapon Short Bow Range Evasion 12 0 Damage Penetration 0 0 Abilities Reload(3), Two-handed

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Concealment(+1)
  • Infiltration
Rope Arrow - 2AP Pick a point on a piece of vertical terrain within 12" at least 1" below this character. Move the character to that point as if moving down a zipline.

Mariner

2 Actions
11 Life
2 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 3
Weapon Dive Knife Range Evasion 0 - Damage Penetration - - Abilities Aquatic

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Boat Crew
  • Fast Swimmer(2)

Shipwright

2 Actions
13 Life
1 Will
0 Command
30 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 2
Weapon Riveting Hammer Range Evasion 0 - Damage Penetration 2 - Abilities Two-Handed

Keywords

  • Faction (The Guild)
  • Henchman

Character Abilities

  • Expert Offence(2)

Gang Roster

0 Ducats

Leader

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Heroes

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Henchmen

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Items

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