You are on page 1of 39

Basic Concepts

Carnevale is an exciting game where gangs of combatants fight for supremacy in the city of Venice
and beyond. To play with your excellent Carnevale miniatures, you should become familiar with the
basic concepts behind the game.

The Models
Carnevale requires each player to build a gang of miniatures that will represent their forces. These
miniatures, referred to as characters in the rules, are 32mm scale and are set in round plastic bases
with four different size categories, small (30mm), medium (40mm), large (50mm), and huge
(larger than 60mm). Models should be assembled on the same sized base they are supplied with.

Dice and How to Read Them


Carnevale uses 10 sided dice, referred to as d10, with multiple dice being indicated before the d.
For example, if you needed to roll 2 dice, it would be noted as 2d10.
Occasionally, you may be required to roll a 5-sided dice, or d5. If you do, you determine the result
by rolling a d10 and dividing the result in half, rounding up.

The Destiny Dice


In Carnevale, whenever you roll any number of d10, one of them will always be a Destiny dice,
regardless of how many you are rolling. Destiny dice are what determines if a characters actions are
a critical success, or a fumbling failure.
The best way to show which dice is the Destiny dice is to have your regular dice one colour, with
the Destiny dice a different colour, style, or size.

Measuring Distances
Distances in Carnevale are measured in inches, for example; a Noble has a MOV of 5 and will
move 5 inches, or 5 for short.
While playing Carnevale you may need to measure distances before you perform actions, you are
allowed to measure distances between elements at any time, regardless of whose turn it is or what
actions you are making.

Templates
Certain effects may target areas rather than a single character, to determine these, you will use the

1/45
appropriate template, either the circular blast or conical spray template. You have permission to
reproduce them for your own personal use, we recommend printing them on something sturdy, the
last thing you need is to just miss an attack because of a flimsy spray template!

Markers
Several types of markers are used in Carnevale; Activation markers, Stunned markers, At the Ready
markers. Activation markers show that a character has activated, while the others are used for
temporary states within the game. Additionally due to Carnevale having many effects that require
noting down, spell effect markers are also sometimes used. These do not have to be used solely for
spells, and can be used to note damaged walls, open buildings and other such effects.

Terrain
Terrain is a key part of Carnevale, with characters being able to move about through and over
scenery it important to have a good selection of terrain for your characters to take advantage of.
Carnevale is played on a 3' x 3' table, you may want to increase this to a 4' x 4' if you are playing
with 3 or more people, however.

Miniatures and Gangs


When you play Carnevale you use a gang of miniatures. Gangs are formed by characters of the
same affiliation, with the occasional independent character depending on how you build your gang.
When you set up to play a game of Carnevale you and your opponent must decide upon the points
limit you are both going to use when putting your gangs together. The amount of points you decide
upon will limit the amount of characters you can use in your game, some require a certain points
threshold before more can be included in your gang.
Characters are worth an amount of points as shown on their character profile, and in campaign play
you are able to purchase additional weapons and equipment to improve the abilities of your non-
unique characters. When you build your gang you are allowed to include models with a total points
cost up to the total you and your opponent have decided upon.
Once you have put your gang together you must appoint one of your characters as the gangs leader
and notify your opponent of this. Leaders must have the Command ability.

Rounds and Activations


The game of Carnevale is divided into rounds, which are then divided into activations, players
alternate activating characters until all players have activated all of their characters, shown by the
use of placing an activation marker next to the character once you end its activation.
Once all players have activated all of their characters, the round ends, both players resolve any
effects that last until the round ends and remove activation markers from characters. Players also
check for victory conditions once a round ends, if no player has won, then another round begins.
For each character a player has less than their opponent, they gain a pass token. A player may spend
a pass token (use a coin or other kind of counter) to force their opponent to activate another
character once they have finished an activation. You may not use a pass token if the previous
activation was the result of spending a pass token.

2/45
Actions
Actions are any attacks, special movements, or abilities a character may perform. Actions usually
have an Action Point (AP) cost associated with them, although some of them may not cost AP at all.
Once an action is complete you are able to perform another action if you have the AP remaining.

Base Contact
Models are in base contact with each other when their bases are touching each other. In order to
attack in close combat characters must be in base contact with each other.
If a character is on terrain up to 1 from the ground it will still be considered in base contact with
anything touching the obstacle within 1.

Frequency
Some characters have a limited frequency, which means that you will only be able to include a
limited amount of them in your gang. Characters with limited frequency will have the amount you
may include per points threshold in their character profile. Some characters have the Unique
descriptor, meaning you are only allowed to include one in your gang, regardless of whether or not
your opponent includes the same unique character. Independent Characters are always unique.

Character Sheets
Character - Shows the name of the character, for example Plague Doctor, Barnaboti, Magi-Rashaar
or Pulcinella.
Cost - States how many points this character costs to include in a gang.
Attributes
Movement (MOV)
Melee (MEL)
Ranged (RNG)
Dexterity (DEX)
Mind (MIN)
Protection (PRO)
Descriptors - Here are descriptors that define the character, such as Human, Soldier, etc
Abilities - All of the characters abilities are listed here, abilities unique to the character are listed in
bold and will be explained on that character sheet.
Equipment - The characters basic equipment is listed here.
Will Points Will Points points are used to boost characters' actions during the game. Keep track of
the Will Points each character uses during the game.
Life Points Life points are the amount of damage a character can take, once they have taken
damage equal to or greater than their life, they die and are removed from the game.
Command Points Characters with the Command ability have a certain amount of command
points they are able to spend on additional actions for their gang.

3/45
Action Points Indicates the amount of actions points the character has to make actions each turn.

Basic Rules
From here on, we will present the rules which are common to all the phases of the game, and which
are applied to all the elements that take part in the game.

Priority of Rules
In this section and in the following chapters you will find the rules that apply over a game of
Carnevale. These rules govern all characters, weapons and every other aspect in the game.
However, some elements such as magic, abilities, or other rules that will appear in future
expansions may contradict the basic rules. When this happens, specific rules (as written in a
characters profile, for example) will have priority over general rules (basic rules).

Dice Rolls
Throughout the rules you will see that we use terms such as Dice Pool, Dexterity Pool, Mind
Roll or Combat dice. This means that you roll as many d10s as the value indicates, taking into
account any modifiers.
A successful dice result is referred to as an Ace, any dice can be an Ace, including the Destiny dice.
Dice rolls of 10 will always be an Ace, however a roll of 1 will always be a fail. To know if a dice is
an Ace or not, compare the result to the difficulty level of the roll, if it is equal to or higher than the
difficulty level, then the result is an Ace.
Whenever you roll any dice, one of them must be a Destiny dice, to represent this, use a differently
sized or coloured dice. You must always have one Destiny dice in your dice pool, even if you only
have a dice pool of 1, and your dice pool can never exceed a maximum of 10.

Re-rolling
Certain rules may allow you to re-roll one or more dice, however you may only re-roll the Destiny
dice if you are re-rolling all of the dice in that roll. Dice may never be re-rolled more than once and
you must accept the second result even if it is worse than the first. Rolls of 1 on the Destiny dice
prevents any dice from being re-rolled.
Once both players have rolled their dice, the player whose activation it is may decide to re-roll dice
first, then the opponent may decide to re-roll their dice.

Types of Rolls
In Carnevale there are three kinds of rolls; basic rolls, attack rolls and opposed rolls. The result
needed for basic roll an Ace is 7 unless otherwise stated, whereas the difficulty of attack rolls are
dependant on the opponents corresponding attributes.

Basic rolls are based on attributes and are used to solve situations where only one model is
involved
Whenever a character makes a close combat attack or attacks with a ranged weapon, you must make
a Melee Combat Roll. In this situation you will roll as many dice as that character has in their
Melee pool (their modified combat attribute), or their Ranged pool with a difficulty level equal to

4/45
the opponents Dexterity value. When making a Ranged Combat Roll, the difficulty level is 6. The
more aces the attacker gets, the more damage they can do to their opponent.
An Opposed roll is when two or more characters make a basic roll using the same attribute, which
may vary according to the situation, and which will be specified in every case. Whoever obtains the
most Aces wins the roll. If players are tied for the result, both players re-roll until one player wins.
Example: Two characters make an opposed Mind roll; each must roll as many dice as their Mind
value. Whoever obtains most Aces in their roll (with a basic difficulty of 7 or more) wins the
opposed roll.

Destiny Dice, Critical Rolls and Fumbles


When rolling dice, the Destiny dice results acts just as any other dice in terms of aces, however
results of a 10 or a 1 will result in different outcomes. Whenever you roll a 10 on a Destiny dice
(which is still an Ace) and another ace in the same roll, it is treated as a Critical roll. However a
result of a 1 on the Destiny dice negates one of the other aces you gained during that roll. If you
have no other aces, rolling a 1 on the Destiny dice is a Fumble.
The effects of Critical and Fumble rolls for basic rolls and attack rolls are explained in the rules for
that specific action, if there are any special rules for them, if not use the Critical and Fumble effects
below;
Critical The character that rolled the Critical recovers a Will Point.
Fumble The character that fumbled loses an additional Will Point.
Characters that have no more Will Points left will Fumble on a 1 and a 2 instead of a 1.

Roll Modifiers
In some circumstances, the difficulty of a roll may vary due to several causes. In cases where this
happens, we will add or subtract dice from the dice pool keeping in mind any dice over 10 are lost
and you cannot go below 1 dice (which must be the Destiny dice).
Throughout this book you will find situations where you must apply these modifiers to your rolls;
these modifiers will indicate how may dice you should add or deduct.

Rounding
Whenever you must divide your dice pool, the result of a roll or any other value, you will always
round up.
Example: If your dice pool of 7 is divided in half for any reason it will become a dice pool of 4 dice.

Initiative
To determine which gang gets the first activation at the start of the current round each player makes
an opposed roll, using their leaders Command Points value. The player that wins the roll takes
Initiative and activates their first character. If a player scores a Critical, they take Initiative. If a
player Fumbles, their opponent gains initiative. If both players roll a critical, a fumble, or a tie,
simply re-roll the dice.

5/45
Action Points (AP)
All of the characters in Carnevale have an Action Point (AP) value in their character sheet. This
indicates the amount of AP they have to spend on actions during its activation each round. Each
action has a cost associated with it, for example: walking costs 1AP, shooting costs 1AP, and a
character specific ability may cost 2AP.
Characters may acquire additional AP each activation if they are given AP by the gang leader
through their Command ability. A character that has activated, as well as one that has yet to activate
cannot gain additional AP from command points, only the currently activated character.
A player must announce the use of AP as they spend it on actions, up to the characters AP value.
When the character has no more AP left to use or the player declares that the character has finished
its activation, place an Activation marker next to the character to indicate it has taken its actions this
round. Action point spending does not persist through rounds and each character is able to use all of
their AP on their next activation on the following round.

Will Points
Characters are able to use Will Points (WP) for two different applications within Carnevale. Will
Points may be used to modify characters rolls as well as pay costs of casting spells and using
abilities.
When a character is going to roll dice, you are able to spend 1 Will Point to increase that dice pool
by 1, up to the maximum of 10. You may spend up to 2WP this way per dice roll.
Characters are also able to spend Will Points to protect themselves, when a character makes an
attack against one of your characters, before any dice are rolled, you may spend 2WP to increase
that characters Protection by 1.
When both players wish to use Will Points to modify results of the same attack or opposed roll, the
target of the attack must be the first to declare that they will use Will Points to gain additional
protection. Once the defender has decided whether they want to spend Will Points, the attacker may
then declare if they wish to spend Will Points to increase their dice pool.

Recovering Will Points


Throughout the game characters may be able to regain spent Will Points, this can bring them up to
their starting Will Points value, but can never exceed it.
When a character kills an enemy character they regain 1 Will Point.
When a character kills an enemy leader, they regain 3 Will Points instead of 1.
A character may also recover Will Points due to specific rules, scenario rules, spells or
events.

Running out of Will Points


Characters that have run out of Will Points Fumble on Destiny dice rolls of a 1 or 2, certain
characters may have additional penalties for running out of Will Points, however these will be stated
in its character entry instead.

6/45
Templates
In Carnevale there are certain game effects, such as powers, spells or unconventional weapons that
will need the use of templates, either the blast template or the spray template.
When you place the blast template you must centre it on the detonation point. The spray template
will have the small end at the edge of the base of the character, facing in the direction it is firing.
All characters fully, or partially under a template will suffer the effects of the attack. Each affected
character must make a basic DEX roll; for every Ace they obtain, they suffer 1 less damage from
the attack. Template attacks that do not inflict damage cannot be avoided and those hit are fully
affected.

Movement

Walk
[1AP] The character is able to move its MOV in inches, but is affected by terrain and effects as
normal.

Running
[1AP] A character that runs can gain additional movement on top of a Walk action, but must make a
basic DEX roll; for every ace they get, add 1 to their MOV for this action. Critical rolls add an
additional 3 to this movement action, while a fumble will cause the model to forgo this action and
gain a stun marker. If you fail the roll, the character fails to move.
Characters may instead decide to run along a wall instead of the ground, gaining a -3 to the DEX
roll for this action, but being able to move through characters as long as it is able to pass completely
through them. When running along a wall, a character must begin and end this action in base
contact with the same wall.

Jumping
[1AP] Make a basic DEX roll. If you succeed, the character jumps to a location it can see. This
action uses as many inches as the characters MOV, and is able to move over gaps and onto terrain
features. Measure from the characters starting position to the landing location in a direct line, taking
into account the variation in height and terrain features in between.
If you fail the DEX roll, the action fails, and the character stays in place.
If you fumble the DEX roll, the character falls from the mid point of the jump, following the rules
for falling. Additionally if you are unable to end a characters activation on solid ground, that
character falls from its current position, following the rules for falling.
If you perform a Jump over debris on water, you may add 1 to your leap after the debris.

Climbing
[1AP] Make a basic DEX roll. If you succeed, the character may climb an object it's in base contact
with, in any direction but must remain in base contact with the object throughout its movement.
This action uses as many inches as the characters MOV. Keep track of where the character has

7/45
climbed to if it is not on solid ground.
You may attempt to climb multiple times, even if the character is not on solid ground, paying the AP
cost to increase the distance you can climb to an area of solid ground. Make these rolls separately.
If you fail the DEX roll, the action fails, and the character stays in place.
If you fumble the DEX roll, the character falls from its current position, following the rules for
falling. Additionally if you are unable to end a characters activation on solid ground, that character
falls from its current position, following the rules for falling.

Melee and Ranged Combat


Combat is one of Carnevale's key aspects, taking down your enemies in close quarters or riddling
them with holes is key to securing victory. Characters need to be in base contact with each other to
initiate melee combat, with some well equipped characters having access to weapons that increase
their melee range. Characters that are in melee range of each other are locked in combat (only one
of them needs to be in range for them both to be locked in combat).

Melee Combat
[1AP] To make a Melee Combat Attack a character declares which weapon they are attacking with,
then rolls their MEL pool (including any modifiers such as weapon bonuses or other friendly
characters locked in combat), with the difficulty of the roll being the DEX value of the target of the
attack. For each result that is equal or higher than the difficulty of the roll, the attacker gains an ace.

Charges / Attacks from Above


When you make a Melee Combat action. If the characters previous action was a Walk, Running, or
Jumping action in which it has moved it at least 3 (in any direction, including vertically) into base
contact with an opposing character it gains +1 on its Melee Combat roll.

Drown
[2AP] Make a melee combat action against a swimming target, with a modifier of -2. This attack
ignores Protection and has the Stun ability. Drown ignores the rule that limits the amount of Stun
markers characters may receive in a turn, as each additional stun marker becomes direct damage.
If the initial drown attack was successful, the attacker may attempt to repeat the attack. For each
subsequent Drown attack this turn, reduce its AP cost to 1.
Drowning attacks do not apply the effects of weapons and cannot be modified by them.
Characters with the water creature have additional rules regarding this attack. Undead, Ghost,
Construct, and Corpses cannot be drowned.

Push
[1AP] When you make a Push attack, you move a foe rather than dealing damage. Make an opposed
MEL roll. If you win, the Aces from the roll become inches the character is pushed. If the push
causes the target to move at least 3 and then come into contact with impassable terrain (such as a
building or the table's edge), the target suffers 1 damage for every inch of movement beyond the
point where it stopped, ignoring Protection.

8/45
A Push can cause the target to fall into water, off a building or any elevated terrain feature, in which
case the Falling rules apply.
A character that has been pushed ignores the disengaging from combat rule. If the push causes the
character to come into base contact with a foe, it immediately stops and suffers no additional
damage.

Drag Down
[1AP] This attack can only be used while in water. Make an opposed Melee Combat roll against a
target within 1. If the attacker wins no damage is dealt, instead the attacker may place the target
anywhere in water in base contact with it.

Attacks of Opportunity
[0AP] An attack of opportunity can only be performed when a character disengages from combat or
casts spells while locked in combat. An attack of opportunity is a 0AP Melee Combat action that
can be used when triggered by another character. The attack follows the rules for Melee combat,
however is resolved immediately after the action that triggered it, but before resolving the effects of
that action.

Disengaging From Combat


[1AP] A character in base contact with an opponent can make an attempt to disengage its foe and
move away. The opposing character can react in one of two ways; an Attack of Opportunity for
0AP, or reallocating for 1AP. If the opposing character makes an Attack of Opportunity the
character leaving combat may move freely once the attack resolves. If the opponent decides to
reallocate they must have the AP available to move. When reallocating both characters make an
opposed DEX roll, if the character trying to disengage draws or wins, then it is able to move freely
and continue its turn normally. If the opponent wins the roll, it may be placed anywhere in base
contact with the character that tried to disengage.
A character engaged with multiple opponents only has to make one disengage attempt to disengage
from its opponents. Each opponent declares its reactions separately, resolving all of them before the
disengaging character is able to move.
Characters in combat with another character, in addition to the disengaging one may only declare an
Attack of Opportunity against the disengaging character.

At the Ready
[1AP] Gain an At the Ready marker and end this characters activation. While a character has an At
the Ready marker they are unable to act until they are attacked or they begin their next activation. A
character loses their At the Ready marker if they are moved more than 3 or make an attack while
At the Ready.
When a character with an At the Ready marker is attacked, the combatants make an opposed Melee
Combat roll, using the opposing characters DEX. Whichever character gets more aces (including
weapon modifiers) deals the difference in Aces as damage to their opponent, then removes its At the
Ready marker.
At the Ready markers are also able to take effect during shooting attacks and are removed at the
beginning of a characters activation.

9/45
Combat Modifiers
For every ally locked in combat with the same target, attackers gain +1MEL, up to a maximum of
+2. These allies cannot be locked in combat with other characters to provide this bonus.
For every enemy other than the target locked in combat with an attacker, it suffers -1MEL, up to a
maximum of -2. These enemies cannot be locked in combat with other characters to provide this
bonus.
Characters attacking a character on a larger base gain +1 to their Melee Combat and Ranged
Combat rolls.

Resolution
To deal damage to a character, you must roll at least one Ace in your Melee Combat roll. If you
have rolled at least one Ace, apply any additional modifiers, such as extra Aces from weapons or
magical abilities. Once you have totalled up all of the Aces you gained in the attack, reduce them by
the Protection of the defending character. If there are still Aces left over, your attack deals the
remaining amount of Aces in damage to the defending character.

Critical and Fumbled rolls


Whenever you roll a Critical in a Melee Combat attack, the target of the attack receives a Stun
marker, if multiple targets are affected, only one receives a Stun marker.
If you Fumble a Melee Combat attack, the target of the attack makes an Attack of Opportunity
against the attacker.

Ambidextrous Combat
Once per activation, after making a Melee Combat action, a character with Ambidextrous may make
an additional 0AP Melee Combat attack with a non-Two Handed melee or short weapon that it did
not attack with in the previous attack

Shooting

Ranged Combat
[1AP] Select a target that is within range and line of sight of the ranged weapon the character is
using. Make a basic RNG roll with a difficulty of 6, or the targets DEX, whichever is higher. For
each ace the shooter rolls it deals 1 damage to the target (modified by the targets PRO). A character
cannot target a friendly character.

Shooting While Moving


[1AP] A character may momentarily interrupt its movement to shoot, even if it is Walking, Running,
Jumping, Running on a Wall, or performing a Running leap. It can even do so while Climbing if the
weapon has the Short Weapon ability. Weapons must be loaded and ready to shoot.
Ambidextrous characters can shoot up to two Short weapons, one with each hand, as long as they
are not Climbing.

10/45
Before a character performs a movement action, you may declare that it will shoot while moving.
After calculating the distance the character is able to move and paying all appropriate AP costs you
may move the character. At any point during the movement (even in mid-air as long as the character
stays on the same trajectory after the attack) you may stop the character and make a ranged combat
attack, with a penalty of -1.

Shooting Two Weapons at Once


[1AP] Characters with Ambidextrous equipped with two Short weapons may shoot with both at the
same time. Combine attacks with both weapons into one attack, including any modifiers the weapon
may have. This combined attack is only affected by Protection once.

Aiming
[1-2AP] For each AP spent on Aiming (up to 2) the character ignores one dice of a negative
modifier to its Ranged Combat attack, or one point of the target's Protection. You must declare
which you wish to ignore before making the Ranged Combat attack. You may not aim while in
combat or when shooting while moving. Characters that decide to forgo movement during their
activation reduce the cost of the first Aiming action they take to 0AP.

At the Ready
[1AP] Gain an At the Ready marker and end this characters activation. While a character has an At
the Ready marker they are unable to act until they are attacked or they begin their next activation. A
character loses their At the Ready marker if they are moved more than 3.
Characters with ranged weapons and an at the ready marker may interrupt an opponents action with
a ranged combat attack if that enemy ends any action within line of sight of the at the ready
character.
To make an at the ready shot at another character, the shooter must have a loaded weapon, and is
unable to aim during this attack. Weapons can only be shot once per enemy action and must be
reloaded as normal after each attack (although you may only do this during your activation).

Critical Rolls and Fumbled Rolls


On a Critical Ranged Combat attack the target gets a Stun marker, regardless of any damage dealt.
On a Fumble the attack fails and an additional effect is applied, roll a d10 and check the following;
10-6 Misfire: The weapon misfires and must be reloaded.
5-2 Jam: The weapon becomes Jammed and is unusable until the character pays 1AP to fix the
jam. The character then must reload as normal.
1 Backfire: The wielder suffers an attack from this weapon as if 2 Aces had been rolled (affected
by protection and weapon abilities). The weapon is also Jammed. Rudimentary weapons are not
affected by this result.

Line of Sight
When a character wants to shoot a target, it must be able to draw line of sight to its target. To check
if a character has line of sight to another character, we must use their volume profile. If any part of a
characters volume profile can see any part of another characters volume profile, then it is in line of
sight (it may be helpful to get close to the character itself for a miniatures eye view of its

11/45
surroundings).
Characters in base contact with obstacles may shoot over or through the obstacle without being
affected by it.
If a character cannot completely see another character, then the character being shot at will gain a
cover bonus depending on the type of cover between it and the shooter.

Volume Profiles
In most cases, determining if a character is in cover or not will be a simple task, however there are
times where this may be more difficult. For this we use a characters volume profile template, which
is divided into quarters to allow you to easily determine whether the character is in line of sight and
the level of cover it is in.
When placing a volume profile template, the bottom edge (depending on if you are measuring from
the front on, or distance from a ledge) must be on the same surface level as the character you are
checking and must be facing towards the attacking character when checking for cover.

Range
In Carnevale you are able to measure distances, including range at any time. To calculate the range
measure the distance between the closest points of both characters bases.
When a target is within a weapons range the character does not suffer any penalties to its shooting
roll. When shooting beyond the weapons range the character suffers a -1 penalty to its shooting roll
for every 5 increment beyond the weapons range. You can never shoot a target that is beyond
double a weapons range.

Different Heights
Characters may shoot at targets on higher ground than they are. If the target is beyond the shooters
volume profiles height and can place its own on the ground, remaining completely within the
scenery it is on, then it is out of line of sight of the shooter. If the template is visible to the shooter,
then the shooter can draw a line of sight to the target.
If a shooter that is on high ground is able to draw line of sight to its target, it is able to shoot
normally.

Cover
A character gains cover when its volume profile is at least one quarter obscured from its attacker by
scenery items. In the case of blasts and similar effects, cover will only have an effect if it is between
the character and the centre of the blast template. Cover reduces the dice pool of the attacker
depending on the type of cover it is.
Size:
Medium: -1 Covers up to half the characters volume profile.
Large: -2 Covers more than half the characters volume profile.

Target Locked in Combat


When a character shoots at a character in combat with another, it gets a -1 modifier to its ranged

12/45
combat pool and an additional -1 for each character (friend or foe) in combat with the target
(applying all other corresponding modifiers normally). If the Ranged Combat roll is successful, the
attack is resolved normally. If the roll fails then the shot misses its target and no damage or effects
are dealt.

Shooter Locked in Combat


A character may may make a ranged attack even when it is in base contact with an enemy. To make
a ranged attack while in melee, reduce your ranged attack pool by 1 for each enemy the character is
in base contact with, including the target. Characters in combat cannot benefit from aiming.
If the shooter is successful and the target is also locked in combat with the shooter, the weapon will
benefit from the Penetration(3) ability for that attack. Characters cannot shoot two handed weapons
while locked in combat.

Throwing and Scattering


Characters may throw certain weapons, these will have the Projectile(x) ability; the number in
brackets is the modifier to the attackers ranged value.
The thrower places the object in its intended landing spot, completely within the weapons range,
alternatively this can be a character within range of the weapon.
To throw, make a basic ranged combat roll modified by the projectile value of the object you are
throwing. If you obtain at least one ace, the object will land in the selected location. Otherwise the
object will scatter away from the selected location, as per the scatter rule.

Scatter
Roll 2d10 using the blast template, with the 6 pointing directly towards the character that fired the
scattering effect. The result on the destiny dice is the the direction the effect scatters, with the
second dice representing the distance the effect travels in inches, reduced by the characters RNG.
If a character scatters, place the template so that the 1 is facing the direction the characters model is
looking.

Reloading Weapons
Ranged weapons that have been shot must be reloaded. Most ranged weapons have the Reload(x)
ability, this indicates how much AP it takes to reload. Once a weapon has been reloaded it is able to
be fired as normal, as long as you have the AP left to shoot it.
If a ranged weapon does not have the Reload(x) ability, it does not need to be reloaded to be fired
again.

Health and Safety

Life Points
A characters Life Points value represents how much damage they can take before their death.
Whenever a character takes damage, tick off that many Life Point boxes. Once all boxes have been

13/45
ticked off, that character has fallen and is removed from the game. If you are playing a campaign
then follow the Fallen in Combat rules.

Healing & Regeneration


Characters with the Healing(x) or Regeneration(x) abilities, or characters bearing items that confer
those abilities can restore life points to specific characters. A character cannot be healed above their
starting Life Points. Whenever you score a Critical roll on a healing ability, recover an extra life
point, whenever you fumble a healing ability, no Life Points are gained and the character loses a
Life Point.

Protection
Protection reduces the amount of Life Points lost by an attack by a set value, each character will
have some form of Protection, this is the value that you reduce incoming Life Point loss by.
Protection can reduce damage to a total of 0, if the attack was not powerful enough, or the target is
well armoured.

Stunned
While a character is Stunned, it reduces all dice rolls it makes by 1. A character can spend 1AP to
remove the Stunned marker, and can only have one Stunned marker at a time.

Falling
When a character falls from a surface higher than 1, it takes damage equal to the distance in inches
fallen, ignoring PRO, however it will have to make a basic DEX roll to avoid harm.
For each Ace rolled, the character is able to reduce the damage taken from the fall by 1.
If the roll is a Critical, the character will maintain its footing and remain in the position it was in
before the fall. If the roll is a Fumble the character suffers full damage from the fall and gains a
Stun marker.
When a character falls into water, it will make the same DEX roll. If that character fails to get at
least 1 ace, it will receive a Stun marker in addition to any damage it would take.

Drowning
During the end of the round, players will have to check if there are any drowning characters.
Characters that are stunned or unable to move while in water will be drowning. A drowning
character will have to make a basic DEX roll, if they do not manage to get at least one Ace they will
receive a Stun marker and will suffer 2 damage (ignoring protection).
Characters with the water creature have additional rules regarding this attack. Undead, Ghost,
Construct, and Corpses cannot be drowned.

Morale
There are two types of Morale rolls: Single rolls and Team rolls. The single roll works just as a
basic MIN roll (applying all necessary modifiers) and the result only affects the character that made
that roll. Team rolls work just like the single roll, with the exception that the result of the roll affects
all of the gangs characters; the character in the gang with the current highest MIN will be

14/45
responsible for making the roll.
After making a successful morale roll, the characters involved continue acting as normal.
After making an unsuccessful team morale roll, all of the characters in the gang must make
individual morale roll using each characters MIN, and resolving the corresponding effects.
If a character fails a single morale roll, it receives a stun marker and immediately moves its full
MOV towards the closest table edge (if it is in base contact with an opponent, it must make a free
disengage action)
Characters that have failed a morale roll in its previous activation must make another morale roll
before it performs any actions, if it fails the roll, follow the rules above, otherwise, it activates as
normal (but still retains its stun marker).
Characters will have to make a morale roll when any of the following situations apply, or when any
other rules require it. If a character is the last remaining from a gang and must make a team morale
roll, it instead makes a single morale roll.
Single Rolls:
If a character is the last remaining gang member at the beginning of its activation.
Team Rolls:
When the gang leader falls in combat.

Magic

Mages
Characters with the ability Mage(X), where the X represents the level of the mage, are able to cast
several different types of arcane spells. Some of these are unique to the character and will be
detailed in their character entry, other more common spells will be listed further on in this section.
A Mage can only have as many spells as its Mage level, and can only cast as many spells per turn as
its Mage level.
Mages are limited to the kinds of spells they are able to take, certain disciplines of magic are
unknown to some, while others are easily imitated or learned. Each discipline will note which
factions or characters are able to take a particular kind of magic, additionally characters with the
Mage ability will state which disciplines they are able to take in their character profile.

Cast Spell
[1AP] When you wish to cast a spell, you must pay both its AP cost and a cost in Will Points, shown
in the spells description. To cast a spell roll a basic MIN roll, if you are successful then you may
cast the spell you wish. If you fail this roll then the character that made the roll cannot attempt to
cast any other spells this activation.
If you attempt to cast a spell in base contact with an enemy character, they are able to make an
attack of opportunity against the caster, before the cast spell roll is made. If the caster is still alive
after the attack of opportunity, then continue casting the spell as normal.
Spells that modify a characters attributes (except for Will Points and Life Points) are not
cumulative. A character will gain the best modifier amongst all the spells and effects it is currently
influenced by (including abilities and equipment)

Spell Components
Spells are described using the following components; Point Cost, Will Points, Difficulty, Reach,

15/45
Duration, Effect, Critical and Fumble, as described below.
Point Cost: The amount of points you must pay for a each of your spells is included in your gangs
total cost.
Spell Cost: The number of Will Points points this spell costs.
Difficulty: This is the modifier applied to the Cast Magic roll. A difficulty of 0 means there are no
modifiers to the roll.
Range: the maximum distance, in inches, that the spell can be cast. Some spells may have other
ranges listed, such as; Caster in which case the Mage can only cast the spell on themselves; Line
of Sight castable on anything within line of sight; Touch can be cast on any other character in
base contact with the Mage; Unlimited the Mage can cast this anywhere on the board, regardless
of line of sight and range.
Effect: a description of the effects of the spell, some are fixed and others may depend on the results
of the Cast Magic roll.
Duration: This indicates how many rounds the spell lasts for. When the duration is in rounds, the
spell ends at the end of the round that many rounds after the spell has been cast. A spell with no
duration will indicate it is either; Instant the spells effect is resolved instantly when cast, or;
Permanent the spells effect lasts for the rest of the game.
Critical: The effect of gaining a Critical roll when casting the spell. If the Critical is listed as
Standard, then the character recovers the AP spent on the spell, otherwise the effect will be listed on
the spell. Additionally, when the mage rolls a Critical when casting a spell, the spell is immune to
the effects of Censure.
Fumble: The effect of a Fumble when casting the spell. If the Fumble is listed as standard, then the
caster receives a Stun marker. Otherwise, the effect will be listed on the spell.

Blood Magic
Blood Magic is available to the Strigoi, The Rashaar, and Baba Yaga

Name Blood Drainage Name Sanguine Siring

Cost 10 Cost 15

WP 2 WP 3

Difficulty -2 Difficulty -3
Range 9 Range Touch

Effect The Mage makes an opposed MIN roll Effect This spell can only target characters with
against the target of this spell. If you win, the human descriptor. This spell deals
this spell deals Spiritual damage equal to the Spiritual damage equal to the number of
difference in Aces to the target. Aces in the cast spell roll to the target. If the
target dies from this spell, place a Newborn
Strigoi in base contact with the target
character before removing it from play.
Only characters with the Undead descriptor
may cast this spell.
Duration Instant Duration Instant
Critical If the Mage has the Undead descriptor, it Critical Place a Strigoi instead.
will heal as many life points lost by the
target.

16/45
Fumble Standard Fumble Standard

Name Boiling Veins Name Bloodlust

Cost 10 Cost 5

WP 1 WP 1

Difficulty -2 Difficulty -2
Range 6 Range 6

Effect Target a friendly character. If that character Effect Target character suffers 1 spiritual damage
dies while under the effects of this spell, it and gains +1 to its next melee combat
may immediately make an attack with the action.
spray template, making a Melee Combat
attack with a value of 3 against all
characters under the template. A Mage can
only have one Boiling Veins active at any
time, if you cast a new instance of this spell,
the previous one is removed.
Duration 2 Duration Instant
Critical Duration becomes permanent. Critical Target an additional character.

Fumble Standard Fumble Target suffers 1 spiritual damage.

Name Bloodweaving

Cost 10

WP 2

Difficulty -1
Range 12

Effect Remove a friendly character from play. For


each Ace in the Cast Spell roll, one allied
character gains +1 to its next Melee Combat
attack.
Duration Instant
Critical Use the sacrificed characters remaining Life
Points as Aces for this spell.
Fumble The caster immediately ends its activation.

Elder Magic
Elder Magic is available to the Rashaar
Name Kraken's Breath Name Mist From the Abyss

Cost 10 Cost 5

WP 2 WP 1

Difficulty -2 Difficulty -2

17/45
Range 9 Range Line of Sight

Effect Place the round blast template at the target Effect Place the round blast template at the target
location and make a MIN roll. If successful, location and make a MIN roll. If successful,
the spell is cast at the target location, the spell is cast at the target location,
otherwise, it scatters. Roll 1d5, each otherwise, it fails. Characters touched by the
character touched by the template suffers template are affected by Darkness for the
that much damage. This spell has duration of this spell.
Penetration (1).
Duration Instant Duration 1 per ace
Critical This spell has the Flames ability instead of Critical One character affected is affected by
Penetration (1). darkness for the rest of the game
Fumble This spell is targeted directly on the caster. Fumble The casters opponent may place the
template wherever they wish.

Name Mother Hidra's Claws Name They Sleep Underwater

Cost 15 Cost 20

WP 2 WP 3

Difficulty -2 Difficulty -2
Range 12 Range 9

Effect Distribute the Aces from the Cast Magic roll Effect All characters with the Rashaar descriptior
amongst any number of target characters within range recover as many Life Points as
that are in range. The number of Aces Aces in the cast spell roll.
indicates the damage suffered by those
characters. The Mage can decide to sacrifice
its own life points, for every Life Point lost,
one of the targets suffers Spiritual damage
from this attack instead.
Duration Instant Duration Instant
Critical All damage from this spell becomes Critical Standard
Spiritual damage for free.
Fumble Your opponent picks a target. This character Fumble Standard
deals 3 points of Spiritual damage to it and
loses this spell for the rest of the game.

Name Walk Between Worlds

Cost 10

WP 1

Difficulty -2
Range Caster

Effect The Mage does not generate Attacks of


Opportunity when moving out of combat.
Characters attacking a character affected by
this spell will suffer a -4 penalty in Melee
Combat, Ranged Combat, and Cast Spell
rolls that specifically target this character. If
this character performs any action that
targets another character, the effects of this

18/45
spell will end. This character cannot be
directly targeted by attacks that use the blast
or spray templates.
A character affected by this may cancel its
effects at any time.
Duration 1
Critical Standard

Fumble Standard

Elemental
Elemental Magic is available to all Mages
Name Ice Lock Name Stone Gaze

Cost 10 Cost 10

WP 2 WP 2

Difficulty -2 Difficulty -2
Range 6 Range 9

Effect Place a stun marker on the target. This stun Effect Targets AP is reduced by 1 until the end of
marker cannot be removed during the the round.
targets next activation.
Duration Instant Duration Instant
Critical Standard Critical This spell affects an additional target.

Fumble Standard Fumble Standard

Name Waves of Force Name Pyroblast

Cost 5 Cost 15

WP 1 WP 2

Difficulty 0 Difficulty -2
Range Unlimited Range 12

Effect Target a location in a body of water. All Effect Place the bast template over the target, roll
characters within 3 of that point are moved 2d5 and discard the lowest. This spell deals
in a direction of the casters choice up to a that much damage to all characters fully
number of inches equal to the aces rolled in under the template, and that much minus 2
the cast spell roll. to all characters partially covered by the
template
Duration Instant Duration Instant
Critical All characters moved this way receive a Critical This spell deal 6 damage instead of the
stun marker. above.
Fumble Standard Fumble Standard

Name Groundsnap

19/45
Cost 20

WP 4

Difficulty -4
Range 9

Effect Place a 3 area and roll to scatter it. This


area becomes impassable terrain, any
characters and scenery underneath it are
removed from the game and any buildings
under, or partially under the template are
also considered impassable. If there are any
objectives on the ground or in buildings
your opponent places them in base contact
with the area.
Duration Permanent
Critical The area does not scatter.

Fumble Standard

Plague Magic
Plague Magic is available to the Doctors and The Rashaar
Name Infernal Images Name Protection of the Eye

Cost 5 Cost 10

WP 1 WP 1

Difficulty -2 Difficulty -2
Range 9 Range Touch or Caster

Effect Target receives a stun marker. Effect Target gains Universal Shielding (3)

Duration Instant Duration 1


Critical May pick as many targets as aces in the cast Critical Standard
magic roll.
Fumble Standard Fumble The target loses -1 PRO until the end of the
adventure.

Name Summon Vermin Name Madness

Cost 10 Cost 10

WP 2 WP 1

Difficulty -1 Difficulty -1
Range Spray Range 12

Effect For each character under the template make Effect Make an opposed MIN roll with the target.
a melee combat attack against it with a If successful the target must immediately
value of 3. This attack causes spiritual activate and use all of its AP to walk into
damage. base contact with the nearest character and
attack it. The target cannot use Will Points
during this activation and receives a stun

20/45
marker once its activation ends. Characters
that are immune to mind control are
immune to this spell.
Duration Instant Duration 1
Critical The effects of this spell happen twice. Critical Duration becomes 2

Fumble Instead of the spray template, use a blast Fumble This spell targets the closest non-activated
template targeted over the caster. character instead.

Name Spiritual Bond

Cost 20

WP 3

Difficulty -targets MIN


Range 9

Effect Gain control of target non-animal, non-


undead character. For the duration of this
spell that character is part of your gang and
activates as if it were always one of your
gangs characters. You may not spend the
target characters Will Points while you
control it.
While this spell is active the casting mage
cannot perform any actions other than
walking without releasing control of the
character back to its owner. If the caster
suffers more than 2 damage from any attack,
or falls in combat, it also releases control of
the controlled character.
Each time the character is activated, its
owner may spend 1 Will Point to try and
free it. Make a 0AP cast spell roll for this
spell(taking into account this spells
difficulty), if the roll fails, the effects of the
spell end and the current activation ends.
Whenever this spell ends, the controlled
target receives a stun marker.
Duration Permanent
Critical Standard

Fumble Standard

Miracles
Miracles are available to the Vatican.
Name Instant Healing Name Censure

Cost 5 Cost 5

WP 1 WP 0*

21/45
Difficulty 0 Difficulty -1
Range Touch Range Unlimited

Effect The target recovers as many aces as in the Effect Cast this spell during your opponents turn,
cast spell roll. for 0AP, before that opponent resolves the
effects of a spell (immediately after the cast
spell roll). *This spell costs additional Will
Points equal to the Will Points spent on the
spell you wish to cancel. Make a MIN roll,
each ace cancels out one ace from the
opponents cast spell roll. If the opponents
roll is reduced to 0 aces, the spell is
cancelled.
Duration Instant Duration Instant
Critical Standard Critical The opponents spell is cancelled and they
receive a stun marker.
Fumble Standard Fumble Standard

Name Holy Ground Name Exorcise

Cost 10 Cost 5

WP 2 WP 1

Difficulty -1 Difficulty -1
Range 6 Range Touch

Effect Create a 3 diameter area of Aqua Alta on a Effect Target Undead or Monster character suffers
target location within range. Catholic damage equal to the aces in the cast magic
characters that end their activation within roll.
this area recover 1 Life. Monster and
Undead characters that end their activation
within this area suffer 1 damage.
Duration 1 Duration Instant
Critical Duration becomes permanent. Critical Standard

Fumble Standard Fumble Standard

Name Wrath of God

Cost 20

WP 5

Difficulty -4
Range Unlimited

Effect Roll 1d5. Each character suffers that much


damage.
Duration Instant
Critical This spell deals 5 damage instead of 1d5.

Fumble Remove this character from the game

22/45
Cantrips
Cantrips are available to all Mages
Name Blessing Name Curse

Cost 5 Cost 5

WP 2 WP 2

Difficulty 0 Difficulty 0
Range 9 Range 9

Effect Target friendly character gains +1 to either Effect The target of this spell will lose -1 to either
its MOV, MEL, RNG, or DEX (up to 10). A its MOV, MEL, RNG, or DEX (to a
character cannot be affected by more than minimum of 1). A character cannot be
one blessing at a time. You may not cast this affected by more than one curse at the same
spell on the same target more than once time. You may not cast this spell on the
each activation. same target more than once each activation.
Duration 1 Duration 1
Critical Standard Critical Standard

Fumble Standard Fumble Standard

Name Dispel Magic Name Rifleman's Misfortune

Cost 5 Cost 5

WP 1 WP 1

Difficulty -1 Difficulty 0
Range 12 Range 18

Effect Remove the effects of a single spell from Effect Target's ranged weapon must be reloaded
the target. before it can be fired again.
Duration Instant Duration Instant
Critical Standard Critical Target's ranged weapon jams instead.

Fumble Standard Fumble Standard

Name Sunder Armour Name Counterspell

Cost 10 Cost 5

WP 2 WP 1

Difficulty -2 Difficulty -1
Range Touch Range 12

Effect Target loses -1 PRO. Effect Remove the effects of a single spell from
the target.
Duration 1 Duration Instant
Critical The target loses as much PRO as aces Critical Standard
rolled.
Fumble Target gains +1 PRO Fumble Standard

23/45
Equipment

Melee Weapons
Weapon Damage Abilities XP Cost
Axe Aces +1 Penetration(1), Two Handed Weapon 2
Bayonet Aces Long Reach(2), First Strike(1), Requires Musket 2
Claws Aces Penetration(1), Natural Weapon 2
Club Aces Stun 2
Polearm Aces +1 Long Reach(2), Two handed weapon 4
Hand Aces 1
Weapon
Sword Aces +1 2
Unarmed Aces -1 Natural Weapon N/A
Whip Aces -1 Long Reach(3) 2

Ranged Weapons
Weapon Damage Abilities Range XP Cost
Crossbow Aces +1 Reload(1), Two handed weapon, 10 3
Rudimentary
Pistol Aces +2 Reload(1), Penetration (1) Hand weapon, 10 4
Short weapon
Musket Aces +2 Reload(2), Penetration(2), Two handed 12 6
weapon
Flamethrower 1d10 +2 Blast(-5), Flames, Two handed weapon, Spray 7
Heavy weapon(2), Reload(1) Template
Throwing Aces Rudimentary, Limited(10), Hand Weapon 5 1
Dagger
Smoke Bomb N/A Projectile(-2), Explosion, Smoke, Limited(2) 8 2
Grenade 1d10 Projectile(-2), Explosion, Flames, 6 2
Limited(2)

24/45
Armour
Armour Abilities XP Cost
Shield Block(2), Hand Weapon 3
Leather Armour Extra protection(1), Heavy Armour(1) 4
Metal Armour Extra protection(2), Heavy Armour(2) 5

Basic Equipment
Object Abilities XP Cost
Climbing Tools Characters with Climbing Tools automatically succeed the DEX 1
roll when climbing and add the aces from the DEX roll to its
MOV for this movement.

First Aid Kit Restore and additional Life Point when using Healing (X) 2
Lantern Cancels the effects of Darkness in a 3 radius 1
Narcotics One of the characters weapons gains Stun 2
Poison One of the characters weapons gains Penetration(2) 3

Magical Items
Object Abilities and additional rules XP Cost
Cagliostro's Once per game, the bearer may cast a spell without paying Will 5
Diamond Points.
Devil's Mask The bearer gains Fear(2). 4
Distorting The bearer gains the Harlequin's Multiple Presence ability. 6
Mirror
Elixir of Life [1AP] The bearer recovers 4 Life 4
Flickering Roll 1d10 when the bearer is attacked, if the roll is an ace, ignore that 5
Pendant attack. The pendant is destroyed if the roll is a fail.
Infusion of the [1AP] Once per game, roll on the Special Abilities table, the bearer 4
Rent in the Sky gains that power until the end of turn.
Map to Carcosa The bearer gains Spiritual Spill(1). 4
Mother Hydra's The bearer gains Water Creature. 3
Tiara
Newt Gill The bearer can breathe underwater and is immune to drowning. 3
Potion
Pope Clement The bearer gains Spiritual Protection(2). 5
XIII's Ring

25/45
Terrain and Environment

Terrain
Terrain in Carnevale can be three types; open, difficult, or impassable. If a type of terrain is not
discussed in this section, agree with your opponent on the kind of terrain it is.
Open Terrain: Streets, flat roofs, or balconies. These types of terrain do not have any modifiers to
movement.
Difficult Terrain: Unstable or angled roofs, waterweed covered streets, or other unstable surfaces.
Characters moving through this terrain suffer a -2 penalty to their MOV.
Impassable Terrain: Walls, buildings, ground covered in flame, and other solid objects. Characters
cannot pass through this terrain, however they can stop or change direction when their movement
brings them into base contact with this terrain.

Obstacles
Obstacles are generally scatter terrain, such as barrels, fences, carriages etc. All obstacles are
difficult terrain for movement purposes and provide cover for characters.
Common obstacles can include;
Bushes Size: Medium/Large
Carts Size: Large
Crates Size: Medium
Fountains Size: Medium/Large
Pile of Barrels Size: Medium
Pile of food/straw/cloth Size: Medium/Large
Ship Ropes Size: Medium
Trees Size: Medium

Obstructions
Obstructions are solid unmovable obstacles, such as statues or stone blocks. They are medium or
large, heavy, impassable terrain.

Buildings
Buildings in Carnevale are obstructions. Unless otherwise shown a building is locked and cannot be
entered. It costs 1AP to enter an unlocked building and must be done through a door, window or
hole in a wall. Leaving a building is free, but must be made by a movement action and must exit
from an access point it costs 1AP to move up or down a level in a building and characters on the
same level of building are considered in base contact for purposes of melee combat.
Certain adventures will dictate an amount of buildings that will be unlocked, or potentially
unlocked. To check to see if a buildings is unlocked, one player rolls 1d10 for each building when
not using an adventure, up to 10. For each result of 7 or more the centremost locked building
becomes unlocked, unlocking the next closest building to the centre for each ace rolled.

26/45
Characters can shoot out of a buildings access points and always have a +3 to their cover while
inside a building. When firing a spray or a blast into a building you may only fire it into access
points, however it hits all characters on that level of the building. When a blast that was targeting
the inside of a building scatters, it scatters to the outside of the building, along the wall closest to
the attacking character.

Stairs
Stairs are open terrain and have no movement penalties for moving through them. You are able to
move from water to solid ground with no penalty by moving through stairs.

Tightropes
To cross a level tightrope the character needs to make a Jump action with a modifier of +1, as long
as the character starts and ends this action in contact with the tightrope. Critical rolls allow a
character to move twice their MOV, while a Fumble will cause the character to fall. You may use
multiple Jump actions to cross a tightrope, and you may decide to have your character Fall at any
point along it.

Water and Canals


In Carnevale it is expected that your game will have several large waterways throughout your
gaming area. A canal must be 4 wide, at minimum, and at least one must go from one edge of the
board to the other.
In game, water can appear in two different ways; canal water and aqua alta. If a character falls into a
canal, they must follow the rules for swimming. If a character has more than half its base in contact
with solid ground, while also being in contact with water, it is considered to be on solid ground.
Characters that are in water have their MOV halved and when not using stairs must use 1 of their
movement to move to solid ground. When leaving water, a character may use any additional
movement they would gain by not being in water.

Aqua Alta
Aqua Alta can happen as the result of the Aqua Alta event, or due to the adventure's own rules.
All characters moving through aqua alta will get a -1 to their movement value while performing
actions on the ground level.

Swimming
When a character is in water they are considered to be swimming, they are unable to make any
movement actions other than walking, they are still able to make other actions as normal.
Characters with Limited Movement (Swimming) may only move 1 when in water and may not
enter canals unless pushed or moved by an opponents effect.

Diving
[1AP] To dive, a character must be in a water feature that allows being underwater to be able to
dive. To perform a dive, make a basic DEX roll, if successful the character is able to remain
underwater until the beginning of its next activation.

27/45
Being underwater grants a cover modifier of -3 and the Fireproof(3) ability. A diving character can
swim through other characters or elements that occupy the same space.

Gondolas
Gondolas have the Vehicle(Water, 5) ability. Gondolas should be able to fit 2 small characters or
one medium character. If a character makes any kind of action while on the gondola, it must pass a
basic DEX roll before resolving the action, if it gets a Fumble, it falls into the water.

Environment

Darkness
In Carnevale, darkness is not something as simple as night, which for all intents and purposes is not
darkness, as lanterns, open windows and even the night sky can provide some light in which to see.
When any part of a characters base is inside a zone of darkness, they divide their MOV, MEL, DEX,
and RNG in half and lose all lines of sight. Any character within 1 of the edge of a zone of
darkness can shoot and attack a character outside it, with only a -1 penalty to its ranged and melee
pools.
Characters outside a zone of darkness cannot chose any character inside one as a target for a
shooting attack or spell.

Rain
Rain has a direct affect on shooters, the visibility of ranged attacks will be compromised, so each
shooting attack will suffer an additional -1 modifier.

Snow
Characters walking over an area covered with snow suffer a -1 modifier to their MOV and MEL.

Abilities
Airburst (X). Certain weapons and abilities use the spray template; when a character shoots a
weapon with this ability, place the narrow end of the template in Base contact with the shooter.
Then, the controlling player faces the template in the shooting direction and rolls 1d10, applying the
the number in brackets. This roll is made with the Destiny Die (which does not need an additional
Ace for purposes of a Critical) following the rules for Critical and Fumble rolls as described in the
Shooting chapter. The final number obtained is the amount of inches the template moves in a
straight direction.
In case of obtaining a negative number result, the template stays in Base contact with the shooter,
not moving at all. All the models other than the shooter (friends and foes) whose bases are touched
by the template at some point of its movement suffer the effects of the blast.
Ambidextrous. A character with this ability can wield a weapon in each hand and use them at the
same time. See the rules for two-weapon combat in the Combat chapter and Shooting two weapons
at once in the Shooting chapter.

28/45
Berserk. When a character with this ability is a certain amount of wounds away from death , it
gains a +3 bonus to its MEL value, and ignores any and all negative modifiers to melee combat
rolls. This effect lasts until the character Falls in combat or is healed to a point where it is above the
threshold.
The thresholds are; Small bases: 2 wounds remaining, Medium base: 3 wounds remaining: Large
base: 4 wounds remaining, and Huge base: 5 wounds remaining.
Block (X). When an opponent makes a melee attack against a character with this Universal ability,
it must reduce its dice pool by a number of dice equal to the number in brackets.
Brave. A character with this ability can always use its unmodified MIN value on both single and
group morale rolls.
Bodyguard. If a character with the Bodyguard Universal ability is in base contact with a foe and
another member of his own gang, he can get in the way of a close combat attack that the foe was
directing to his colleague and suffer its effects itself. Afterwards, the original target can move 1
away from the enemy without triggering the effects of Disengaging from combat.
Cautious. While in cover a character with this ability gains an additional +1 to its cover.
Command (X). A character with this ability may give Command Points to other friendly characters.
Once a Command Point is given, it becomes an AP for the character receiving it. A single character
may only receive a maximum of 2 Command Points per round. Only the gang Leader may give out
Command Points and command points are not recovered at any point unless otherwise specified.
Once per round the Leader may spend one Command Point to make a character from its gang act
immediately after another character of its gang, before the other player activates one of their
characters. The leader of an enemy gang with the same Universal ability may invest one of his
Command Points to cancel this effect.
When a player makes a group Morale roll, the gang Leader may add his current Command value to
his Mind dice pool.
If there are two characters with this ability in the same gang, the player must specify which of them
is the gang Leader if the gang Leader Falls in combat, the second character with Command
becomes the gang Leader.
Companion (character, X). A character with this ability gains a bonus equal to the number in the
brackets to its MEL pool when Locked in combat with the same foe as the character indicated in
brackets.
Defensive combat (X). When a character with this ability is about to be the target of a melee
combat attack (but before the attacker makes the Melee Combat roll),it can spend up to X Will
Points to raise its DEX by the amount of Will Points spent. This effect lasts until the end of the
current round.
Elusive. When disengaging, you may make an opposed DEX roll with one of the characters it is in
combat with. If you win, the disengaging character may not be the target of attacks of opportunity
while making the disengage action, otherwise follow the disengage from combat rules as normal.
This ability has no effect when disengaging from a character with Engage.
Engage. A character attempting to disengage from a character with this ability must win an opposed
DEX roll. If it fails, it is unable to disengage, if it wins, it is able to disengage as normal. You may
ignore the effects of this ability. Engage and Slippery cancel each other out.
Erratic movement (X). A character with this ability gains a Cover value equal to the number in the
brackets even with if it is on open ground. This cover only affects ranged attacks targeting it. If the

29/45
character is actually behind cover, it benefits only from the best of the two values.
Ethereal. A character may ignore obstacles while moving, but can never move through Impassable
terrain. Having this ability also grants the Spiritual protection (1) ability.
Explosion. A weapon with this ability uses the round blast template with its effect.
Expert marksman. A character with this ability may Aim using Will Points instead of Action
Points.
Expert swimmer. A character with this ability can move using its full Movement Attribute when in
water and is able to use Water Deployment.
Extra protection (X). A character with this ability adds X to the base Protection value (which is 2).
If the character has different sources of Extra protection, it will always use the best available one,
but they will not stack. Bear in mind that the characters you will see in the Factions chapter already
have the Extra protection values included in their profiles.
Fascination (X). Each time a foe attacks or makes an action that affects a model with this ability, it
reduces its dice pool by X dice. Characters with the Mindless ability are immune to this effect.
Fear (X). When attacking a character with this ability make a morale roll, reduced by the number in
brackets. If you fail roll, the action fails. If you succeed, you may proceed with the attack, and any
subsequent attacks this activation automatically pass the Fear check..
Fireproof (X). This ability reduces the damage received by X when the character is the target of an
attack with the Flames ability.
First strike (X). A character with this ability gets a bonus to the first close combat Attack it makes
each Round equal to the number in the brackets.
Flames. Flame ignores a targets cover and Protection, except for characters with the Fireproof and
Universal protection abilities.
Flight. A character with this ability can fly. It ignores all scenery items during its movement, but
cant end its movement within impassable terrain. This character doesnt take into account vertical
movements. For example, if the character is in Base contact with a three-story building, it can move
onto the buildings roof spending barely 1 of its Movement.
Grow through adversity. A character with this ability ignores all normal negative modifiers for
fighting multiple foes at the same time.
Healing (X). [1AP][1WP] One character in base contact with this character recovers X Life.
Heavy armour (X). Armour with this ability is so heavy that it generates a penalty to any DEX
rolls equal to the number in the brackets for the character wearing it. Characters with heavy armour
reduce their movement in water by a number of inches equal to the number in brackets, to a
minimum of 1.
High jump. A character with this ability adds 2 to its movement when making a Jump action.
Incorporeal. A character with this ability may ignore all scenery while moving, however it can
never end its move within a piece of scenery. A creature with this ability also gains the Spiritual
protection (2) Universal ability.
Infiltration. A character with this ability who is part of a gangs reinforcements, may roll 2d10
when making its deployment rolls (Flanking or Sneak attack)and keep the best result.
Limited movement (movement type). A character with this ability may only walk, run, jump and
swim. Additionally it may not perform the action listed in brackets.

30/45
Limited (X). The cost of this weapon covers one single unit. Once it is used, it cannot be used again
for the rest of the Adventure. Characters can buy up to (X) copies of this weapon.
Long reach (X). Some close combat weapons have a greater reach than conventional weapons. The
number in brackets indicates the distance in inches a model equipped with this weapon can attack
from. It is not necessary to be in base contact when making an attack with a weapon with this ability
as long as the distance separating both models is not higher than the number in brackets.
Mage (X). A character with this ability can buy and can know a maximum number of spells equal to
the number in the brackets, which you choose and pay for while building your force. Your gang may
only include one copy of any one spell.
Mighty blow (X). When a character with this ability generates the loss of at least one Life Point in
close combat, it will make the victim lose X extra Life Points.
Mindless. A character with this ability is immune to the effects of the Fear and Fascination
Universal abilities.
Mount. A mount is not a character on its own, it must be purchased alongside another character. A
mounts attributes and abilities are added to the character they are purchased with.
Multiple shot (X). A weapon with this ability can be shot a number of times equal to the number in
brackets before it needs to be reloaded.
Multiple targets (X). When a character with this ability makes a Shot, it can designate as many
targets as the number in brackets. When it makes its Shooting roll it uses 7 or the highest DEX
value among the various targets as the target difficulty. The shooter can then divide any Aces
obtained from its roll freely among the targets. If a weapon deals Aces + a number (Aces+3, for
example), the total number obtained will then be distributed among the targets.
Natural weapon. Counts as Hand Weapon if no other stats are given, cannot be destroyed or
disarmed.
Night vision. A character with this ability ignores the restrictions of Darkness.
Partners (character). If a character with this ability and the character in brackets are within 5
from each other at the beginning of the character with this abilitys activation, they can both activate
at the same time, using both their AP pools at any time during this shared turn.
When finished, mark both characters as activated.
Penetration (X). The damage caused by a weapon or character with this ability ignores as much of
the targets Protection value as the number in brackets.
Pickpocket. Make an opposed DEX roll with an enemy character in base contact. If you win, the
target loses one Will Point and this character or one friendly character within 4 regains one Will
Point.
Projectile (X). A weapon with this ability is thrown rather than shot. When using this weapon, you
use the shooting rules, and apply a modifier to the Shooting roll equal to the number in brackets.
Projectile weapons can be used quickly and opportunistically, so a character can use a projectile
weapon while wielding other weapons. Once thrown, this weapon cannot be used again for the rest
of the game.
Rebellious. A character with this ability cannot receive any benefit from his gang leaders
Command Universal ability.
Reckless. A character with this ability doubles its MIN value without applying other modifiers
when making Single morale rolls during an adventure. This character doesnt apply any kind of

31/45
positive or negative modifiers to its Morale rolls.
Regeneration (X). A character with this ability recovers X life at the end of each round.
Reload (X). A weapon with this ability must be reloaded after each shot. The number in brackets is
the number of AP it takes to reload the weapon. At the start of an adventure, all weapons are
considered loaded.
Re-roll all dice. A character with this ability can spend 1 Will Points and force an enemy, ally, or
himself to re-roll an entire roll, including the Destiny Die. This Universal ability can only be used
once per roll.
Re-roll dice (X). A character with this ability can spend up to X Will Points, and force an enemy,
ally, or himself to re-roll that many dice in a roll, except the Destiny Die. This Universal ability can
only be used once per roll.
Rickety (X). A character with this ability reduces its Protection value by a number equal to the one
in brackets. This has already been taken into account in the profiles of those characters that already
have this Universal ability in their character profiles.
Rudimentary. Rudimentary weapons cannot backfire.
Savage. When a character with this ability is a certain amount of wounds away from death, it gains
2 extra AP each Round. These effects will apply until the character Falls in combat or is healed
healed to a point where it is above the threshold.
The thresholds are; Small bases: 2 wounds remaining, Medium base: 3 wounds remaining: Large
base: 4 wounds remaining, and Huge base: 5 wounds remaining.
Slippery. This character cannot be targeted by attacks of opportunity from disengaging from
combat, and disengages from combat for free. Engage and Slippery cancel each other out.
Slow. A character with this ability cannot activate until everyone in its gang has activated. If there is
more than one character with this ability in a gang, once the other models have been activated, the
controlling player decides the order of activation of the characters with the Slow Universal ability.
Smoke. Smoke generates a terrain item of the size of the round template; the smoke blocks Line of
Sight but characters can walk through the cloud without problems (it is intangible). Smoke lasts 2
rounds or until another terrain effect (such as aqua alta) overlaps it.
Sniper (X). A character with this ability rolls X extra dice when shooting against characters that
havent been activated yet this Round.
Short weapon. A ranged weapon with this ability only requires one hand to use, so a character with
the Ambidextrous ability can carry a short weapon in one hand and another one-handed weapon in
the other.
Spiritual damage. An attack with this ability ignores the Protection value of the target.
Spiritual protection (X). A character with this ability has a level of protection equal to the number
in brackets against weapons, characters or effects that cause Spiritual damage.
Spiritual spill (X). When a character with this ability loses Life Points as a result of a melee
combat attack, the attacker also suffers as much Life Points damage as the number in brackets. This
damage is Spiritual damage.
Stun. Damage caused by an attack with Stun, will cause the damaged character to receive a Stun
marker (Stun markers do not stack).
Swift. A character with this ability can spend 1 Will Points. The character can then double its

32/45
Movement attribute only for the next Action he makes (you may only use this once per action).
Sworn enemy (character or descriptor, X). A character with this ability has a bonus to its MEL
and RNG values equal to the number in brackets when attacking the character in brackets, or, in the
cases where a descriptor is given, any character with a descriptor given within the brackets.
Trifling. Trifling characters are ignored regarding victory conditions of Adventures, nor they can be
granted any Experience improvements. They cannot control objectives.
Two-handed weapon. If you choose to attack with a two-handed weapon in close combat, it must
be the first attack you make and all other subsequent attacks that activation must be with that
weapon.
Vampiric attack (X). A character with this ability recovers X life points each time it deals at least
one Life Point in damage in close combat. This Universal ability does not work against models with
the Ghost, Construct, Corpse or Undead descriptors.
Vehicle (terrain, X). Characters can get on top of their vehicles in order to move. Vehicles will
indicate the type of terrain they can move on. For example, Gondolas have Vehicle (water), so they
wont be able to move over solid ground. Characters riding the vehicle can manoeuvre it making a
Basic DEX roll. Every Ace rolled will add to the Vehicles X Movement value. If you dont get any
Ace in your roll, the vehicle will only move half of the X value. In the case of a Fumble, the vehicle
will not move at all.
Universal shielding (X). The character has a level of Protection equal to the number in brackets
against all sources of damage, even those that indicate that they ignore Protection (such as flames,
spiritual damage, drowning, falling, etcetera). This value does not stack with the Protection of the
character, and he will choose which one to use in every case.
Water creature. Characters with this ability move at full speed when swimming and are able to use
all movement types. Water creatures cannot drown or be drowned. Water creatures only pay 1 AP
for any of Drowning Attack manoeuvre they perform and only suffer a -1 to their melee combat roll
when drowning another character. Additionally, a Water Creature is able to use Water Deployment.
Wild Drowning: This character ignores its animal descriptor when attempting to drown other
characters.

Descriptors
Many descriptors do not have rules associated with them, however there are rules that will interact
with certain descriptors in certain ways, such as targeting all Rashaar characters or gaining extra
damage against Vampires.
The following are the only descriptors that have rules of their own;
Independent character. Independent characters can join any gang from any of the Factions. In
order to play an independent character you must pay an additional cost depending on the faction
you are playing, this will be listed on their character profile. Independent characters will also have
the Unique descriptor, they can not evolve through experience nor can they be equipped with
weapons or other items.
Mercenary. Characters with the mercenary descriptor will also have the mercenary ability, which
gives them both trifling and rebellious. Mercenaries are able to join any gang from any of the
factions. You are able to pay additional points to ignore the mercenary ability and Independent
characters with the mercenary descriptor do not need to pay additional faction dependent costs.
Mercenaries are able to be equipped with weapons and may gain experience.

33/45
Unique. You may only include one copy of a Unique character in your gang.
Leader. Se the Command (X) Universal ability in this same chapter.

Playing Carnevale

Gang Deployment
Players start deployment by each rolling 1d10, the player that wins this roll, gets to decide who
deploys the first character. Characters are deployed within 8 of one table edge, with the opponent
deploying within 8 of the opposite table edge, unless stated otherwise by the adventure. Once the
first character has been deployed the opponent is able to deploy one of their characters. Deployment
goes back and forth between players until they have deployed at least half of their party. The
characters deployed now are your advance party, any that you do not have deployed are your
reserves.
Once advanced parties have been deployed, players then proceed to making the initiative roll for the
first round.
Players may deploy reserves at any time from the second round onwards, activating the character
they wish to deploy. A character that is not on the table must spend 1AP to enter the table, once they
have, they continue to activate as normal and are no longer a reserve. When the player decides to
make a reserve enter the game they have three options.
Assault Order. The character may enter the game from the tables edge within the players
Deployment zone. To do so, the player must just activate the character normally.
Flanking. The character may enter the game from any of the tables edges outside the opposing
players Deployment zone, 5 away from any enemy character. To do so, the player must roll 1d10
and obtain a result of 7 or more. If you succeed, the character enters the game normally. If you fail,
the character cannot enter the game now, but you may activate any other model in their gang that is
already on the table; you cannot try to deploy any more Reserves until your next Turn.
Water Deployment. Water creatures are able to enter the game from any canal section, 5 or more
away from opposing characters. To do so roll 1d10 and obtain a result of 7 or more, if you succeed,
the character enters the game as described above. If you fail, the character cannot enter the game
now, but you may activate any other model in their gang that is already on the table; you cannot try
to deploy any more Reserves until your next Turn.

Character Progression

Experience Points
Players gain experience points (XP) after an adventure they are able to spend on characters to
increase their stats and abilities. At the end of each adventure the player that won gains 4XP, while
the loser only gains 2XP, in the very rare circumstances of a draw, both player gain 2XP.
Completing an agenda awards an additional 1XP regardless of whether that player won or lost the
adventure. Experience points accumulate throughout the campaign, any unspent will be available to
use at the end of the next adventure.

34/45
Levelling Characters
Leaders and mercenaries cost 2XP to level up and an additional 1XP each level after the
first, and may level up 3 times.
Other characters cost 1XP to level up and an additional 1XP each level after the first, and
may level up to 4 times.
Independent Characters cannot receive experience and cannot be equipped with additional
equipment. Independent characters may re-roll on the injuries table, but must accept the
second result.

Advancement Categories
When a character gains a level, pick from one of the categories below then roll 1d10.
A 1 on the advancement rolls will provide +1 Life, while a 10 will allow you to pick one ability
from the special abilities table. You may only pick one ability from the special ability table per
character, any additional rolls of 10 will allow you to pick any ability from the category they have
chosen. Only abilities with an (X) will stack, a character with Command (3) gaining the Command
(1) ability will end up with Command (4). Whatever the outcome, the result of the dice is final,
even if it means you end up with an ability that does not stack.

Roll Guile Roll Toughness


2 +1 DEX 2 +2 Life
3 +1 DEX 3 +2 Life
4 Swift 4 Fear (1)
5 Pickpocket 5 Defensive Combat (1)
6 +1 AP 6 Universal Shielding (1)
7 Erratic Movement (1) 7 Extra Protection (1)
8 Run an additional 1 when running 8 Regeneration (1)
along walls 9 Spiritual Protection (1)
9 Cautious

Roll Brawn Roll Utility


2 +1 MEL 2 Healing (1)
3 +1 MEL 3 High Jump
4 Penetration (1) 4 +1 WP
5 Mighty Blow (1) 5 +1 WP
6 Berserk 6 +1 MOV
7 Savage 7 Re-roll Dice (1)
8 Strong-arm: Add an additional 1 to 8 Re-roll All Dice
the distance of push effects. 9 Night Vision
9 Ambidextrous

35/45
Roll Leadership Roll Marksmanship
2 Command (1) 2 +1 RNG
3 Command (1) 3 +1 RNG
4 +1 MIN 4 +2 Ranged Weapon range
5 +1 MIN 5 Ranged attacks gain Penetration (1)
6 Brave 6 Sniper (1)
7 Mage (1) to a maximum of (3) 7 Reduce scatter distance by an
8 Stand Together: Once per round additional 1
whenever another character 8 The standard difficulty of ranged
recovers WP, one other character in combat actions is now 5, rather
your gang may recover an than 6
additional WP 9 Once per activation you may re-roll
9 This character may use the WP of one failed ranged attack dice for
friendly characters within 3" as if it free.
were its own.

Special Abilities
1 Ether Blade: [1AP][1WP] Make a melee combat action ignoring all modifiers, this
attack ignores all types of Protection.
2 Aim Fire: Receive 1 additional AP each activation for reloading.
3 Fireball: [1AP][1WP] Make a cast spell roll against the target. Deal 1 damage to the
target for each ace rolled.
4 Adept Leader: Whenever you spend CP, make a 1d10 basic roll, if you pass, recover 1
CP. If the roll is a critical, recover an additional CP, if the roll is a fumble, lose an
additional CP. This ability can only be taken on your leader.
5 Strength in Numbers: All friendly characters in combat with this character gain Grow
Through Adversity while they are in combat.

Purchasing Weapons and Equipment


Players may also spend XP on weapons and equipment for their characters, the XP cost shown in
the weapon profile. A character may carry no more than 3 unique weapons, but is allowed to carry
multiples of a weapon (e.g. a sword, a hand weapon, and a pistol, or claws and two smoke
grenades.) Each additional weapon costs an additional 1XP, weapons with the Limited (X) rule are
exempt from this additional cost.

Injuries
Once the adventure is over, for each character that had fallen, roll a d10, if the result is a 6 or more
they do not acquire a debilitating injury, if they roll less, that character makes a 1d10 roll on the
injuries table below.

36/45
Roll Injury
1 Broken Leg - The character gains Limited Movement (Running/Jumping/Climbing)
and always suffers 1 damage (unmodified by PRO) when it falls.
2 Broken Arm - When the character makes a melee combat action, it treats its opponents
DEX as being 1 higher.
3 Blurred Vision - The character cannot draw line of sight to characters more than 8"
away, and when firing a ranged weapon treats its targets in medium cover as if they
were in heavy cover.
4 Concussion - The character continually suffers the effects of stunned. This injury and
Stun markers stack.
5 Madness - The character rolls 1 extra dice when making MIN rolls, however it must
discard 1 Ace.
6 Shattered Hand - The character may only attack with a single weapon each activation
and may not use two-handed weapons.
7 Amnesia - The character loses one ability at random.
8 Lost Weapon - The character loses one weapon at random.
9 Brain Damage - The character is unable to receive XP. If this character suffers another
injury, it automatically enters a Coma without rolling on the Injury table.
10 Coma - The character is unable to be used in the next adventure, is unable to receive
XP, and receives a second injury. If the second injury is a Coma, the character is dead,
and cannot be used for the rest of the campaign.

Leaving a Legacy Optional Campaign Rules


Once you finish a campaign you may want to retain some elements of your gang in the next
campaign instead of creating a new one. A leader is never carried over to new campaigns, either
injuries or other matters have taken them away from the gang. In the new campaign you are able to
take an entirely new leader, or promote one of your existing non-monster, non-mindless characters
to leader.
All characters from the previous campaign that did not level up are purchased at their basic points
cost, While characters that have levelled up or purchased equipment cost an additional 5 points per
level or piece of equipment and retain their level for purposes of levelling up. If there are players in
the campaign that have not completed a campaign previously, they gain 5 XP to spend on their
characters. Any abilities or equipment gained through other means do not add to the characters
points value.
If you chose to promote a character that already has the Command ability, it gains an additional +2
to its value. If the character does not already have the Command ability, it gains Command (3), and
increases its points value by 5.
Once you have decided upon your leader, you may attempt to retire characters from the previous
campaign, for each surviving member of the previous gang, roll 1d10. If the result is 5 or more, the
character retires. Otherwise the character must be taken in the new gang, paying its points cost,
including additional points shown above.
Additional characters can now be purchased as normal, as long as you have the points available for
them.

37/45
Basic Victory Points
The following list offers the general ways that characters can gain victory points in Carnevale
games. They are;
Achieving the adventure's main objective. 10 points.
Each enemy character killed. 2 points.
Each character in your gang still alive at the end of the adventure. 1 point.
When you play an adventure in a campaign, you will have a condition for victory built into that
adventure, however there are sometimes adventures that end in a draw, while following that
condition. If this is the case, the player with the most victory points wins, if both players are tied for
this, then the player that has the most gang points remaining wins.

Agendas
When you play a campaign, at the beginning of each adventure, you are able to generate an
additional objective for you to complete. To generate an agenda roll 1d10 and refer to the table
below. When you complete one of these agendas you are awarded additional victory points, as
stated in each agenda. If you complete your agenda you are also awarded an additional 1XP at the
end of the adventure.
Result Agenda
1 Something between you and me: Your leader must deal the final life point of damage
to the enemy leader. +4 Victory Points.
2 No one survives: Eliminate all enemy characters. +4 Victory Points
3 A beating they'll never forget: Eliminate half of the enemies characters +4 Victory
Points.
4 Protect the Position: Note down an item of scenery 12 away from your deployment
zone. At the end of the adventure you must have at least one character in base contact
with the item, with no enemy character within 5 of it. +3 Victory Points.
5 Reconnaissance Deployment: Divide the table into equally sized quadrants. At the
end of the adventure you must have characters in all 4 quadrants. +3 Victory Points.
6 Bring war to the land: At the end of the adventure, you must have at least two
characters in your opponents deployment zone. +3 Victory Points.
7 Make it to the end of the day: Your leader must be alive at the end of the adventure.
+2 Victory Points.
8 Overcome at all costs: At the end of the adventure at least half of your gangs
characters must be alive. +2 Victory Points.
9 Don't look weak: At the end of the adventure you must have more living characters
than your opponent. +2 Victory Points.
10 They can't beat us: At the end of the adventure all of your characters must be alive.
+4 Victory Points.

Events
Each player is able to use a single event in each of their adventures during a campaign. To generate
your event, simply roll on the table below and make note of the resulting event. You may activate

38/45
your event at any time during the game.
Result Event
2 Aqua Alta: Characters suffer a -1 penalty to their MOV while walking, running, or jumping
from the ground. At the end of each round the player that activated this event rolls 1d10, on a
result of 7 or more, this event ends.
3 Bad coordination: You may give an activation counter to an opponents character that has not
activated yet this round.
4 Combat stress: Target enemy character receives a stun counter.
5 Adrenaline boost: Remove an activation marker from one of your characters, it may activate
again this round.
6 Wake up!: Remove a stun marker from one of your characters.
7 Reload weapons!: Automatically reload a ranged weapon wielded by one of your characters for
free.
8 Good cover: Target non-building scenery increases the cover value it grants by 1.
9 Anxiety: The opponents gang must make a team morale roll.
10 Battle shock: Target non-leader, non-independent character must make a single morale roll.
11 The geyser: Place a small base on the table and roll for scattering, placing the base in the new
location. The geyser makes a melee combat action against all targets within 5 with a MEL of 4
and Penetration (4). From the next round onwards, the geyser makes this attack and the end of
each round.
12 Miraculous recovery: Target friendly character recovers 5 life.
13 Evil eye: Make a MEL 4 attack against an enemy character, follow the normal rules for critical
rolls. On a fumble your opponent may remove a stun marker from one of their characters.
14 A matter of honour: One of your characters makes a basic MIN roll, recovering as many WP as
aces rolled. On a critical recover all of that characters WP, on a fumble lose 1 WP.
15 We will never beat them: Target enemy character makes a basic MIN roll, if it fails, it loses
half its current WP.
16 Mad minute: All characters in your gang with loaded ranged weapons may make a ranged
attack with that weapon without spending any AP (still paying any WP costs). Those weapons
must be reloaded before firing again.
17 He's alive!: One of your characters that has fallen recovers 2 life and enters your reserves.
18 Blend with the shadows: You may have one of your characters that is 3 away from enemy
characters enter your reserves.
19 Charismatic leader: Your leader recovers 1 command point.
20 Prestige loss: The enemy gang leader loses 1 command point.

39/45

You might also like