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    Introduction.............................................................................3Weaving the Tapestry..............................................................4 1. A Strange World ..............................................................6

    2. The Rotten Apples............................................................8 3. The Rent in the Sky ........................................................12 4. History of Venice ............................................................14 5. The sestieres of Venice .................................................18

    6. Masks and Carnival ........................................................22 7. Magic ..............................................................................24 8. The Gifted .......................................................................28 9. Shards of the World.......................................................32The Rules................................................................................36 10. Basic concepts .............................................................38

    Game components .....................................................38Basic game concepts .................................................40Basic rules...................................................................42

    11. Movement ....................................................................46Basic Movement .........................................................46Advanced Movement ..................................................47

    12. Combat .........................................................................48Combat essentials .....................................................48Advanced combat .......................................................49

    13. Shooting.......................................................................52 14. Wounds........................................................................56 15. Universal ablilities.......................................................58 16. Weapons and equipment............................................64 17. Terrain ..........................................................................68

    Water and canals .......................................................69 18. Magic ............................................................................70

    Spells ...........................................................................72 19. Playing Carnevale ........................................................76

    Adventures .................................................................76Events ..........................................................................78Campaigns...................................................................79

    20. Adventures and Campaign ..........................................84The fragment of the Black Statue ............................84Adventures .................................................................86

    The Squads.............................................................................90 21. Squad creation.............................................................92 22. Doctors of the Ospedale .............................................94

    Plague doctors ...........................................................96Madmen of the Ospedale ..........................................98

    Pets of the Ospedale ..............................................100Doctors of the Arsenale .........................................102Alchemist Doctors...................................................103Morgue Doctor and the Being ................................104Nurses ......................................................................106Wardens ...................................................................107

    23. The Patricians ...........................................................108Nobles ......................................................................110Venice City Guard.....................................................112Barnabotis................................................................114Gambling Nobles ..................................................... 115Syphilitic Nobles ......................................................116White-Collar Thieves ...............................................117The Black Specter ....................................................119Butlers ......................................................................120Maids ........................................................................121

    24. The Rashaar ..............................................................122Magi-Rashaar ........................................................... 124Cult of Dagon ...........................................................126Ugdru-Rashaar ........................................................128Hybrids .....................................................................130Citizens of Venice ....................................................131Morgraur-Rashaar ...................................................132Aglope-Rashaar .....................................................134Radru-Rashaar .........................................................135

    25. The Guild ...................................................................136Capodecimes ............................................................ 138Pulcinellas ................................................................140Butchers ...................................................................142Barbers .....................................................................143Harlots ......................................................................144Dog Keepers .............................................................145Citizens of Venice ....................................................146Baba-Yaga .................................................................149

    26. Independent Characters ..........................................150The Duke...................................................................152White Dove ...............................................................153Rialto Assassin ........................................................154The Aberration .........................................................155Harlequin ..................................................................156Fadhila-Bint-Dahab ..................................................157

    Appendix.............................................................................158

    Designed by David Esbr.Background: David Esbr, David Llop. Additional rules: David Llop, Chema Pamundi, Stephen Radney-Macfarland. Proofreading: Vanessa Carballo,

    Marta Lpez. Cover art: David Esbr, Alex Gallego. Layout: David Esbr. Web: Satori Produccions. English translation: Jaume Muoz, Sinead Kelly.English proofreading: Jean Brown, Andy Frazer, Stephen Radney-Macfarland. Art: Lus Czerniawski, David Esbr, Joan Guardiet. Miniature sculptors: Thomas David,

    Jacques-Alexandre Gillois, Patrick Masson, ngel Terol, Rmy Tremblay, Lee-Sang-Wook, Ivn Santurio, Drew Williams. Miniature painters: David Esbr, Ral Len, Jorge Noriega,Fernando Ruiz. Terrain: WorldWorks Games, La Mazmorra del Androide. Playtesting: Josue Acevedo, Miguel Reverendo Arnaiz, Alejandro Benitez, David Caldentey,

    Vanessa Wed Carballo, Adolfo Castellano, Juanjo Cumplido, Sergio De la Fe, Sergio Sethelan Gonzlez, Pere Maci, Jonathan Marrero, Adrin Montaa, Jordi Ribas, Ayose Viera.Special thanks to: Keith Baker, Massimiliano Berchioni, Beasts of War, Club Krtik, Jordi Caellas, Ricard Ibez, Jon Hart, Chema Pamundi, Stephen Radney-Macfarland, Jordi Ramrez

    Bov, Alessio Cavatore, and Alberto Martnez Ruiz & Rafael Vidal Altabert from La Mazmorra del Androide for the amazing Carnevale gaming board.Vesper-On Games are: David Llop, Jordi Ribas.

    ITABLE OF CONTENTS

    Carnevale, the miniature game is Vesper-on Games.Depsito legal:ISBN: 978-84-615-3207-0

    VESPER-ON GAMESC/ Roger de Flor, n 320, 5-208025 - Barcelona, Spain

    [email protected]

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    INTRODUCTION 1792

    A group of adventurers and treasure hunters return to Venice from Tripoli with a mysterious artefact. A medium-sizedsculpture of a bizarre creature, carved in a dark and unknown material. They take it to Laccademia di Belle Arti di Venezia,but in the following days, both professors and students from the newly created art restoration department start to feelillandendupsueringnightmarishvisions,orintheworstcasesinsanity.Twomonthslatertheydecidetogetridoftheghoulish trinket, but it is nowhere to be found; it seems like it has melted and leaked into the very founding stones of thecity state of Venice itself.

    1793Amysteriousmanappearsandpresentshimselfsimultaneouslyinthepoliticalcentresofthedierentworldreligions.

    He carries dark news of cosmic entities ready to invade our world; he says he comes in peace and asks for help in thisupcoming hour of dire need. His words represent a threat to each organized religion, so none have a positive reaction. He isignored in Tibet. He is cast away from Jerusalem. But in Vatican City, fear of his ideas, mean he is stabbed and killed. Rome,along with a good part of Italy are destroyed and fall submerged in the waters of the Mediterranean.

    1795The city state of Venice is located on the edge of the Rent in the Sky. These are times of turmoil and angst. Some individuals

    have developed supernatural abilities. The decadent elites of the city enjoy these times of chaos, dedicating themselves toviolence and murder. Aquatic alien creatures emerge from the depths of the Mediterranean to mate and gorge themselves onthe human cults built up to worship them. Madmen and lunatics draw mystical energies from the Wound and some scientistswithout qualms take advantage of them to fuel vile experiments. Meanwhile, the underdogs and commoners do their best tosimply survive. The water in the canals of Venice runs red with the blood of the fallen. The time for artists and dilettantes haspassed, now it is time for survival.

    The thing is to dazzle - Giacomo Casanova

    These are the words of Giacomo Casanova, writer, adventurer, mystic and celebrity of Venice in the Baroque period. His wordswill accompany some passages of this book. Casanovas aim was to dazzle, a mission he shared with the city of his birth. Veniceremains a place that arouses the imagination of travellers, poets and painters. Its streets, churches, canals and masks havefascinated everyone who has ever set foot in the Serenissima.

    Carnevale is a miniature game set in late eighteenth-century Venice. It has a simple yet complex system of rules, whichallows you to play exciting combats following a game system you will learn in no time. But the more important thing is thebackgroundthatfeaturesinthegameitself;eachrollofthediceisareectionofthismagicalandmysteriouscityofVenice.

    Thebookyouholdinyourhandsisagame,anditistherststeponanexcitingjourneyofadventurethatunfoldsbeforeyour eyes. Join us, please.

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    10BASIC CONCEPTS

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    andaresetinroundplasticbaseswiththreedierentsize categories: Medium size (e.g. Venetian Citizen),Large size (e.g. Ugdru-Rashaar) and Huge size (e.g. theRhinoceros).I DICE AND HOW TO READ THEM

    During the course of a game, your characters performmany actions. Often the success or failure actions isdetermined by the roll of a number of 10-sided dice,called a dice pool. The rolls of such dice pools determineif a character is able to jump from one roof to another,if an attack hits home, or if a character can resist thecompulsions and energies of magic. Each of the dice in apool has sides numbered from 1 to 0or 10(the 0 is readas 10), and are often referred to as d10, where the dstands for die or dice.

    Sometimes the rules will ask you to roll a 5-sided dieor a d5. You determine the results of a d5 by rolling a d10and divide the result in half, rounding up.

    The number of dice within a dice pool is noted directlybefore the die type, so that if a pool has one 10-sided

    Carnevale is a thrilling game where squads ofwarriorsghtindesperatebattlesandparticipatein dangerous adventure within and around the cityof Venice. In order to play with your gorgeous Carnevalemodels (which, of course, you have painted) it isnecessary for you to become familiar with a few simplegame concepts.IGAME COMPONENTSCarnevale is a miniatures skirmish game, and as suchuses some components that are not included with thegame, or that you may not be used to. The following is anoverview of the various components of this game.I THE MODELS

    Carnevale requires each participant to build a smallarmyor squadof miniatures that represent yourVenetian forces. These miniatures, sometimes calledcharacters or models in the game rules, are 30 mm scale,

    Welcome my friend to the city of Venice. I take it youre aware of the many pleasures this place has to oer? More pleasuresthan you can imagine! Trade, vice, gambling, and the best parties in Europetheyre all here. Maybe, though, youre heresearching for something you cant nd anywhere else but in the Serenissima. Maybe youre searching for the thrill of adventure?Dont be fooled by its posh and decadent disguise, Venice is a town where death lurks like a hunter, and its been worse since theRend in the Sky. You can choose to listen to me and survive the most wondrous and most awful city in the world or you can ignoreme and die. In any case, I suggest that you confess your sins, and scribble your last will and testament, just in case

    Huge Size Large Size Medium Size

    I EXAMPLES OF BASE SIZE CATEGORIES

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    READING THROUGHWe are going to try to unravel the rules of Carnevale

    following a logical path of growing complexity, in agradual and coherent way, but since this is a quitecomplex set of rules we will eventually have to makereference to some rules which we havent talked aboutyet. For example, in the Universal Abilities section wewill talk about Magicians, but we wont go deeply on theways of the Magic until its own chapter. We advise youto continue reading, and learn about those rules whenthemomentcomes.Youllndyourselfreachingastateof epiphany in which suddenly everything makes sense.

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    dice, the rules will ask you to roll 1d10, if a dice pool hasvedice,theyouwillbeaskedtoroll5d10,andsoon.I THE DESTINY DIE

    Each time you roll a dice pool consisting of d10s, onedie within that pool is special. This special die is calledtheDestinyDie.TheDestinydietriggersdierentspecialeectsinthegame,andcanproduceextraordinarylevelsofsuccessorfailure.Thespecicsonhowparticularinstances of Destiny Die work depend on the situationand are covered within that situations relevant rulesentry.

    When a die pool only consists of one d10, that one diewill also be a Destiny Die. Each time you roll a dice pool,onedieshouldbedierentthantheothers.Thisdierentdie is the Destiny Die.

    I MEASURING DISTANCESYoumeasuremovementandrangeofeects(bothmundane and magical) in inches. Furthermore, the rulesuse the double apostrophe as a symbol for inches, sowhen a model is capable of moving four inches, we willexpress that like this: 4. We will learn the details of theMovement process and any other rule that deals withmeasurements in the relevant chapter.

    It is worth mentioning at this moment that in Carnevaleyou are allowed to measure distances within any elementof the game at any time. ALWAYS. For measurementsduring the game, we suggest using a measuring tapewith inches, though you could also use a ruler. You canndmeasuringtapeinanygameorhobbystore,inDIYstores, or even larger supermarkets.

    I TEMPLATESSomeeectswithinCarnevale,likeexplosionsorthe

    strangeeectsofmagic,canaectlargeareasofplayinstead of single character. To determine these areas ofeect,Carnevaleuseoneoftwodierenttemplates:thecirculartemplateandtheconetemplate.Youcanndthem both at the end of this book and at www.vesper-on.com. You have permission to reproduce them for yourpersonal use. It is a good idea to print them on sturdytransparent material (like the plastic used with overheadprojectors), so you can overlay these templates andclearlyseewhichcharactersareaectedbytheareaofeecttheyrepresent.

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    I COUNTERSCarnevale uses four types of counters: Activation

    counters, Hidden counters, Stunned counters, and Atthe Ready counters. You use Activation counters to showwhich characters have already gone during a Round. Youuse Hidden counters, Stunned counters and At the Readycounters to mark temporary states within the game.You can use coloured crystal tokens as counters or printtheocialcountersattheendofthisbookoratwww.vesper-on.com.Youcanreproducetheocialcountersforyourpersonaluse.Ifyouusetheocialcounters,werecommend that you print them or stick them on sturdymaterial (like card stock), so they will last for many games.I TERRAIN

    Terrain is a key element of this game. Especially thatscenery detailing streets of Venicebuildings, canals,bridges, gondolas, barrels or crates that clutter thatcityscape.Youcanobviouslyplayyourgamesonatsurface without any scenery at all, but Carnevale is adynamic game, set in a dynamic city, and scenery makesthe game more exciting and the city more evocative.I BASIC GAME CONCEPTS

    Before getting into too much detail with heavierrules, we would like to go over a few conventions andagreements all players should have in mind while playing.

    I MINIATURES AND SQUADSMiniatures group together in squads. Squads are

    composedbycharactersofthesamealiationand,occasionally, can incorporate other independentcharacters willing to sell themselves to the best bid.When preparing for your games of Carnevale, you andyour partner will have to agree up to the points limitthat you both will be able to spend in your squads. Thosepoints will include the cost of models and their equipmentoptions, and other elements that you might want toinclude in your squads, such as Events for example.

    As you can see, models are worth an amount of pointsindicatedintheirproles.Also,insomecasestherewillbea few equipment options for you to buy, like alternateweapons or magic items. These options will have a costin points that youll have to pay for when building yoursquadandthatwilladduptothenalcostofyourmodel.

    You will have to nominate one of the models in yoursquad as the Leader, and tell your opponent about that.Leaders will have the Command Universal Ability (as wewill see in the Universal Abilities chapter).I ROUNDS, TURNSAND ACTIVATIONS

    The game of Carnevale is divided in Rounds, in which thecharacters will be playing their Turns. The group of actionsdone by a character during his Turn is called activations,and once hes used up all his actions allowance, that

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    model will count as activated. An activated model will notactivate again until the next Round.

    A Round begins with all the models ready to act, andit ends when all the models have been activated. Therstplayerwillactivateoneofhischaracters,startingthat characters Turn in doing so, and when hes donewith all his actions the player will set an Activationcounter next to the model to mark that as an activatedmodel. Afterwards the adversary will activate one of hischaracters, starting this new characters Turn and placinganother Activation counter next to it when hes done. Andthis you-go-I-go will continue until all the models havebeen activated. It will be at this point when the End ofRound Turn takes place, and players will solve the gameeectsendingatthismoment,checkifVictoryconditionsare met, clean the table of Activation counters, resetActionPointsandociallyclosetheRound.Immediatelyafterwards a new Round begins.

    As long as one player has less un-activated models thanhis opponent, he will be able to decline playing his Turn,forcing the other player to play another Turn right after theone hes just played. This can be repeated always as long asa player has less activated models than his opponent.I ACTION

    Wewilldeneasactionanyactivitydonebyamodelwith a cost in Action Points linked to it (AP to makethat short, as well see in a few pages in the Basic rulessection). An action ends at the moment when the nextaction is announced. For example, a character with 3AP that jumps, shoots and moves will have carried outthree actions. We will go in depth with Action Points in aminute, but it is worth noting that there are 0 AP, 1 AP or2 AP actions, or actions involving even more than 2 AP, butany of them will still count as one single action.

    Characters in Carnevale have an Action Points (AP) valueintheirproles,whichindicatesthenumberofAPhecaninvest in his actions each time the model is activated. Wewill learn the mechanics of this value very soon, but atthisstagewecanestablishthatthisdenesthereexesand capability of carrying out actions in a short lapse oftime. There will be characters able to Jump from one roofto the other, hit an enemy and get the price in the sameamount of time that other characters will barely be ableto cross the street. All these actions have a cost in ActionPoints, and the player will invest them on the go until thecharacter runs out of them, o decides to stop acting withthat character for the time being.I BASE CONTACT

    One model will be in Base Contact with another modelwhen both bases are touching each other. In order to haveone model attacking in close combat another model, theymust be in Base Contact with one another.

    When a model is standing on top of an obstacle, anelement of terrain or similar, being up to 1 above the

    ground, it will still be considered to be in base contactwith any model in base contact with such obstacle.

    I FREQUENCYSome characters have a limited Frequency, which

    means that you will only be able to deploy a limitedamount of copies of some particular models in yourSquad. The most obvious case are the IndependentCharacters, all of them have a Unique Frequency: thereis only one White Dove, so you will only be able todeploy just one of her in your Squad. Nevertheless,your opponent could deploy his own White Dove, whichwould mean that there would be two of her on the tableat the same time (thats probably a magic reflection ofthat character generated by the inscrutable ways of theRent in the Sky). Other characters can have differentFrequency values depending on the total points cost ofthe squad, as we will see in the Factions chapter.I ADVENTURES

    The games of Carnevale are played within adventures.Adventures suggest scenarios with a story line and someobjectives, which will mainly determine the motives bywhich characters in both squads will be risking their lives.Adventures can be self contained or link with one anothercreating Campaigns. We will see about this in the PlayingCarnevale chapter.I THE CHARACTER SHEETAND THE SQUAD SHEETFor your convenience, throughout the game, a copy ofyour squad sheet will come handy. The squad sheet ismade up with the character sheets of all the characters inthesquad.Nowwewillintroducethedierentelementsof the character sheet, which will be developed in depthin their corresponding chapters, especially in the Factionssection. At the end of this book, as well as on our website,youwillndatemplatetocreateyourownsquadsheet,with empty sheets for you to complete.

    Action Points (APs). Here you must indicate the amountof Action Points the character possesses in order toact every Turn.

    Name. You should create and a name for your character.

    Class. Here you must write down your character class,for instance Independent Character, Magi-Rashaar,Pulcinella, etc.

    Descriptors. Here you will write down the aspects thatdenethecharacter,suchasHuman,Soldier,Mage,etc.

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    COST

    COMBAT DEXTERITY SHOOTINGMOVEMENT

    SPELLS NOTES

    PROTECTIONMIND

    NAME

    DESCRIPTORS

    CLASS

    ACTIONPOINTS

    KARMA LIFE POINTS

    COMMANDPOINTS

    UNIVERSAL ABILITIES

    SPECIAL ABILITIES

    EQUIPMENT

    3

    4 2 5 5 6 2

    454/

    Plague Doctor

    Human, Leader, Scientist, Mage

    Command (4), Healing (3), Cautious, Mind control, Mage (3)

    Channel

    Unarmed

    -1

    -1 -1 -2

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    Command Points. Characters with the Universal AbilityCommand will indicate here the amount of CommandPoints they have. Since it is a dynamic value which isspent during the game, write down the current value onthe other side of the slash.

    Cost. Write down this characters total cost.

    Karma. Karma Points are used to boost charactersactions during the game. Cross out the Karma Pointsyour character uses during the game.

    Life Points. Inthissectionyouwillndyourcharacterscurrent health; every time the character is hurt, t ickthe corresponding boxes. Every time you tick the lastboxbeforethenewmodier,thecharactercrossesaPainThreshold. As you will see in the Factions chapter, everycharacterhasadierentamountofLifePoints .

    Attributes. The following six concepts are knowngenerally as Attributes..

    Movement. This value indicates the basic distancein inches the character can Move.

    Combat. This value indicates the amount of dice inthe characters basic Combat dice pool.

    Dexterity. Thisvalueindicatesthebasicdicultythe opponents will face to hit this character inCombat. It also applies to some other aspects of thegame, such as Jumping.

    Shooting. This value indicates the amount of dice inthe characters basic Shooting dice pool.

    Mind. This value sums up the characters will,intelligence, perception and spirit. Among other

    uses, it is applied to the use of Magic, the Initiativeor Morale.

    Protection. The Protection indicates the charactersability to endure pain, as well as the protectionbestowed by the equipment he may be carrying. Bydefault, all Carnevale characters have a Protectionvalue of 2, but this value may vary due to UniversalAbilities (mainly Extra Protection), in which case themodierwillalreadyappearinthecharactersheet.

    Universal Abilities. Here you can write down thecharacters Universal Abilities. Universal Abilities arecommon concepts found in several characters. You willndanexplanationinthecorrespondingchapter .

    Special Abilities. Hereyouwillndtherulesandabilities unique to this character, such as theHarlequins Multiple Presence.

    Equipment.Hereyouwillndthecharactersbasicequipment. In case you modify the charactersequipment, write down the changes in the Notes section.

    Spells. If your character can use Magic, write down hisSpells (and their cost) in this section.

    Notes. Write down here any detail about the characteryou need to bear in mind during the game.

    I BASIC RULESFRom now one, we will present the rules which are

    common to all the games phases, and which are applied toall the elements that take part in the game.

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    KEEPING PEACE AND SANITYCarnevale is a complex game, which uses a combination

    of many Basic Rules, Special Rules, Magic, Powers and otherelements which intersperse, collide and combine witheachother.Ourwishisthattheyallcoexist,owandworkcoherently in a dynamic and amusing game atmosphere.

    However, the complications derived from all of thisinteraction may give rise to situations which seem unclear,contradictory or which arent covered by the rules at all.In this case, we advice all players to try to reach an agree-ment and; if that wont happen, just roll a die and whoevergets the highest result will have it his way. This will do untilyouhavetimetondamoresolidsolution.

    If you are in a tournament, ask a judge or a referee foradvice.

    In any case, you should focus on resuming the game andkeep enjoying!

    If you have doubts, please visit our website and let usnow, so that we can clarify them for you and, if necessary,include them on our FAQs.

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    I PRIORITY OF RULESIn this section and in the following chapters you will

    ndtherulesthatapplyoveragameofCarnevale.Theserules govern all characters, weapons and every otheraspect in the game. However, some elements such asMagic, Universal Abilities or other rules that will appearin future expansions may contradict the basic rules.Whenthishappens,specicrules(UniversalAbilitiesandSpecial Rules) will have priority over general rules (BasicRules).

    Example: The Swimming rules indicate that models maymove in water at half their Movement value. On the otherhand, a model with the Universal Ability Expert Swimmercan move using his full Movement value. The rule ExpertSwimmer contradicts the Swimming rule, but since it is aUniversal Ability, it overrides the Basic Rule.

    I DICE ROLLSOn the first pages, we have explained to you the typeof dice used in Carnevale and how to interpret them.Now we will learn how they work within the mechanicsof the game. Throughout the rules, youll see that weuse concepts such as dice pool, Dexterity pool, Mindroll or Combat dice. This means you must gather inyour hand as many d10s as the value indicated. Forexample, if a rule asks you to make a Dexterity roll, andyour models Dexterity is 4, you must take 4d10 in yourhand. Remember that one of them will always have to bethe Destiny Die, so in your Dexterity pool you will have3 normal d10 plus the Destiny Die. Bear in mind thatunder no circumstance can a dice pool exceed the limitof 10 dice.

    To know whether a roll was successful, you will alwayscomparetheresultoftherollwithalevelofdiculty.After rolling the corresponding amount of dice, for everydieequalorhigherthanthediculty,youwillobtainoneAce. In any case, remember that a 1 will always be a failand a 10 will always be an ace.

    I REROLLINGSome rules allow you to reroll. You must always bearthis in mind: a die can never be rerolled more than once;after rerolling, you will accept the second result, evenifitisworsethantherstone.YoucanneverrerolltheDestiny Die unless you reroll the whole set of rules, and aresult of 1 in the Destiny Die prevents any rerolling at all.I TYPES OF ROLLS

    There are three kinds of rolls: basic rolls, attack rollsandopposedrolls.Thestandarddicultyofbasicrollsand opposed rolls will be 7, unless otherwise noted,

    whereasthedicultyofattackrollswilldependontheopponents corresponding Attribute.

    Basic rolls are based on Attributes, and are usedto solve concrete situations where only one model isinvolved.

    For example, in a basic Dexterity roll, the character rollsas many dice as his Dexterity value; for every result of 7or higher, he gets an Ace.

    When the character makes a close Combat attack, hemust make an Attack roll. In this case, the character rollsasmanydiceashisCombatAttribute,againstadicultyequal to his opponents Dexterity value (for more details,see the Combat chapter). The more Aces he obtains, themoredamagehewillinictinhisopponent.

    For example, a character with Combat 5 trying to hit anenemy with Dexterity 6 rolls 5 dice; for every result of 6or more, the attacker obtains an Ace.

    Finally, in opposed rolls two or more characters makea basic roll using the same Attribute, which may varyaccordingtothesituation,andwhichwillbespeciedin

    every case. Whoever obtains the more Aces wins the roll.For example, two characters make an opposed Mind roll;

    each must roll as many dice as his Mind value. WhoeverobtainsthemoreAcesinhisroll(withadicultyof7ormore of all basic rolls) will win the opposed roll.I DESTINY DIE,CRITICAL ROLLS AND FUMBLES

    In all dice rolls, the Destiny Die will work as one moredie in the dice pool, except when you obtain a result of10 or 1. If you roll a 10 in the Destiny Die (which is stillcounted normally as an Ace), it is treated as a Critical roll.On the other hand, rolling a 1 in the Destiny Die discards

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    one of the Aces obtained in the roll. If you didnt get anyAce in your roll and you rolled a 1 in the Destiny Die, you

    just got a Fumble.TheeectsofCriticalrollsandFumblesinbasicrolls

    and attack rolls are explained in their correspondingchapters. In an opposed roll, a Critical roll eliminates oneof your opponents Aces, and a Fumble adds an extra Aceto your opponents roll.

    Rolling a Critical roll means you have achievedsomething remarkable. In Combat, this usually meansstrikingyouropponentparticularlyeectiveway,therefore dealing more damage. In the rest of situations,Criticalrollsentailallkindofbenets,suchasaddingextra Aces to your roll, Jumping longer, Holding breath forlonger,etc.Theseeectsaredescribedinfurtherdetailinthe corresponding sections.

    Fumbles are especially catastrophic fails. Not only youdidnt get any Ace, but also youve really messed up bigtime! In Combat, the opponents may make free attacksagainst the model which just got a Fumble, a falling modelwhofumblesmayreceivemoredamage,etc.YouwillndFumbles explained in further detail in their correspondingsections.

    In cases of basic, attack and opposed rolls wherethere isnt any specified effect for Critical roll or aFumble, you should use the following general rule.Critical roll.- The character who just rolled the Criticalrecovers a Karma point lost previously during the game.Fumble.- The character who fumbled loses an additionalKarma Point.

    I ROLL MODIFIERSIn some circumstances, the difficulty of a roll mayvary due to several causes. For example, running acrossa square in a perfect weather is not the same as runningthrough a blizzard. In these cases, we will add or deductdice from our pool according to the situation. Rememberthat you can never roll more than 10 dice, so if for anyreason you gather more than 10 dice in your pool, alldice above 10 will be lost. You must also bear in mindthat any modifier that deducts dice from your pool willalways take out conventional dice first: the Destiny Diemust always be present in your pool. The only situationwhere you can deduct the Destiny Die from your pool iswhen it is the only remaining die, which means you willhave no dice to roll!

    Throughoutthisbookyouwillndsituationswhereyoumustapplythesemodierstoyourrolls;thesemodierswill indicate how many dice you may add or deduct.

    OneofthemostcommonmodiersisthePainThreshold. As a character loses Life Points, he crossesdierentPainThresholds;youcrossaPainThresholdwhenyoutickthelastLifePointsboxcontainingamodierwhichisdierenttothenextone(thelastboxwitha-1,thelastboxwitha-2,etc).Thismodierindicatestheamount of dice you must deduct from your dice pool inevery roll. The amount of dice to deduct in every moment

    is indicated in the every characters sheet, according tothe Pain Thresholds the character has crossed so far.I ROUNDING OFF

    Whenever you must divide your dice pool, the result ofa roll or any other value, you will always round up.

    Example: If your dice pool of 7 dice is divided in half forany reason, it will become a dice pool of 4 dice.

    I INITIATIVETo determine which squad begins to play at the start

    of every Round, we must make an opposed Initiative roll.All players will roll as many dice as their squad leaderscurrent Command value. Whoever obtains the more Aceswill decide the order of action of the squads. In case of atie, the player whose leader has the highest Mind valuewill win; in case of a new tie, just reroll the dice! As youwillndintheUniversalAbilitieschapter,Commandisadynamic value which is spent throughout the game; whena character runs out of Command Points, he will alwaysroll at least 1d10 for Initiative. If you get a Fumble in thisroll, your opponent will automatically obtain the Initiative.If you get a Critical roll, you will automatically get theInitiative. If both players get a Critical roll, they willcompare their results as per the usual procedure. If bothof them get a Fumble, they must reroll (after all, someonemust start playing!)

    I ACTION POINTS (AP)All of Carnevales models have an Action Points

    (from now on, AP) value in their character sheet. Thisvalue indicates the amount of actions the model canmake during the Turn in which it is active. Every actionundertook by a model will have an assigned cost in APs.For example: Moving the models Movement distance costs1 AP, Shooting a gun costs 1 AP, Jumping over a canalcosts 1 AP.

    The characters may receive extra Action Pointsduring their Turn if their leader transfers them using hisCommand Universal Ability. A model which hasnt beenactivated yet or one that has already been activated inthis round cant get extra APs by means of Command. Wellsee the way Command Points work in further detail in theUniversal Abilities chapter.

    The player must announce the use of APs as he spendsthem, deducting them from the total amount of APs, untilhe runs out of APs or he declares that the model stopsacting.Whenamodelhasnishedacting,placeacounternext to the model to indicate it has already been activatedand cant activate again until the next Round.

    All of the characters which are still in the game at theEnd of Round will automatically recover the APs indicatedin their character sheet.

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    45

    I kARMAThe Karma value represents the characters willpower

    andspirit.Ithastwodierentapplicationsinthegame:it is the matter that fuels magic and the supernatural, itsthe indispensable fuel to cast spells and activate powers;well see this aspect in further detail in the Magic chapter.Besides, it is used to modify some of the characters rolls.

    The most interesting aspect at this stage is thecapacity of all characters to modify their dice poolsusing Karma. Before making a roll that seems especiallycomplicated or important, any character may decide toinvest up to 2 Karma Points to add up to 2 dice to his pool(never exceeding the maximum of 10 dice); the cost is 1Karma Point per dice.

    Example: The Aberration wants to hit the Pulcinellawhos blocking the way and crush him once and for all.His Combat value is 5, but since the Pulcinella has quite ahigh Dexterity (6), he wants to make sure he wont miss.Before making his roll, the Aberration will invest 2 KarmaPoints in order to add two dice to his Combat pool; in totalhe will roll seven dice.

    Characters may also invest Karma Points to protectthemselves from attacks. After declaring an attack, butbefore the attacker makes the attack roll, the targetmay announce that he will spend up to 2 Karma Pointsto improve his Protection. Every Karma Point equals +1Protection.I RECOVERING kARMA POINTS

    Throughout the game, characters may recover KarmaPointsbydierentmeans(uptotheirstartingKarmaPoints value, which can never be exceeded).

    When a character deals a blow that makes his foe fallin combat, he will recover 1 Karma Point.

    When a character deals a blow that kills the leader ofthe enemy squad, he will recover 3 Karma Points.

    A character may also recover Karma Points due tospecicscenariorules,SpellsorEvents.

    I RUNNING OUT OF kARMAWhen for any reason a characters Karma Points arereducedto0,hewillsueranadditionalmodierof-1toallofhisrolls,cumulativewithanyothermodier.I TEMPLATES

    InCarnevaletherearecertaingameeects,suchasPowers, Spells or unconventional weapons which cancauseexplosions,volleysofshrapnel,blastsofreorgasclouds.Oneofthemaindierencesbetweenabulletshotwithapistolorablastofamesisitseectarea;thisisrepresented in the game using a template.

    When you place the circular template, you must centreit on the detonation point. The cone template emergesfrom a weapons cannon, from the caster of a Spell or fromthe model responsible for a Universal Ability; in this case,place the narrow side in Base contact with the model,facing the direction the model is shooting. In both cases,you must hold the template over the models to determinewhichmodelsareaected.

    All the models whose bases are partly or completelyunder the template will suffer the effects of theweapon, Spell or ability. These models must make abasic Dexterity roll; for every Ace they obtain in this roll,they will deduct -1 to the total damage inflicted by theattack. Template effects that dont inflict direct damageon models (such as smoke bombs) cant be avoidedusing the Dexterity roll; the models touched by thetemplate will be completely affected.

    Both the Harlot and the Capodecime

    suertheeectsoftheblast.ThePulcinella has better luck and he is safefrom harm.

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    11MOVEMENT

    46

    I SWIMMING1 AP. We assume that all characters can swim, at least

    on a basic level. Unless otherwise stated by some skillin their profile, a character may move in water as manyinches as half his Movement Attribute. If a character inthe water is immobilized for any reason and cant swim,he will drown (see Drowning rules on page 57).

    In mixed Movements that combine moving on theground and in the water, every part of the movement iscalculated separately. A model which is Swimmingcan not use its movement for any game effect thatrequires a previous movement (such as Running Jump,Charging, etc.)

    For example, a character with Movement 7 that wouldwalk 3 on open ground and continue swimming, he coulduse up to half of his remaining movement allowance: inthis case 4, therefore he would swim up to 2 more.I NO ROOM FOR MODELS

    In the narrow lanes of Venice, it can sometimes happenthat two or three people stash up in a corner (not tospeak of monsters!), so it is impossible to make way. Ifa model cant walk or run on the ground without its baseknocking some other characters base (both ally andenemy), an obstacle, wall, etc., then he wont be able tomake his way through that narrow spot. In this case, hecan resort to more creative manoeuvres, such as Jump orRun on Walls.

    I

    n an environment as dynamic as Carnevales, the waycharacters move across the board is a key tactical ele-ment in the unfolding of the adventure. Characters live

    in and move across the city of Venice, a three-dimension-al space full of challenges for Combat, such as bridges,balconies, water ways and other Obstacles.

    I BASIC MOVEMENTWe will now detail the different Movement manoeuvres

    available to Carnevale characters. Unless otherwisestated, all of them have an activation cost of 1 AP.

    I WALkING1 AP. The character moves calmly, paying attention to

    his surroundings. A character carrying out this actionwill able to move as many inches as his Movement At-tribute at the most, in any direction or combination ofdirections. This movement will be carried out horizontallyon Open Terrain, but other types of Terrain may conferseveral modifiers, as described in the Scenery chapter.When moving in water, the Swimming rules apply.

    I RUNNING1 AP. A character that runs can try to move faster than

    walking. Before resolving his Move action, the charactermust make a basic Dexterity roll; for every Ace he gets,hell add +1 to his Movement value for this action. A Criti-cal roll, apart from the Ace on the Destiny Dice, will allowhim to add up to an extra 3 to the distance. A Fumblewill cause an inopportune stumble and will prevent allMovement (including basic movement). The running willbe carried out horizontally on Open Terrain; any othertype of Terrain may confer a series of modifiers, asdescribed in the Scenery chapter. When moving in water,the Swimming rules apply.

    I JUMPING1 AP. The character moves jumping as many inches as

    half his Movement Attribute. Measure from the mini-atures location to the landing location (bearing in mindthe variation in height).

    5 Movement

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    IADVANCED MOVEMENTOnce you feel at ease with basic movement actions,

    try these advanced movement actions.

    I HIDING1 AP. The character moves in a slower and more careful

    way than with the Move action, because he is movingcrouched down to avoid being seen, trying to be a moreDifficult target against ranged attacks. If the characterends his movement 3 or less close to a scenery itembehind which to hide, the player can declare that themodel is making a Hide action. Place a Hide counter nextto the model.

    A character will be considered Hidden with regard toanother one if you cant trace a Line of Sight towardshim (see the Shooting chapter) without bumping into ascenery item and if he has declared a Hiding action. Hewont be able to be seen and he wont be able to be shotat. In turn, a hidden character cant fight, shoot or castSpells without revealing his position and immediatelylose his Hidden status. Any character will automaticallydetect any Hidden model if he is 3 or closer to the Hid-den model.I RUNNING JUMP

    1 AP. If the characters action previous to a Jump wasa Move or Run action and he has moved at least 5 in astraight line, he can make a Running Jump. In order tomake the Running Jump, the character will make a basicDexterity roll; for every Ace he obtains, he will add +1to the distance of his Jump. A Critical roll, apart fromthe Ace on the Destiny Dice, will allow him to add up to3 to the distance jumped, to his choice. A Fumble willmean the character stays in the location from where hewanted to Jump, losing his action.I JUMPING DOWN

    1 AP. The character lowers himself from an elevatedposition, jumping deliberately and Jumping Down. Youwill have to check the Fall rules (see page. 57), but inthis case it is a controlled fall. The character must makea basic Dexterity roll. For every Ace he obtains, he willlower the fall category one level. A critical roll will lowerthe category of the Fall to 0. A Fumble will raise in 1 theoverall Fall category. This manoeuvre can be made at anytime during a Move or Run action, temporarily interrupt-ing the action, which can be resumed after resolving thismanoeuvre.

    For example, a character with Movement 6 coulddeclare that he is moving for a cost of 1 AP, move 4 upto the edge of a building, Jump Down (paying 1 AP), andonce on the floor move the remaining 2.

    I CLIMBING1 AP. Some gallant heroes used to climb to the balco-

    nies of their lovers to bring them flowers. Nowadays,they are more likely to do it to escape from a horde ofraging monsters. A character can climb a wall or steepsurface making a basic Dexterity roll. If he has climbingtools (see the Weapons and Equipment chapter), he canadd one dice to his pool. Every Ace equals to climbing 1.The character must have arrived in a location where themodel can be placed steadily at the end of his activa-tion and before the end of his Turn; otherwise, he wontbe able to climb and he will stay at the point where hestarted to climb. A Critical roll will allow him to add up to3 to the distance climbed, to his choice. A Fumble willmean the character stays at the point where he startedto climb, losing 1 extra AP.

    I RAPPEL1 AP. The Rappel allows characters to descend moresafely from heights, but its slower than Jumping Down.The character must have climbing tools to Rappel; with-out them, he wont be able to make this manoeuvre. Hemust make a basic Dexterity roll; every Ace representsa 3 progress. If the character making a Rappel doesntreach steady ground at the end of his activation, he willfall from his last location. A Critical roll will allow him toadd up to an extra 3 to the distance. A Fumble will meanthe character loses foot and falls from where he waswhen made the roll (check the Falling rules, page 57) andhe will get a Stunned counter.I RUNNING ON WALLS

    1 AP. The character can gather momentum and run ona vertical surface. This spectacular manoeuvre can beuseful to Run from one balcony to another, or to Run ver-tically across a wall in order to get up speed for a specialattack. If the characters previous action was a Move orRun action and he has moved at least 3 in a straight linebefore touching the wall, he can try to Run on this wallstarting from here, both vertically and horizontally. It isthen necessary to invest 1 AP and make a basic Dexterityroll; every Ace equals 1 of Movement on the wall. ThisMovement must be made always on the same surface(never around a corner). A Critical roll will allow adding upto 3 to the result of the movement on the wall. A Fumblewill mean the character falls from the point where he waswhen he started to Run on the wall, getting a Stunnedcounter. Upon reaching the point of maximum advance,the character can decide to keep running on the wall (+1AP), Jump Down, or make a Running Jump (+1 AP, thelast Movement counts as Running). The character mustfinish his activation with the model located on a steadysurface.

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    12COMBAT

    The Barnaboti have a +1 Combat modier whileattaking the Venetian Citizen, who is engaged withthe other Barnaboti at the same time.

    The Venetian Citizen has a -1 Combat modierbecause he is engaged with a second foe, who is notengaged with anyone else at that time.

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    The attacker loses one die to their Combat dice pool foreach enemy other than the target not in base contactanother of the attackers allies, but in base contactwith the attacker (-2 dice maximum).

    I DIE ROLLThedicultyoftheattackrollisthetargetsDexterity

    value. The attacker rolls the die he has in his hand. Forevery result equal or higher than the targets Dexterityvalue (taking into account the corresponding UniversalAbilities), the attacker will get an Ace.

    I RESOLUTIONThe Aces obtained in the roll will indicate the damage

    inictedtothefoe.After the roll, the attacker sees how many Aces he

    has obtained in his roll. He will add to the Aces anymodiersfromtheweaponusedintheattackoranyother intervening rules, and he will deduct the targetsProtectionvalue.ThenalnumberistheamountofLifePoints the target loses.

    Example: Roberto Mirigliano is a Barnaboti of thePatricians faction, and he is locked in combat with twoUgdru-Rashaar. Robertos Combat value is 3; there aretwo Ugdru-Rashaar in Base contact, so he must deduct adice from his Combat pool. The situation looks dangerous,so he decides to invest two Karma Points in his roll toimprove his odds; so he boosts his Combat pool to 4 dice.

    I COMBAT ESSENTIALS

    Close combat is one of Carnevales key aspects. In fact,we could say that most of the game evolves aroundCombat. In order for a model to attack another, it

    must be in Base Contact with its opponent, so either ofthem must have used its movement to place itself in thatlocation. They are considered to be locked in Combat.I CLOSE COMBAT

    1 AP. The characters Combat value will indicate hisghtingskill.Pickasmanydieasthevalueindicatedinthe characters Combat Attribute. A character can neverdeliberately attack a friendly model in close Combat. Nowwewillseethedicultyhemustreachinhisattackroll.I APPLYING MODIFIERS

    Allies can aid a character in close combat. In combatwhere there are three or more models in contact, anattack gains or removes dice from its Combat dice poolbased on the relationship of the models in combat. Herearethebasicrulesgoverningsuchdicepoolmodiers.

    The attacker gains one die to their Combat dice pool forevery ally not in base contact with another enemy, butin base contact with the target of the attack (+2 dicemaximum).

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    The Ugdru-Rashaars Dexterity is 5. Roberto makes hisattack roll to hit one of them and he gets 7, 7, 8 and 8(a very good roll: he got four Aces); since he is using asword, he adds an extra Ace to his roll. Roberto gets atotal of 5 Aces with his Combat roll; we the then deduct3 due to the Ugdru-Rashaars Protection value, meaningthe Ugdru-Rashaar has lost 2 Life Points from Robertosattack.

    I CRITICAL ROLLS AND FUMBLESIf you Critical during close combat, the target of the

    attack gains a Stun counter.IfyouFumble,theattackingcharactersueranAttack

    of opportunity from the target of the attack (see below).I ADVANCED COMBATThe basics of close combat are easy, but there is more

    to learn. The following are a series of new and morecomplex manoeuvres that serve to create combats thatare more dynamic. Weapons and other equipment can alsoaectcombat.YoucanndthoserulesintheUniversalAbilities chapter, on page 58.I TWO-WEAPON COMBAT

    1 AP. Some characters have the ability to fightusing two weapons at the same time. Models with theAmbidextrous Universal ability can wield two weapons atthe same time as longs as neither weapon has the Two-Handed Weapon ability.

    Whenacharacterisghtingwithtwoweapons,youmust always make clear which is the primary weaponwhen the character makes a close combat attack. Fightingwith two weapons allows a character to reroll one misseddice in its Combat roll, as if it had the Reroll Dice [1]ability, but without having to spend 1 Karma Point.

    I AT THE READY1 AP. While in Combat, characters are looking around

    them at all times in search of imminent dangers. Thecharacters can enter the temporary state of At the Ready;to do so, place an At the Ready counter next to the model.

    A character can go into At the Ready at a cost of 1 AP;doing so will end his activation: going into At the Readywill be the last action in his Turn. He must place an Atthe Ready counter next to his model. This model cant doanything else during the rest of the Round, until (andif ) it is attacked by a foe. The model will leave the Atthe Ready state if: 1) it is forced to move more than 3byanyreason(duetotheeectofaSpell,orbecauseitis pushed from the top of a building, for example), 2) itcrosses a Pain Threshold or 3) it is activated again.

    Bear in mind that this state does not disappear at theEnd of Round.

    While in At the Ready, a character cannot do anythingelse until a foe attacks it with a close combat attack.When this happens, the attacking foe does not makethe Combat roll normally. Instead, each combatanttheattacking foe and the character in At the ReadymakeanOpposedcombatroll.Thedicultyoftherollisdetermined by the foes Dexterity. Whichever charactergainsmoreAcesdealsasmuchdamageasthedierence

    in Aces between the rolls. Like the normal close combatattack, Aces for the weapon are then added to thisdamage, and that total damage can be soaked by thetargets Protection. Here is an example of using At theReady during play:

    A soldier is in base contact with the Duke, who is inAt the Ready. The soldier invests 1 AP to make a closecombat attack against the Duke with his musketsbayonet. Both players take their respective Combatdice pools and make an opposed roll. The Soldier gets aresult of 3, 6, 6, 7 (against The Dukes Dexterity of 6so,three Aces); the Duke gets a result of 1, 2, 4, 6, 6 7, 7, 8(againsttheSoldiersDexterityof5veAces).Therefore,the Duke is up two more Aces, is using a dagger so addsno Aces due to weapon, so the Soldier is dealt 2 LifePoints, which, luckily, are soaked by his Protection.

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    A model in base contact with one or more enemymodels cant go into At the Ready.

    TheAttheReadystatealsotakeseectintheShootingphase; see more details on the Shooting chapter.I ATTACkS OF OPPORTUNITY

    0 AP. Sometimes, a character makes a mistake or takesan action that leaves them exposed to a foe. Their foestake advantage of that opportunity, typically with anattack. Attacks of opportunity are typically triggered inthree waysbecause a character Fumbled on an attack, acharacter is trying to disengage from another characterit is in base contact with, or a character is casting a spell.When an attack of opportunity is triggered, it costs noAP to make an attack against the triggering character.Attacks of opportunity are always close combat attacks,and in order to make an attack of opportunity, a charactermust be wielding a close combat weapon. Attacks ofopportunity are resolved during the turn of the charactertriggering the opportunity, and immediately after thetriggering action, but before resolving the triggeringactionseects.

    I ENGAGING AND DISENGAGINGFROM COMBATInorderfortwocharacterstoghtincloseCombat,

    they must be Engaged in Base contact. For this to happen,one of them must have invested part of his Movementto be in Base contact with his foe. Later on, if one of thecharacters can and wishes to step away from his foe (andhe still has remaining APs for this Movement), he mustmake an Unengage manoeuvre, simply announcing hisintentiontoMove.Theabandonedghtercanreactintwo ways. 1: letting his foe go, and getting an Attack ofOpportunity against the foe whos leaving the Combat. 2:Trying to block his foes escape; lets see how.

    Attack of Opportunity. The model that is abandonedcan make an Attack of Opportunity on the characterthat is trying to escape from the Combat. He canhit his foe with a cost of 0 APs before his foe stepsaway (regardless of whether the abandoned modelhas been previously activated or is in At the Ready).Once this attack is resolved, the character leaving theCombat can move freely.

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    Relocating. On the second case, the character wishingto escape must invest the necessary APs for theMovement he wants to do; then, they both makea Dexterity opposition roll. If the Character tryingto escape wins (or draws), he can move freely andcontinue his Turn normally. If the character thatwantedtokeepghtingwins,hecanrelocateatnocost anywhere in Base contact with the model thattried to escape; they are still Engaged in Combat andthe model that tried to escape cant move at all.

    In case the escaping character is Engaged to multiplefoes, the character must declare a single Unengage fromCombat action. In this case, his foes must declare theirreactions separately, and he will have to resolve every rollseparately before he can step away.

    Incasethecharacterthatwantedtokeepghtingisalso Engaged with another foe, the only reaction he candeclare to the escape of one of his foes is an Attack ofOpportunity.

    I COMBAT MANOEUVRESSometimes, a character may want to do dramatic

    things in close combat other than just make a simpleclose combat attack against a foe within base combat.These things are combat manoeuvres. What follows arethe most common optional Combat manoeuvres. Someare very simple, some more elaborated, but all of themcauseveryinterestingeectsandaddmoredynamicandcinematic combats. All of these manoeuvres can be madein place of a close combat attack.

    All manoeuvres labelled as Unarmed Attack you cannotapplytheeectsofanyweaponthecharacteris

    equipped with. To make these manoeuvres.

    Charge (1 AP). The character can make this attack ifit moved at least 5 or made a run action directlyprevious to this attack. It gains +1 die to its die poolwith this attack.

    Drown (2 AP; Unarmed Attack). If both characters arein the water and in Base contact, a character may tryto drown his foe. The character trying to drown hisfoe must win a Dexterity or Combat opposition roll(attackers choice) to Drown the foe.

    If the target of the drown attack wins the oppositionroll, it is released, can move up to 1 away from thecharacter who made the drown attack (ignoring theDisengage from combat rules).

    Iftheattackerwins,theeectsoftheDrowningruleapply immediately; the victim deducts as many die tohisHoldBreathrollasthedierenceinAcesobtainedin the opposition roll (see Drowning rules, page 57).The attacker may continue making Drown manoeuvresas long as he has available APs. The drown manoeuvreignores the rule that limits the number of Stuncounters a character may get in a Turn.

    If the attackers last action was a successful drownmanoeuvre, the defender hasnt been activated eversince and both models are still in Base contact at theend of round, the defender will be considered as stilldrowning and he will have to make a new Hold Breathroll during the End of the round turn.

    Low Blow (2 AP). Alowblowisanattacktoaspecicweak spot. You must announce that you want acharacter to make a low blow before making theCombat roll. When you make the roll, reduce thecombat Dice pool by 1, as the characters accuracy isreducedbecauseitistryingtohitaspecicspot.Ifthe attack gets to cause any damage at all (applyingthe targets Protection), the target only loses 1 LifePoint but receives a Stunned counter.

    Push (2 AP; Unarmed Attack). When you make a pushattack, you move a foe instead of dealing damage.Make the attack roll as normal, for each Ace obtained(before applying the target characters Protection)the character pushes its foe 1 away from it. If thepush causes the target to come into contact withimpassable scenery (such as a building or the tablesedge),thetargetsuers1damageforeveryinchof movement beyond the point where he stopped(Protection is applied to this damage). A Push cancausethetargettofallintothewater,oabuildingor elevated scenery, in which case the Falling rulesapply. A model that has been pushed is automaticallydisengaged (ignoring the Disengage from combatrules). If the push causes the target to come into basecontact with another foe, it is then engaged with thatnew foe.

    Round-House Attack (2 AP). The character can make anattack against each of the models with which he is inBase contact. Each attack will be resolved separatelyin the direction (clockwise or counter clockwise)determined by the attacker, starting by the model hechooses. If any of these Attacks doesnt cause the lossof at least 1 Life Point, he cant make any other attack

    Strike from Above (1 AP). The character can make thisattack if it made a running jump or a jump down actionduring the action previous The character gets a +1 todamage when it makes this attack.

    Trample (1 AP; Unarmed Attack). The models with a sizecategory of Large or larger may trample smaller models.The character obtains a +1 die to his Attack pool for eachsize category it is larger than targets size.

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    13SHOOTINGVOLUME PROFILE

    Models represent combatants who are in constantMovement, not inert and immovable metal pieces.Besides, we expect that the most talented players willplaywithcustomizedmodels,whichwillhavecapesy-ing in the wind or spectacular bases on which modelswill stand, or even models half-submerged! This candistort in some way the some models game mechanicsconcerning what they can actually see or how exposedthey are behind a scenery item. Thus, we have designedtheconceptofmodelsVolumeProleinordertodispeldoubts on Lines of Sight.

    In 90% of the cases, it will be obvious if a modelcan see another model, even if it is behind Cover, andtheamountofProtectionoeredbytheCover.Intheremaining 10% of cases, you can dispel all doubts byusingtheVolumeProletemplates.Therearedierentprolesizes,correspondingtothethreedierentbasessizes and to the special cases such as dogs (if ever wecreatemodelswithdierentsizesorspecialcases,wellprovidetheircorrespondingVolumeProles).

    When doubts arise concerning Line of Sight, placetheVolumeProleinbasecontactwiththetargetmodel, perpendicular to the attacking model. If youcan trace a line from any point of the attacking modelsVolumeProleuptoanypointofthetargetsVolumeProle,itmeansaLineofSightexists.Insomecases,youneedtoplacetheprolesbothnexttotheattackerand next to the target to make sure that theres Lineof Sight.

    Moreover,youcanseethattheseproleshaveacross-shaped division. If a scenery item covers theproleinsomeway,themodelwillgainCover.

    Note. The strip on the top side of the template is notpartoftheVolumeProle.Itistheresoyoucanholditwithyourngerscomfortably.

    This Harlequin model is jumping over a bollard,which might lead to some confussion about theactual size of the model. In this case well use theVolumeProletemplatetogureouttherealLineofSight towards this model.

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    Thischapterexploresthepowerandeectofweaponsthat cause damage from a distance. Often theseweapons are propelled by gunpowder, but they can

    alsobethrown,ortheeectsofspellsempoweredbythestrange occurrence called the Rent in the Sky. No matterhow a character shoots a ranged attack, it uses thefollowing rules.I BASIC SHOT

    1AP. When a character wants to make a basic shotwith a ranged weapon, the character must spend 1 AP,announce the target, check for cover and line of sight, andthem gather its Shooting pool and make a Shooting roll.Thedicultynumberistypically7,unlessthetargetsDexterity is greater than 7, in which case that charactersDexterityvaluedeterminesthediculty.ForeachAcethe shooter gains, it has the chance to deal 1 damage tothetarget.ThisnumberofAcesisthenmodiedbytheweaponsdamagemodier,andthetargetsProtectionvalueis then subtracted from that total. Any remaining Aces areconverted to Life Point damage against the character. Acharacter can never deliberately shoot a friendly character.

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    I CRITICALS & FUMBLESWhen shooting, on a Critical, place a Stun counter on

    the victim, regardless of whether or not the shot dealsdamage.

    On a Fumble, roll a 1d10 and consult the followingtable.Iftheweaponisnotarearmormagic,treata1asabackre.

    6-10 Jam. The weapon is jammed or otherwise brokenandcantbered.Toxtheweapon,theshootingcharactermustpay2AP.Oncetheweaponisxed,itmust be loaded again (see the Reload (X) UniversalAbility).

    2-5 Backre. Theweaponbackresandthewieldersuersasmuchlifepointdamageastheweaponsdamagemodier.TheweaponswieldersProtectionisapplied, as well as the weapons Universal Abilities. Theweapon is also jammed (see above).

    1 Explosion. The weapon explodes. Place the roundtemplate centred on the attacker. All models touchedbythetemplatesuerasmuchLifePointdamageastheweaponsdamagemodier.Anyoftheweaponsabilities are applied to this attack. Characters withinthe explosion gain the use of the Protection valueagainst this attack. The weapon is useless for the restof the game.I LINE OF SIGHT

    When a model wants to shoot on a target, you mustbe able to trace a Line of Sight between the attackerand the target. Models have a visual angle of 360 (so itdoesntmatterwheretheyarefacing).Therstthingtobear in mind is whether the model can see the target;in order to know that, you must lean over the table untilyou are at eye level with the model. You need to traceat least one line from any point of the attackers VolumeProleuntilanypointofthetargetsVolumeProle.Ifthisline cant help but cross any scenery item, the target canobtain a certain Cover (see below), or can be completelyout of the Line of Sight if the target is Hidden (see page47). The only exception is when the shooting model is inBase contact with such Cover; this means the attackercan shoot over the obstacle or through the obstacle,withoutbeingaectedbyit.I RANGE

    In Carnevale, you can measure distances, includingrange, at any time. To calculate range, measure thedistance from the closest edge of the shooters base tothe closest edge of the targets base.

    Thefurtheratargetis,themostdicultitistoshoot.Shooting a target that is within the weapons rangedoesntsuersnopenalties.Whenshootingbeyondthe

    weaponsrange,thecharactersuersaonediepenaltytoits Shooting roll for every 5 increment beyond the range(i.e., if the target is beyond the range but less than 5beyond range, you reduce the Shooting pool by one die,if it is 5 but less than 10 beyond range you reduce theShooting pool by 2 dice, and so on). You can never shoota target that is beyond twice the weapons range away.Weapon rangers are found in Chapter 6.

    I DARkNESSDarknessaectsashootersabilitytohititstarget.

    Some Adventures or some characters special abilitiescreate zones of darkness. When a shooter is within a zoneof darkness, its weapons range is reduced to half.I DIFFERENT HEIGHTS

    A character may shoot over a target which is on highground, for example on the roof of a building; the merefactofbeingonhighgroundmayoeragoodCoverormake it impossible for the attacker to shoot. If the targetmodelisbeyondtheshootersVolumeProleheightandcanplaceitsVolumeProlehorizontallyincontactwithits base so that it doesnt stand out from the sceneryitem on which it stands, the shooter wont be able to tracea Line of Sight towards the target. In case the templatesticks out the item, the target gets the correspondingCover (see diagram).

    However, if it is the shooter whos in high ground andhes able to trace a Line of Sight on his target, he mayshoot normally.

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    Weapon Damage Abilities Range

    Grenade 1d10 Throwable (-2),Explosion, Flames

    6

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    I COVERAcharacterbenetsfromCoverwhenhespositionway

    that a pieces of scenery stands between it and the itsattacker. In terms of game: if the attackers Line of Sightcrosses some scenery item on the way to the target,thetargetbenetsfromCover.Inthecaseofexplosionsandsimilareects,Coverwillonlyhaveeectifitstandsbetween the center of the explosion (that is, the centerof the circular template) and the target. Scenery itemsoften have certain theses modify the shooters roll. Thesecharacteristicsaregroupedintotwocategories.Modiersfrom the two categories stack.

    Size: Medium. covers up to half

    themodelsVolumeProle. -1 Big. Covers more than half

    themodelsVolumeProle. -2

    Hardness: Light. (e.g. bushes) -1 Blunt. (e.g. boxes or barrels) -2 Heavy. (e.g. walls or rocks) -3

    I TARGET ENGAGED IN COMBATWhen a shooter designates a target in base contact

    with at least one enemy, he must deduct a die from hisshooting pool for every model (friend or foe) in basecontact with the target (applying all other correspondingmodiersnormally).Iftheattackrollissuccessful,theShot is resolved normally. If the roll fails, it means theattacker didnt have the nerve to shoot putting an allys lifein danger, or simply that the shot missed the target.

    I SHOOTER ENGAGED IN COMBATA character may make a ranged attack even when it is

    inbasecontactwithanenemy.Theshotismoredicult,meaning that the shooter must reduce its Shooting pool by1 for each enemy in base contact with it. While the shot ismoredicult,itcanoftenbedevastatingifmadeagainstatarget the shooter is currently in base contact with.

    If the shooter makes this attack against such a creature,it is considered to have Penetration (3) for such a shot.

    I AIMINGA character may try to aim to make a more accurate

    shot. Aiming costs 1 or 2 extra AP. For every additionalAP spent on the aimed shot, the character ignores onenegativemodiertotheshotoronepointofthetargetsProtection. It must chose which option it will ignore beforemaking the roll. It is not possible to aim while engaged inCombat or Shooting in movement.

    I SHOOTING IN MOVEMENTA character may momentarily interrupt its movement

    to shoot, even if it is Running, Running on a Wall, Running,making a Running Jump. It can even do so while Climbingif the weapon has the Short Weapon ability. Its weaponsmust be loaded and ready to shoot; Ambidextrouscharacters can shoot up to two Short Weapons, onewith each hand. The process works as follows: the playermust declare his character will shoot in movement andthe type of movement he wants to make. The playermust calculate the maximum distance the character mayMove, pay the cost in APs and then move the model. Atany stage during the Movement, the character can stoptemporarily, position the and shoot from there (payingthe corresponding APs). After resolving the shots, thecharacter may resume the characters move normally.

    In case the character is shooting while Jumping orJumping Down, you must determine the jumps trajectoryand the point from where the character shoots (to doso, you can use a tape measure or some string). Thetrajectory will be in a straight line from the location of themodel at the beginning of the Jump (a point in his base)until the location where he wants to land. Mark a pointalong this trajectory; from here, trace the Line of Sightuntil the target and shoot applying all correspondingmodiers.

    Shots in Movement reduce the Shooting pool by 1 or by2 if the character is Jumping or Jumping down.I THROWING THINGS AND SCATTER

    Characters may throw objects using a mechanicssimilar to Shooting. Objects that may be thrown willhave the Throwable (X) Universal ability; the number inbracketsisthemodiertotheattackersShootingvalue.The objects damage value and any special rules are alsospecied.

    Example:

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    A

    1

    3

    B

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    The Thrower places the object to throw on the intendedlanding spot; he may also mark a target point, such asthe model representing a character. Then, he makes thebasic roll using his Shooting value. If he obtains at leastone Ace, the object will land on the chosen landing spot.Otherwise, the object will disperse from the chosenlanding spot as per the Scatter rule.

    I SCATTERRoll a d10 near the chosen landing spot. The dies

    upward facing tip indicates the direction of the scatterfrom the chosen landing spot. The result of the die,reduced by a number equal to the throwing charactersShooting value, indicates the distance in inches thethrow scatters from the chosen landing spot. Wherevertheobjectscattersto,iswhereitseectareresolved.For more details on this rule, see the diagram and theexample.I AT THE READY

    1AP. For the cost of one AP, a character can kneel downand be At the Ready. This will be that characters lastaction during his activation. Place an At the Ready counternext to the model. Being on At the Ready allows thecharacter to interrupt any enemy characters activationwhen the enemys movement ends an action within Lineof Sight of the character on At the Ready, which will thenshoot. You dont need to invest APs on this Shot. All ofthecorrespondingmodiersareapplied,exceptthatacharacter on At the Ready cant Aim. The character on Atthe Ready must have a loaded weapon; after shooting,the character cant reload until more APs are invested in

    his next activation. Models bearing weapons with MultipleShot or more than a ranged weapon ready to shoot maymake more than one Shot, but never more than one Shotfor every action taken by the target enemy model.

    The model will leave the At the Ready state if: 1) it isforced to move more than 3 by any reason (due to theeectofaSpell,orbecauseitispushedfromthetopofabuilding, for example), 2) it exceeds a Pain Threshold or3) it is activated again (for example, to reload again).

    A model in base contact with one or more enemymodels cant become At the Ready.

    This temporary state can also be applied in Combat; seethe Combat chapter.I RELOADING WEAPONS

    Firearms must be reloaded between shots; this is aslowandcumbersomeprocess,andoftendiculttodointhemiddleofclosecombat.Iftheweaponisarearm,it is process that involves shoving the ammunition andgunpowder down the barrels, and weapon sometimeschecking the state of the spark that detonates thegunpowder. Weapons that require reloading have theReload (X) Universal ability.

    Reload (X). A weapon with this ability must be reloadedafter each shot. The number in the brackets is thenumber of AP it takes to reload the weapon. At thestart of an adventure, all weapons are consideredloaded

    The Magi-Rashaar throws a grenade at the White Dove, but fails.Using point A as the original landing point, he then uses the Scatter

    rules. He rolls a d10 and gets a 3. Following the vector indicated bythe tip of the dice, the grenade scatters 3 minus the Shooting valueof the Magi-Rashaar (2). The grenade scatters 1 from point A in theindicated direction, nally exploding on point B.

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    14WOUNDS

    56

    I DEATHThis section is short. As soon as you cross out the last

    Life Point of a character, he is considered to have Fallen inCombat and you must remove it from the game. If youreplaying with the Campaign rules, youll see what happenswith the character by following the Fallen in Combat rules.I HEALING / REGENERATION

    Models with the Healing or Regeneration abilities,or models bearing objects that confer such UniversalAbilities, can restore some of their Life Points. TheUniversal Abilities Healing and Regeneration are followedby a number in brackets; this number indicates the dicepool needed to make a basic roll. The Aces obtained willindicate the Life Points healed. If you obtain a Critical rollwhen healing, recover the model to his starting healthlevel; if you obtain a Fumble, not only the model wontheal, but it will lose one extra Life Point. A model maynever be healed above its starting Life Points value.I PROTECTION

    Most of the reckless characters that get involved inghtseverynightinthestreetsofVenicearenotSOreckless as to do it without protection. The metal amoursused all around Europe may be a deathtrap in Venice whenyou are a slip away from falling into a canal, so the mostcommon protections in town are lighter options such asleather or padded clothes; besides, of course, the thickhide of the Ugdu-Rashaar is as protective as any boiledleather armour.

    EverytimeamodelsuersphysicaldamagefromaShot, a close Combat attack or any kind of source, you candeductthemodelsProtectionlevelfromthenalamount

    of Aces obtained in the Attack roll, before determiningthedamageinicted.TheremainingamountofAcesin the attack roll after applying Protection will indicatetheamountofdamagelevelsinictedonthetarget.Bydefault, all characters have a Protection value of 2, whichcanbemodiedbythecharactersgearorUniversalAbilities.I STUNNED

    Combat is not only wears on the body; it can also wearon the senses. A powerful blow can make a charactertemporarily loses its senses. When this happens, thecharacter is Stunned. Place a Stun counter next to thatcharacters model.

    C

    ombat is a key element of Carnevale, as are itsconsequences are a key element in Carnevale.Throughthecourseofthegame,characterwillsuer

    wounds from attacks and other calamities. This chapterlooks at what happens when they do.

    I LIFE POINTS AND FALLEN IN COMBATClosecombat,shooting,andothereectsinthegame

    deal damage to a characters Life Points. Life Pointsmeasure a characters health and resistance to damage.Each character has a set number of Life Points. The morepointsacharacterhas,moredicultitistokill.Foreachpoint of damage a character takes, you cross out a LifePoints box. When you cross out the last Life Points box,the character Falls in Combat. Remove it from the game.If you are using the campaign rules, Falling in combat canhave a number of outcomes.

    I PAIN THRESHOLDSAs you cross out Life Points boxes, some boxes contain

    negative values (-1, -2, -3, etc.). Every time you cross outthe last Life Points box containing one of these negativevalues, the character has crossed a Pain Threshold. First,place a Stun counter next to the model. Second, thenegative number indicates the amount of dice deductedfrom all of the characters Dice Pools from that pointforward during the Adventure.

    For example, if a character has a Combat ability of 5, itwill usually have a Combat pool of 5d10, not counting anyothermodiersbasedontheactionitisperformingorany equipment it has. When that character crosses therstPainThreshold(theLifePointboxwiththe-1),whenyou gather the dice for its Combat pool, you will grab4d10 instead of 5d10 to make the Combat roll. When thecharacter reaches the -2 Pain Threshold, its Combat poolwill be 3d10, and so on.

    ThePainThresholdmodierstackswithanyothermodiersthatmayaectthewoundedcharactersrolls.If,by means of healing, a character recovers his health andsteps back into a less harmful Pain Threshold, he wontget any Stun counter for this.

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    A model is Stunned when: 1) it crosses one PainThreshold,2)itsuersdamagefromafallininchesequalor higher to its Dexterity value, or 3) it is the target of anattack,Spellorgameeectthatindicatesspecicallythatthe victim is Stunned.

    While a character is stunned, it reduces all Dice rolls itmakes by 1. A character is stunned until it spends 1 APto clear its head.

    If a Stunned character is in the situation of receiving asecondStuncounter,hewillsuer1automaticdamagelevel (ignoring Protection) instead.

    A model may only get one Stun counter per Turn.

    I FALLINGWhenacharacterispushedohighgroundorhefalls

    down for some other reason, you must check thefollowing table. This table describes the height categoriesand the damage received when falling from such height.The falling character can make a basic Dexterity roll tolower one level the category of the fall.

    Fall

    Category Distance Damage

    0 >1 0

    1 1-4 1

    2 4-6 2,Penetration (1)

    3 6-8 4,Penetration (2)

    4 9-10 8,Penetration (5)

    5 10+ Fallen in Combat

    * Check the rules for Penetration (X) in page 61.

    I DROWNINGAt the End of Round, you must check if there arecharacters drowning (immobilized for some reason or

    victims of the combat manoeuvre Drowning). Drowningcharacters must pass a basic Dexterity roll in order toHold Breath. If they fail, they get a Stun counter.

    I MORALEKeeping a cool head in the most extreme situations

    maybequitedicult.CharactersinCarnevalemustoftenresort to courage; the success of the mission will usuallydepend on their ability to keep calm. Otherwise, theymightaswelleeinpanic.

    There are two types of Morale rolls: single rolls andgroup rolls. The single roll works just as a basic Mind roll(applyingallnecessarymodiers)andtheresultonlyaectsthemodelwhichmadetheroll.Thegrouprollworks just as the single roll, with the exception that theresultoftherollaectsallofthesquadsmodels;themodel in the squad with the highest current Mind valuewill be responsible for making the roll.

    TherearetwoUniversalAbilitiesthatmayaectMoralerolls:FearandCommand.Youllndmoredetailsontheirmechanics in the Universal Abilities chapter.

    After making a successful Morale roll (either singleor group), the model(s) involved in the roll may keep onacting normally.

    After a failed group Morale roll, all of the squads modelsmust make single Morale rolls using each models Mindvalue(withallcorrespondingmodiers)andresolvingtheresultingeects.

    If a model fails a single Morale roll, place a Stun counternext to the model. If you obtain a Fumble on a Morale roll,the model obtains a Stun counter and must use all ofits AP in his next activation to remove the Stun counterand move as fast as possible through the shortest routetowards the closest edge of the table. Bear in mind thatifthecharacterthatmusteeisEngagedinCombat,hemust try to Unengage, applying all of the correspondingrules (see page 50). If the character hasnt still left thetable, he can make a single Morale roll in the next Endof Round: if he succeeds, he will recover control over hisactions; if he fails, he may roll again in his next activationto see if he keeps running or recovers control over hisactions. If the character reaches the tables edge, treat itas Fallen in Combat.

    Everytimeyoundyourselfinoneofthefollowingcircumstances, characters must make a Morale roll. Whensome of the following circumstances happen at the sametime (for example, an ally falls within 5 and the modelbecomes the only survivor of the squad), you only need tomake one Morale roll.

    Single Rolls When an ally Falls in Combat within 5 from the model.

    When the model is the last survivor of the squad.

    Group Rolls When the squad Leader falls in Combat.

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    15UNIVERSAL ABILITIESTHE X

    When you see an X in brackets after a UniversalAbility, this means that applications of the universalability granted by its source will always have a valueassociated with the ability. Have a quick lookt at theFactions chapter to see how the X is applied.

    For example, the Extra Protection (X) ability could bean Extra Protection (1), Extra Protection (2) or an evenhigher value based on the equipment or the characterit comes from.

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    Bodyguard. When a character with this ability is in basecontact with a foe that successfully attacks one of thebodyguards allies, the bodyguard can choose to taketheeectsoftheattackitself,deectingtheattackaway from its fellow squad member. The bodyguardapplies its Protection against the damage normallyinstead of the Protection of the original target.

    Cautious. A character with this ability knows how tomakethemostfromcover.Whenitbenetsfromcover,it is always considered to be one higher cover level thanit actually is.

    Companion (character, X). A character with this abilitygains a bonus equal to the number in the brackets to itsCombat pool when engaged in the same Combat as thecharacter indicated in the brackets.

    Defensive Combat (X). When a character with this abilityis about to be the target of a close combat attack (butbefore the attacker makes the Combat roll),it can spenda number of Karma Points up to the number equal to thenumber in brackets to raise its Dexterity value. It raisesits Dexterity value by a number equal to the KarmaPoints spent to use this ability for the rest of this turn.

    Elusive. A character with this ability can disengage frombase combat by making an opposed Dexterity roll withthe model/s he is in base contact with. If the characterwith this ability wins the opposed roll his opponentcannot make an attack of opportunity or try to block thedisengaging characters move.

    Engage. When an opponent in base contact with acharacter with this ability wishes to disengage fromclosecombat,hemustrstwinanopposedDexterityroll. If the opponent loses the opposed roll, the charactercannot disengage during this action; otherwise, thenormal disengage from combat rules apply. A character

    U

    niversal Abilities are a series of rules that servesas exceptions to the basic rules of the game.Therefore, if there is a conflict between a Universal

    Ability and the general rules of the game, the UniversalAbility prevails. These rules may apply to characters,weapons, objects, powers, or events. The effects totwo or more different Universal Abilities are cumulative.For example, the flamethrower is a weapon with boththe Fear and the Flame Universal Ability. However, ifa character obtains the same Universal Ability twicefrom different sources, it can only benefit from oneapplication of the Universal Ability at a time, and alwaysthe best of all versions of that Universal Ability it has.For instance, a character has Extra Protection (1) andgets an equipment item that grants it Extra Protection(3), the character will have Extra Protection (3).I UNIVERSAL ABILITIES 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 Combatchapter.

    Berserk. When a character with this ability crosses itslast Pain Threshold, it gains a +3 bonus to its Combatvalue,andignoresanyandallnegativemodiersfromLifePointloss(includingPainThreshold).Thiseectlasts until the character Falls in combat or is healed to apoint where it is no longer within its last Pain Threshold.

    Blast (X). Someweaponsletloseblastsofdierentmaterials(suchasre,gas,acid,etc.).Sincetheyarevery imprecise shots, the attackers shooting skill is notapplied. These weapons use the cone template; when acharacter shoots a weapon with this ability, place thenarrow end of the template in Base contact with theshooter. Then, the controlling player faces the templatein the shooting direction and he rolls 1d10, applyingthe weapons Blast value (the number in the brackets).This roll is made with the Destiny Die; you must treatCritical rolls and Fumbles (before applying the Blastmodier)asdescribedintheShootingchapter.Thenalnumber obtained is the amount of inches the templatemoves in that direction. In case of obtaining a negativenumber result, the template stays in Base contact withthe shooter, not moving at all. All the models other thanthe shooter whose bases are touched (even partly) bythetemplateatsomepointofitsmovementsuertheeectsoftheblast.

    Brave. A character with this ability can always use itsunmodiedMindvalueonbothsingleandgroupmoralerolls.

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    COMMAND (X)We highlight this Universal Ability because we

    consider it especially important, given that at least onemodel in every squad will possess this ability. On thecharacter sheet of a character with this Universal Abilitythere is a box divided by a slash; on the left-hand sideyou must write down the characters absolu