Carnevale Companion

The Patricians

Though it boasts to be one of the oldest republics in the world, Venice and its empire is nevertheless organised and run for the most part to the benefit of a very small portion of its inhabitants. Its laws, traditions and history have been shaped by the needs and demands of the Patrician families that rule the city through the Doge’s government. It may not have a king or queen, but La Serenissima is arranged no less for the benefit of the aristocratic few than the monarchies of Europe.

Gameplay

Powerful leaders and heroes, lots of ways to buff themselves. Every character the Patricians have could be classed as powerful in any other gang. Plenty of ranged weapons, decent stats, lots of buffs, the Patricians are few in number but pack a very strong punch.

Special Rules

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

Let the Masquerata Begin
PULSE Command Ability
This character gains 1AP for this turn.

If this character has the Councillor keyword, roll a dice. On a 7+ this Command Ability doesn't use a Command Point.

Leaders

Venetian Noble

3 Actions
13 Life
4 Will
3 Command
30 Size
21 Ducats
Movement Dexterity 4 5 Attack Protection 4 4 Mind 4
Weapon Cup Rapier Range Evasion 0 0 Damage Penetration 1 -1 Abilities -
Weapon Rifled Dueling Pistol Range Evasion 12 0 Damage Penetration 0 -2 Abilities Black Powder, Reload (2)

Keywords

  • Faction (Patricians)
  • Leader
  • Councillor

Character Abilities

  • Engage
  • Expert Offence (2)
The Monster Behind the Mask PULSE Command Ability This character gains +1 to its MOVEMENT, DEXTERITY, and ATTACK until the end of the round. However, it reduces its MIND to 1.
Murderous Patron Any other friendly character that kills an enemy character replenishes 1 Will Point if both are in line of sight to the Venetian Noble.

Guard Commander

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

Keywords

  • Faction (Patricians)
  • Leader
  • Officer

Character Abilities

  • Brave
  • Parry (2)
Aim Fire PULSE Command Ability Any friendly characters with the soldier keyword in line of sight increase any Reload (X) numbers by +1 until the end of the round. Take Arms PULSE Command Ability Until the end of the round, all friendly characters with the soldier keyword within 3" gain +1 ATTACK.

Noble Admiral

3 Actions
13 Life
3 Will
4 Command
30 Size
19 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 5
Weapon Rifled Duelling Pistol Range Evasion 12 - Damage Penetration - -1 Abilities Black Powder, Reload(2)
Weapon Twin Rifled Duelling Pistol Range Evasion 12 0 Damage Penetration 3 -1 Abilities Black Powder, Reload (1)

Keywords

  • Faction (Patricians)
  • Leader
  • Councillor
  • officer

Character Abilities

  • Boat Crew
  • Expert Marksman(2)
  • Fast Swimmer(2)
Diving Orders - PULSE Command Ability Every friendly model in water in line of sight may make an immediate Dive action for 0AP.
Raise a Crew Every friendly character that starts their turn on the same Boat as this character gains Boat Crew until the end of the round. Twin Pistols This character's weapons share the Reload ability - you may make 2 Combat actions with the Rifled Duelling Pistol or 1 with Twin Rifled Duelling Pistols in one round. Unwieldy This character may only make Combat actions with the Twin Rifled Duelling Pistols as the first action of their turn(including using it for Attacks of Opportunity).

Heroes

Sun

2 Actions
12 Life
4 Will
0 Command
30 Size
15 Ducats
Movement Dexterity 5 5 Attack Protection 5 2 Mind 4
Weapon Blinding Flash Range Evasion 6 1 Damage Penetration 0 -2 Abilities Knockback, Reload (2)

Keywords

  • Faction (Patricians)
  • Hero
  • Unique

Character Abilities

  • Companion (Moon)
  • Mindless
  • Acrobatic (3)
  • Expert Marksman (2)

Moon

2 Actions
12 Life
4 Will
0 Command
30 Size
16 Ducats
Movement Dexterity 5 5 Attack Protection 3 2 Mind 5
Weapon Shadow Touch Range Evasion 0 0 Damage Penetration 0 1 Abilities Stun

Keywords

  • Faction (Patricians)
  • Hero
  • Unique
  • Discipline (Blood Rites, Fateweaving)

Character Abilities

  • Flight
  • Mage (2)
  • Mindless
  • Companion (Sun)

Fencing Master

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

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Expert Offence (2)
  • Engage
  • Parry (2)
Strike True - 1AP Pick one friendly character in line of sight within 6". The next Combat action they make this round while in base contact with the target ignores all Protection Rolls - even Universal Shielding!

Syphilitic Noble

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

Keywords

  • Faction (Patricians)
  • Hero
  • Councillor

Character Abilities

  • Beserk
  • Engage
  • Frenzied
  • Mindless

Adventuring Noble

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

Keywords

  • Faction (Patricians)
  • Hero
  • Discipline (Wild Magic)

Character Abilities

  • Hunter
  • Mage (2)
Arcane Totem This character knows every spell (including the Cantrip) from the Wild Magic Discipline. Each spell costs 0 Will Points to cast, but may only be attempted once per game. In addition, if this character ever fails to cast a spell, another spell is also removed at random

Foreign Dignitary

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

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Companion (Councillor)
  • Expert Offence (2)
Business or Pleasure? Any friendly character with the Councillor keyword with 0 Command Points remaining replenishes 1 Command Point if they start their turn within 6" and line of sight of this character.

Venetian Spy

2 Actions
12 Life
2 Will
1 Command
30 Size
16 Ducats
Movement Dexterity 4 4 Attack Protection 4 3 Mind 4
Weapon Long Rifle Range Evasion 30 0 Damage Penetration 1 -1 Abilities Black Powder, Knockback, Reload 1, Two-Handed

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Concealment (+1)
  • Expert Marksman (2)
  • Infiltration
Unwieldy This character may only make Combat actions with the Long Rifle as the first action of their turn (including using it for Attacks of Oppertunity).

Cat Burglar

2 Actions
11 Life
3 Will
1 Command
30 Size
15 Ducats
Movement Dexterity 5 6 Attack Protection 3 2 Mind 3
Weapon Stiletto Range Evasion 0 0 Damage Penetration 1 -1 Abilities -

Keywords

  • Faction (Patricians)
  • Hero
  • Councillor

Character Abilities

  • Concealment (+2)
  • Infiltration
  • Pickpocket
  • Aerial Attack

Captain of the Guard

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

Keywords

  • Faction (Patricians)
  • Hero
  • Officer
  • Soldier

Character Abilities

  • Bodyguard (Officer)
  • Companion (Officer)
Take Aim AURA Command Ability Until the end of the round, all friendly characters with the Soldier keyword within 6" gain Expert Marksman (1) and Expert Offence (1).
Chain of Command This Character may only use the ORDER or COUNTER Commands on characters with the Soldier keyword.

Sopracomito

2 Actions
12 Life
8 Will
2 Command
30 Size
15 Ducats
Movement Dexterity 4 4 Attack Protection 3 5 Mind 4
Weapon Naval Cutlass Range Evasion 0 0 Damage Penetration 0 -1 Abilities -

Keywords

  • Faction (Patricians)
  • Leader
  • Councillor
  • Hero
  • Officer

Character Abilities

  • Boat Crew
Wages Are Here PULSE Command Ability Any friendly characters with the Soldier keyword that aren't in base contact with an enemy may immediately make a Run/Climb action for 0AP, but must move into base contact with this character. This move does not cause Attacks of Opportunity. Any characters that move into base contact immediately replenish all of their Will Points.
Pay Out Any friendly character within 6" may use this character's Will Points as if they were their own. Second in Command If this is the only character with the Leader keyword in the gang, this character loses the Hero keyword and no other Sopracomitos may be chosen. However, if there is another character with the Leader Keyword this character loses the leader keyword.

Naval Lieutenant

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

Keywords

  • Faction (Patricians)
  • Hero
  • Officer
  • Soldier

Character Abilities

  • Fast Swimmer (2)
  • Boat Crew
We Trained For This AURA Command Ability All friendly characters within 6" increase their Fast Swimmer (X) value by 2 until the end of the round. Any characters without Fast Swimmer are unaffected
Chain of Command This character may only use the ORDER or COUNTER Commands on characters with the Soldier keyword. Unwieldy This character may only make Combat actions with the Nock Gun as the first action of their turn (including using it for Attacks of Opportunity).

Wayfinder

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

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

Nautical Bearings Any friendly character that makes a Combat action within 3" with a weapon that has a range of 6" or higher increases their range by 6". Maps and Charts Whenever this character uses a Plan command, draw 2 extra Agendas, take a look, and discard 2 of your choice.

Ottoman Cannoneer

2 Actions
15 Life
2 Will
0 Command
40 Size
15 Ducats
Movement Dexterity 4 3 Attack Protection 3 2 Mind 2
Weapon Solid Shot Range Evasion 12 0 Damage Penetration 2 -2 Abilities Black Powder, knockback, Reload(1)
Weapon Cannon Barrel Range Evasion 0 1 Damage Penetration 0 0 Abilities Stun

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Brawler(2)
Point Blank Detonation If the Solid Shot weapon is used on a target within 3", this character loses an equal number of Life Points to the target. Unwieldy This character may only make Combat actions with the Solid Shot as the first action of their turn(including using it for Attacks of Opportunity).

Ottoman Janissary

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

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Bodyguard(Leader)
  • Brawler(1)
  • Expert Offence(2)
  • Universal Shielding(3)
Barbary Discipline - AURA Command Ability Until the end of the round, all friendly characters within 6" gain +2 MOVEMENT if their Run/Climb action is used to charge.

Submissive Noble

2 Actions
14 Life
1 Will
2 Command
40 Size
17 Ducats
Movement Dexterity 4 4 Attack Protection 4 3 Mind 3
Weapon Cat O'Nine Tails Range Evasion 0 0 Damage Penetration 0 0 Abilities -

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Frenzied
  • Expert Offence (2)
Domination PULSE Command Ability Every friendly character in base contact makes an immediate Move action for 0AP. This action cannot be used to move into base contact with an enemy character. In addition, this character gains +2 Attack until the end of the round.
Barbed When making a Combat action with Cat O'Nine Tails, if the target has 3 or less Protection(after any modifiers), the attack gains +2 Damage

Gourmand Noble

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

Keywords

  • Faction (Patricians)
  • Hero

Character Abilities

  • Engage
  • Fear (-2)
  • Mindless
  • Vampiric Attack (2)
Flesheater This character does not gain the benefit of its Fear(X) rule when making a Combat action against an enemy character with the Monster, Vampire, or Construct Keyword.

Seven Years Veteran

2 Actions
13 Life
4 Will
0 Command
30 Size
15 Ducats
Movement Dexterity 4 4 Attack Protection 4 4 Mind 5
Weapon Service Pistol Range Evasion 8 0 Damage Penetration 0 -2 Abilities Black Powder, Reload(2)
Weapon Infantry Sabre Range Evasion 0 0 Damage Penetration 1 0 Abilities -

Keywords

  • Faction (Patricians)
  • Hero
  • Soldier

Character Abilities

  • Brave
  • Expert Marksman(1)
  • Expert Offence(1)
Inspiring Whenever any other friendly character with the Soldier keyword in line of sight within 6" usese a Will Point to increase a roll, it instead counts as 2 Will Points. Note that this does not include this character - he does not inspire himself!

Venetian Heavy Guard

2 Actions
15 Life
1 Will
0 Command
40 Size
16 Ducats
Movement Dexterity 4 4 Attack Protection 4 5 Mind 2
Weapon Spiked Warhammer(swing) Range Evasion 0 1 Damage Penetration 1 0 Abilities Stun
Weapon Spiked Warhammer(thrust) Range Evasion 1 -1 Damage Penetration 0 -2 Abilities -

Keywords

  • Faction (Patricians)
  • Hero
  • Soldier

Character Abilities

  • Campanion(officer)
  • Expert Protection(3)

Henchmen

Barnabotti

2 Actions
11 Life
2 Will
1 Command
30 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 2
Weapon Pistol Range Evasion 8 1 Damage Penetration 0 -1 Abilities Black Powder, Reload (2)
Weapon Sword Range Evasion 0 0 Damage Penetration 1 0 Abilities -

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Companion (Councillor)
  • First Strike (1)
Inferiority Complex This character cannot use the ORDER or COUNTER Commands.

Merchant

2 Actions
11 Life
2 Will
3 Command
30 Size
13 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 4
Weapon Pistol Range Evasion 8 1 Damage Penetration 0 -1 Abilities Black Powder, Reload (2)

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

There's Coin In It For You PULSE Command Ability One friendly character with the Henchman keyword in line of sight within 6" gains First Strike (2) until the end of the round.

Household Staff

2 Actions
10 Life
1 Will
0 Command
30 Size
9 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 2
Weapon Cast Iron Utensil Range Evasion 0 0 Damage Penetration 0 0 Abilities Stun

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Companion (Councillor)

Butler

2 Actions
11 Life
1 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 3
Weapon Pistol Range Evasion 8 1 Damage Penetration 0 -1 Abilities Black Powder, Reload (2))

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Bodyguard(Councillor)
  • Expert Marksman (2)

City Guard

2 Actions
12 Life
1 Will
0 Command
30 Size
10 Ducats
Movement Dexterity 4 4 Attack Protection 3 4 Mind 2
Weapon Bardiche Range Evasion 2 0 Damage Penetration 1 0 Abilities Two-handed
Weapon OR Range Evasion - - Damage Penetration - - Abilities -
Weapon Infantry Sabre Range Evasion 0 0 Damage Penetration 1 0 Abilities -

Keywords

  • Faction (Patricians)
  • Henchman
  • Soldier

Character Abilities

  • Companion (Officer)

Guard Marksman

2 Actions
12 Life
1 Will
0 Command
30 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 4 Mind 2
Weapon Musket Range Evasion 24 1 Damage Penetration 1 -1 Abilities Black Powder, Reload (1), Two-handed
Weapon Bayonet Range Evasion 1 0 Damage Penetration 0 0 Abilities -

Keywords

  • Faction (Patricians)
  • Henchman
  • Soldier

Character Abilities

  • Companion (Officer)

Naval Ensign

2 Actions
10 Life
2 Will
0 Command
30 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 2
Weapon Fishing Spear Range Evasion 2 0 Damage Penetration 1 0 Abilities Aquatic, Two-handed

Keywords

  • Faction (Patricians)
  • Henchman
  • Soldier

Character Abilities

  • Fast Swimmer (2)
  • Hunter
  • Companion (Officer)

Naval Recruit

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

Keywords

  • Faction (Patricians)
  • Henchman
  • Soldier

Character Abilities

  • Fast Swimmer (2)

Ottoman Pirate

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

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Boat Crew
  • Parry(1)
  • Fast Swimmer(1)
  • Universal Shielding(3)

Ottoman Archer

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

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Boat Crew
  • Fast Swimmer(1)
  • Universal Shielding(3)

Ottoman Rigger

2 Actions
11 Life
4 Will
0 Command
30 Size
12 Ducats
Movement Dexterity 5 6 Attack Protection 3 2 Mind 3
Weapon Knife Range Evasion 0 0 Damage Penetration 0 0 Abilities -

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Boat Crew
Grappling Hook This character never takes damage from Falling

Noble Seafarer

2 Actions
11 Life
3 Will
0 Command
30 Size
12 Ducats
Movement Dexterity 4 4 Attack Protection 3 3 Mind 2
Weapon Coach Gun Range Evasion 12 1 Damage Penetration 2 0 Abilities Black Powder, Reload (1), Two-handed
Weapon Dive Knife Range Evasion 0 0 Damage Penetration 0 0 Abilities Aquatic

Keywords

  • Faction (Patricians)
  • Henchman
  • Councillor

Character Abilities

  • Boat Crew
  • Fast Swimmer(2)

Cannibal Cultist

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

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Mindless
  • Frenzied
  • Vampiric Attack (1)
The Hunger If this character starts its turn within 4" of one or more enemy characters, it must attempt to move into base contact with one of them.

Cortigiane

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

Keywords

  • Faction (Patricians)
  • Henchman

Character Abilities

  • Companion (Leader)
  • First Strike (1)
  • Acrobatic (1)

Guard Sentry

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

Keywords

  • Faction (Patricians)
  • Henchman
  • Soldier

Character Abilities

  • Acrobatic(2)
Lookout Once per round, this character may use a single ORDER or COUNTER Command for 0 Command Points if at least 3" above the target character. However, those Commands may still only be done once per round as usual

Gang Roster

0 Ducats

Leader

A Leader has not been added to the list

Heroes

No Heroes have been added to the list

Henchmen

No Henchmen have been added to the list

Items

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