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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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AndyHatton wrote:Colonel Dyer Imperial
22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique Clumsy [Characters -4 to saves] Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of Scout Trooper characters to your squad immediately before your first activation of the round]
Commander Effect Once per turn, if 2 or more allies combine fire on the same attack and the attack hits, the target is considered activated this round; save 11.
“Freeze!” 20/45
What 's the 22 again?
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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Colonel Dyer Imperial
Cost 22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique Clumsy [-4 to save rolls on this character's turn ] Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of Scout Trooper characters to your squad immediately before your first activation of the round]
Commander Effect Once per turn, if 2 or more allies combine fire on the same attack and the attack hits, the target is considered activated this round; save 11.
“Freeze!” 20/45
(if this one is wrong its because I copied the letters like 5 times changing guesses before posting so I have no idea if this has the right amount of letters...)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/12/2011 Posts: 234
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Colonel Dyer Imperial
Cost 22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique Clumsy [-4 to this character's save rolls] Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of Scout Trooper characters to your squad immediately before your first activation of the round]
Commander Effect Once per turn, if 2 or more allies combine fire on the same attack and the attack hits, the target is considered activated this round; save 11.
“Freeze!” 20/45
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Voren_Chalco wrote:Colonel Dyer Imperial
Cost 22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique Clumsy [-4 to this character's save rolls] Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of Scout Trooper characters to your squad immediately before your first activation of the round]
Commander Effect Once per turn, if 2 or more allies combine fire on the same attack and the attack hits, the target is considered activated this round; save 11.
“Freeze!” 20/45 That gets it! Andy, I always hated getting the letters mixed up and losing track. Good job chasing down those SAs.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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I hit post too quickly. That was a good team effort from start to finish. Not sure if there is time for another before the PDF goes live. Maybe...
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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WE DID IT!
I think this trumps my most contributions on a scramble from "figured out set number" to actually figured something out! This one took about 2 weeks...I don't know if there is time in between but if another one is ready we can always try.
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Rank: Droid Starfighter in Walking Mode Groups: Member
Joined: 1/5/2012 Posts: 48
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Nice one - always great to see these evolve as people figure different parts! I'm game for another one
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