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
Keywords
Faction (The Guild)
Leader
Character Abilities
Acrobat(2)
Expert Marksman(2)
Pickpocket
Slippery
3
Actions
13
Life
2
Will
5
Command
30
Size
23
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
5
Attack
Protection
5
4
Mind
5
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 GuildPULSE Command AbilityOne 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
Keywords
Faction (The Guild)
Leader
Trade
Character Abilities
Aerial Attack
Expert Offence (2)
Infiltration
3
Actions
13
Life
4
Will
4
Command
30
Size
20
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
6
Attack
Protection
4
2
Mind
4
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 GuildPULSE Command AbilityOne 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 UpAll friendly characters with the Trade keyword gain Companion (Trade) as long as this character is on the board.
King For A Day
Keywords
Faction (The Guild)
Leader
End Of Days
Character Abilities
Brave
Companion (End Of Days)
Mindless
2
Actions
12
Life
2
Will
2
Command
30
Size
16
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
4
Attack
Protection
4
2
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 HorrorshowAURA Command AbilityUntil 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 DoAll 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
Keywords
Faction (The Guild)
Leader
House of Virtue
Character Abilities
Concealment (1)
Parry (2)
Slippery (3)
3
Actions
12
Life
4
Will
4
Command
30
Size
20
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
5
Attack
Protection
3
3
Mind
6
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 YouPULSE Command AbilityOne 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 VulnerableAURA Command AbilityUntil 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
Keywords
Faction (The Guild)
Leader
Character Abilities
Fast Swimmer(2)
Parry(2)
3
Actions
14
Life
3
Will
4
Command
30
Size
21
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
4
Mind
4
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 UpAURA Command AbilityUntil the end of the round, any friendly characters within 3" gain Expert Protection(3)
Born to SwimAll 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
Keywords
Faction (The Guild)
Leader
End Of Days
Character Abilities
Bulky
Companion (End Of Days)
First Strike (2)
Limited Movement
Mindless
Slippery
2
Actions
15
Life
2
Will
2
Command
40
Size
19
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
7
4
Attack
Protection
4
2
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 AbilityUntil 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 DoAll 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
Keywords
Faction (The Guild)
Hero
House of Virtue
Character Abilities
Slippery
2
Actions
11
Life
2
Will
3
Command
30
Size
14
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
6
Attack
Protection
3
2
Mind
4
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Poisoned Needle
Range
Evasion
0
-1
Damage
Penetration
-
1
Abilities
Poisoned
Keywords
Faction (The Guild)
Hero
House of Virtue
Character Abilities
Slippery
Communicative DancePULSE Command AbilityPick 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
Keywords
Faction (The Guild)
Hero
House of Virtue
Character Abilities
Slippery
2
Actions
11
Life
3
Will
1
Command
30
Size
14
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
5
Attack
Protection
4
3
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 - 2APIf 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
Keywords
Faction (The Guild)
Hero
House of Virtue
Discipline (Blood Rites, Runes of Sovereignty, Wild Magic)
Character Abilities
Mage (2)
Slippery
2
Actions
11
Life
4
Will
2
Command
30
Size
16
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
5
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 -1APPick one character within 3" (friendly or enemy). That Character loses 1 Life Point and this character replenishes 1 Will Point.
Brewer
Keywords
Faction (The Guild)
Hero
End Of Days
Character Abilities
Companion(End Of Days)
Mindless
2
Actions
13
Life
2
Will
2
Command
40
Size
15
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
3
Attack
Protection
3
2
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 AbilityUntil the end of the round, any frindly characters within 3" gain Brave and First Strike(1).
FlambéThis character may only use Flaming Bottles when within 3" of a Pulcinella FirebreatherKeep it FlowingAny enemy character in base contact with this character can be the target of a Drown action, regardless of whether they’re in water.
Brute
Keywords
Faction (The Guild)
Hero
End Of Days
Character Abilities
Companion(End Of Days)
Mindless
2
Actions
14
Life
2
Will
0
Command
40
Size
13
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
2
Mind
1
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 SkullThis character cannot receive Stunned counters.
Black Lamp
Keywords
Faction (The Guild)
Hero
Unique
Trade
Character Abilities
Brave
Universal Shielding(4)
2
Actions
14
Life
5
Will
2
Command
30
Size
17
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
4
Mind
5
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 LightAURA Command AbilityUntil the end of the round, any friendly characters in line of sight gain Companion(Black Lamp) and Brave
The LampThis 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
Keywords
Faction (The Guild)
Hero
Unique
Discipline (Blood Rites, Wild Magic)
Character Abilities
Bulky
Mage (3)
Vampiric Attack (2)
2
Actions
13
Life
7
Will
0
Command
40
Size
19
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
3
Attack
Protection
2
3
Mind
6
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 - 1APPick a friendly character within 3" (friendly or enemy). That character loses 1 Life Point, and this character replenishes 1 Will Point.
Rialto Assassin
Keywords
Faction (The Guild)
Hero
Unique
Character Abilities
Expert Marksmen (3)
Infiltration
Slippery
2
Actions
13
Life
3
Will
0
Command
30
Size
16
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
5
Attack
Protection
5
3
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
Keywords
Faction (The Guild)
Hero
Trade
Character Abilities
Brawler (1)
Expert Grappler (2)
2
Actions
13
Life
3
Will
0
Command
30
Size
13
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
4
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
Keywords
Faction (The Guild)
Hero
Trade
Character Abilities
Expert Offence (1)
Engage
2
Actions
11
Life
3
Will
0
Command
30
Size
12
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
5
Attack
Protection
4
3
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Straight Razor
Range
Evasion
0
-
Damage
Penetration
-
-3
Abilities
-
Keywords
Faction (The Guild)
Hero
Trade
Character Abilities
Expert Offence (1)
Engage
Fisherman
Keywords
Faction (The Guild)
Hero
Character Abilities
Expert Offence (1)
Fast Swimmer (2)
Hunter
2
Actions
12
Life
3
Will
1
Command
30
Size
14
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
4
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 AbilityOne friendly character within 6" gains Hunter until the end of the game.
Baroni
Keywords
Faction (The Guild)
Hero
Character Abilities
Expert Marksman (2)
Pickpocket
2
Actions
13
Life
3
Will
2
Command
30
Size
15
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
4
Mind
4
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
IntimidationAURA Command AbilityUntil the end of the round, any friendly characters within 3" gain First Strike(1)
Twin PistolsThis 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 roundUnwieldyThis 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
Keywords
Faction (The Guild)
Hero
Trade
Character Abilities
2
Actions
12
Life
3
Will
2
Command
30
Size
14
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
5
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Handbow
Range
Evasion
15
-
Damage
Penetration
-
-1
Abilities
Reload (2)
Keywords
Faction (The Guild)
Hero
Trade
Character Abilities
ExtortionAURA Command AbilityUntil the end of the round, any friendly characters with the Henchman keyword within 6" gain Bodyguard(Hero).
InstigatorAll 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
Keywords
Faction (The Guild)
Hero
Character Abilities
Aerial Attack
Infiltration
Pickpocket
2
Actions
11
Life
3
Will
1
Command
30
Size
14
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
5
Attack
Protection
3
2
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 RoofPULSE Command AbilityOne friendly character with the Henchman keyword within 6" gains Acrobatic(3) until the end of the game.
Whaler
Keywords
Faction (The Guild)
Hero
Character Abilities
Boat Crew
Hunter
Fast Swimmer(2)
2
Actions
15
Life
2
Will
0
Command
40
Size
17
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
4
2
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 HereA Whaling Lance's knockback can move the target in any direction.
Smuggler
Keywords
Faction (The Guild)
Hero
Character Abilities
Boat Crew
Concealment(+1)
2
Actions
12
Life
2
Will
0
Command
30
Size
14
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
5
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 - 1APOne character within 3" replenishes 1 Command Point.
Very Loud Ostrich
Keywords
Faction (The Guild)
Hero
End Of Days
Character Abilities
Mindless
Slippery
Limited Movement
Bulky
Companion(End Of Days)
First Strike(2)
2
Actions
14
Life
3
Will
2
Command
40
Size
16
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
7
4
Attack
Protection
3
2
Mind
1
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 AbilityUp 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!).
DootWhenever this character makes a Combat action with its Trumpet weapon, all friendly characters within 3" cheer and replenish 1 Will Point.
Henchmen
Escort
Keywords
Faction (The Guild)
Henchman
House of Virtue
Character Abilities
Bodyguard (Hero, Henchman)
Expert Grappler(1)
2
Actions
13
Life
2
Will
0
Command
40
Size
12
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
Keywords
Faction (The Guild)
Henchman
Character Abilities
Mindless
Limited Movement
2
Actions
10
Life
0
Will
0
Command
30
Size
5
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
3
Attack
Protection
2
1
Mind
1
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Unarmed
Range
Evasion
-
-
Damage
Penetration
-
1
Abilities
-
Keywords
Faction (The Guild)
Henchman
Character Abilities
Mindless
Limited Movement
Living SacrificeAny 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
Keywords
Faction (The Guild)
Henchman
End Of Days
Character Abilities
Mindless
Companion (End Of Days)
2
Actions
9
Life
2
Will
0
Command
30
Size
10
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
4
Attack
Protection
3
2
Mind
1
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
Keywords
Faction (The Guild)
Henchman
Trade
Character Abilities
Companion(Trade)
2
Actions
10
Life
2
Will
0
Command
30
Size
10
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
4
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Crossbow
Range
Evasion
30
-
Damage
Penetration
-
-
Abilities
Reload (1), Two-Handed
Keywords
Faction (The Guild)
Henchman
Trade
Character Abilities
Companion(Trade)
Ostrich Rider
Keywords
Faction (The Guild)
Henchman
End Of Days
Character Abilities
Mindless
Slippery
Limited Movement
Companion (End Of Days)
First Strike(2)
Bulky
2
Actions
13
Life
2
Will
0
Command
40
Size
12
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
7
4
Attack
Protection
3
2
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
Keywords
Faction (The Guild)
Henchman
Trade
Character Abilities
Companion(Trade)
2
Actions
11
Life
2
Will
0
Command
30
Size
9
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Improvised Weapon
Range
Evasion
0
-
Damage
Penetration
-
-
Abilities
-
Keywords
Faction (The Guild)
Henchman
Trade
Character Abilities
Companion(Trade)
Pilferer
Keywords
Faction (The Guild)
Henchman
Character Abilities
Concealmen (1)
Pickpocket
2
Actions
8
Life
3
Will
0
Command
30
Size
10
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
6
Attack
Protection
2
2
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Dagger
Range
Evasion
0
-
Damage
Penetration
-
-
Abilities
-
Keywords
Faction (The Guild)
Henchman
Character Abilities
Concealmen (1)
Pickpocket
Gondolier
Keywords
Faction (The Guild)
Henchman
Trade
Character Abilities
Brave
Fast Swimmer (1)
2
Actions
11
Life
2
Will
0
Command
30
Size
11
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
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)
ScullerFor 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
Keywords
Faction (The Guild)
Henchman
Character Abilities
Engage
Companion (Dog)
2
Actions
11
Life
1
Will
2
Command
30
Size
12
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
3
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Training Whip
Range
Evasion
3
-1
Damage
Penetration
0
0
Abilities
-
Keywords
Faction (The Guild)
Henchman
Character Abilities
Engage
Companion (Dog)
EncouragmentThis character may only use the ORDER or COUNTER Commands on characteres with the Henchman keyword
Dog
Keywords
Faction (The Guild)
Henchman
Character Abilities
Limited Movement
Mindless
Engage
2
Actions
6
Life
0
Will
0
Command
30
Size
5
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
6
5
Attack
Protection
2
1
Mind
1
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Teeth
Range
Evasion
0
-
Damage
Penetration
1
-1
Abilities
-
Keywords
Faction (The Guild)
Henchman
Character Abilities
Limited Movement
Mindless
Engage
Pulcinella
Keywords
Faction (The Guild)
Henchman
End Of Days
Character Abilities
Mindless
Companion (End Of Days)
2
Actions
9
Life
1
Will
0
Command
30
Size
8
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
4
Attack
Protection
3
2
Mind
1
Weapon
Range
Evasion
Damage
Penetration
Abilities
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
Keywords
Faction (The Guild)
Henchman
House of Virtue
Character Abilities
Slippery
Concealment (1)
2
Actions
11
Life
2
Will
0
Command
30
Size
10
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
4
Attack
Protection
3
2
Mind
3
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
Stiletto
Range
Evasion
0
-
Damage
Penetration
1
1
Abilities
-
Keywords
Faction (The Guild)
Henchman
House of Virtue
Character Abilities
Slippery
Concealment (1)
Beggar
Keywords
Faction (The Guild)
Henchman
Character Abilities
Concealment(+2)
2
Actions
10
Life
0
Will
0
Command
30
Size
6
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
4
3
Attack
Protection
2
3
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
Weapon
unarmed
Range
Evasion
0
0
Damage
Penetration
0
1
Abilities
-
Keywords
Faction (The Guild)
Henchman
Character Abilities
Concealment(+2)
Whispers on the StreetFor 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 SightThis character can be deployed anywhere on the board at ground level, at least 6" away from any enemy characters or objectives.
Poacher
Keywords
Faction (The Guild)
Henchman
Character Abilities
Concealment(+1)
Infiltration
2
Actions
10
Life
2
Will
0
Command
30
Size
11
Ducats
Movement
Dexterity
Attack
Protection
Mind
Movement
Dexterity
5
4
Attack
Protection
3
3
Mind
2
Weapon
Range
Evasion
Damage
Penetration
Abilities
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 - 2APPick 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.