Count Krabbenstein
Number
|
Type
|
Pluck
|
FV
|
SV
|
Speed
|
Cost
|
Equipment
|
Talent
|
Armor
|
1
|
Count Krabbenstein
|
2
|
4
|
0
|
2
|
82
|
Sword
|
Mesmerism, Fly, Immortal, Terrifying
|
10
|
3
|
Thrall Vampires
|
4
|
2
|
0
|
0
|
102
|
Sword
|
Fly, Terrifying
|
8
|
4
|
Evil Cossack
|
5
|
1
|
1
|
0
|
48
|
Musket, Knife
|
7
|
|
3
|
Evil Cossack
|
5
|
1
|
1
|
0
|
33
|
Sword, Pistol
|
7
|
|
1
|
Evil Cossack
|
5
|
1
|
1
|
0
|
10
|
Halbard
|
7
|
|
275
|
Zef Secret Service
Number
|
Type
|
Pluck
|
FV
|
SV
|
Speed
|
Cost
|
Equipment
|
Talent
|
Armor
|
1
|
Baron Von und Zu Stellvagen
|
2
|
4
|
0
|
2
|
83
|
Sword
|
Duelist, Fearless, Inspirational, Leadership +2, Tough
|
12
|
1
|
Leutnant Braun
|
4
|
3
|
0
|
2
|
29
|
Sword
|
Duelist, Leadership +1, tough
|
10
|
4
|
Grenadiers
|
5
|
1
|
3
|
0
|
100
|
Military Rifle
|
Bayonet Drill, Marksmen
|
9
|
4
|
Polizei
|
5
|
2
|
2
|
0
|
60
|
Sword, Pistol
|
9
|
|
272
|
|||||||||
Gypsies
Number
|
Type
|
Pluck
|
FV
|
SV
|
Speed
|
Cost
|
Equipment
|
Talent
|
Armor
|
1
|
Big Yanni
|
2
|
3
|
3
|
0
|
50
|
Blunderbus, Pistol, Fighting Knife
|
Leadership +2, Tough
|
10
|
1
|
Old Magda
|
6
|
1
|
0
|
0
|
47
|
Knife
|
Zone of Shadows, Cloud Men's Minds, Water bullets
|
7
|
2
|
Mala and Esmerelda
|
5
|
1
|
0
|
2
|
28
|
knife
|
Fascinating Dance - same as Erudite wit
|
8
|
5
|
Male Gypsies
|
5
|
2
|
2
|
0
|
75
|
Sword, Pistol
|
9
|
|
8
|
Werewolf form
|
4
|
2
|
312
|
Fangs
|
Terrifying, tough, intuitive
|
10
|
||
512
|
|||||||||
The Biggest question is the Werewolves/Gypsies since their points come out way high. I am thinking it takes a turn to change human to werewolf and two turns undisturbed going back to human. Werewolves cannot carry equipment in Lycan form and have to return to where they changed to recover their equipment. They can change into Lycan form when in melee. The lycan form keeps all of the base stats that are not listed, so a pluck 5 gypsy has pluck 5 as a Lycan.
Villagers
Number
|
Type
|
Pluck
|
FV
|
SV
|
Speed
|
Cost
|
Equipment
|
Talent
|
Armor
|
1
|
Father Dubnik
|
2
|
3
|
0
|
0
|
55
|
Club
|
Leadership +2,
Inspirational, True Grit
|
10
|
1
|
Burgermeister Meisterberger
|
6
|
1
|
2
|
0
|
18
|
Blunderbus, Pistol, Fighting Knife
|
Leadership+1
|
7
|
4
|
Muskets
|
5
|
1
|
3
|
0
|
92
|
Musket
|
Hunter, Marksmen
|
7
|
8
|
Melee
|
5
|
1
|
0
|
0
|
96
|
See Figure
|
Fanatic
|
7
|
2
|
Pistol
|
5
|
1
|
0
|
0
|
14
|
Pistol, Knife
|
7
|
|
275
|
Criminal Dream Team
Number
|
Type
|
Pluck
|
FV
|
SV
|
Speed
|
Cost
|
Equipment
|
Talent
|
Armor
|
1
|
Professor Moriarty
|
2
|
2
|
3
|
0
|
66
|
Pistol, Knife
|
Intuitive, Impervious, Leadership +3, Stealthy
|
12
|
1
|
Sidney Greene
|
5
|
2
|
1
|
0
|
34
|
Pistol, Fighting Knife,
Magneto_Static Umbrella
|
Mesmerism
|
10
|
4
|
Strumpets
|
6
|
1
|
0
|
0
|
52
|
Knife
|
Cloud men's minds
|
7
|
1
|
Paddy O'Doul
|
5
|
4
|
0
|
0
|
14
|
Martial Artist
|
7
|
|
1
|
The Ripper
|
4
|
3
|
0
|
2
|
30
|
Fighting Knife
|
Cloud Men's minds, Impervious
|
10
|
1
|
Fagin
|
4
|
3
|
0
|
0
|
17
|
Knife
|
Pick pocket - Pluck roll to disarm
|
8
|
1
|
Roderick Spode
|
4
|
1
|
3
|
0
|
20
|
Shotgun
|
fanatic
|
8
|
1
|
Slimy Bob
|
6
|
1
|
0
|
0
|
10
|
Knife
|
Stealthy
|
7
|
1
|
Greasy Dick
|
5
|
1
|
3
|
0
|
26
|
Rifle
|
Hunter, Marksman
|
7
|
269
|
Horse Guards Special Force
Number
|
Type
|
Pluck
|
FV
|
SV
|
Speed
|
Cost
|
Equipment
|
Talent
|
Armor
|
1
|
Colonel Fred Burnaby
|
2
|
4
|
3
|
0
|
75
|
Hunting Rifle, Pistol, Sword
|
Inspirational, Leadership +3
|
10
|
1
|
Lt Spot
|
4
|
1
|
3
|
0
|
22
|
Pistol, Fighting Knife
|
Stealthy
|
8
|
1
|
Major Montgomery
|
5
|
2
|
2
|
0
|
17
|
Military Rifle
|
9
|
|
1
|
Jenny McNamara
|
5
|
4
|
2
|
2
|
24
|
Pistol, Sword
|
9
|
|
1
|
Beatrice
|
5
|
0
|
3
|
0
|
27
|
Hunting Rifle
|
Hunter
|
7
|
1
|
Sweet Maggy
|
5
|
1
|
2
|
0
|
18
|
Arc Pistol
|
Pick pocket - Pluck roll to disarm
|
8
|
1
|
Sgt Jock McClure
|
4
|
3
|
1
|
0
|
44
|
Pistol, Arc Generator, Prosthesis
|
8
|
|
1
|
Ensign Daniels
|
5
|
1
|
2
|
0
|
19
|
Arc Pistol, Targeting Array
|
7
|
|
2
|
Seamen
|
5
|
1
|
2
|
0
|
28
|
Rifle
|
7
|
|
274
|