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Rank: Advanced Bloo Milk Member Groups: Member
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Okay, just to clean things up a bit:
Imperial
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
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.
“!” 20/45
And what's left: - , [ [ ] ] ’ 00223347 aaaaaaaaaaaaa b CCCccccccccc Dddddd eeeeeeeeeeeeeeeeeeee Fffffff hhhh Iiiiiiiiiiii lllllllll mmm nnnnnn ooooooooooooooooooooooooo pppp q Rrrrrrrrrrrrrrrrrrrr SSssssssssssss TTtttttttttttttttttt uuuuuuuuuu vvvv x yyyyyyyy z
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/12/2011 Posts: 234
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Okay, as far as I can tell, the only existing abilities that can fit are:
Resilient [Immune to critical hits] Ruthless [Critical hits from this character cannot be prevented or redirected] Scout Trooper [Counts as a character named Scout Trooper] Trooper [Counts as a character named Sandtrooper/Stormtrooper]
Also, at 20/45, this is the first Imperial in the set, so probably C or D for the name.
In the interest of moving things forward,
Imperial
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Resilient [Immune to critical hits] Scout Trooper [Counts as a character named Scout Trooper]
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.
“!” 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:Okay, as far as I can tell, the only existing abilities that can fit are:
Resilient [Immune to critical hits] Ruthless [Critical hits from this character cannot be prevented or redirected] Scout Trooper [Counts as a character named Scout Trooper] Trooper [Counts as a character named Sandtrooper/Stormtrooper]
Also, at 20/45, this is the first Imperial in the set, so probably C or D for the name.
In the interest of moving things forward,
Imperial
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Resilient [Immune to critical hits] Scout Trooper [Counts as a character named Scout Trooper]
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.
“!” 20/45
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Rank: Moderator Groups: Member
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Colonel Dyer Imperial
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Resilient [Immune to critical hits] Scout Trooper Commander [Scout Trooper ]
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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nice job Andy I also added a word I should have confirmed earlier AndyHatton wrote:Colonel Dyer Imperial
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Resilient [Immune to critical hits] Scout Trooper Commander [Scout Trooper ]
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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Thanks! Knew I'd figure out that "z" and here is my thoughts on that 7 Colonel Dyer Imperial HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10 Special Abilities Unique Scout Trooper Reserves [If you roll exactly 7 for initiative, you can add up to 20 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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Interesting. I feel like you excluded something though.
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Rank: Moderator Groups: Member
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OH let me fix that!
Colonel Dyer Imperial
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Scout Trooper Reserves 20 [If you roll exactly 7 for initiative, you can add up to 20 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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That meets proper wording specs, but I still feel like you are excluding something.
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Colonel Dyer Imperial
33
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Scout Trooper Reserves 20 [If you roll exactly 7 for initiative, you can add up to 20 points of non-unique 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
I might be running out of ideas if this isn't what you mean...
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Rank: Droid Starfighter in Walking Mode Groups: Member
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Maybe "Imperial Scout Trooper characters"?
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Rank: Moderator Groups: Member
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I'm really trying not to give it away. Maybe check your math?
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My math? did I even do math? I'm gonna feel real dumb when I figure out what is wrong.
Cost 33?
Or maybe Scout Trooper Reserves 30 not 20
(am I closer?)
And if it is 30/30 then cost 22 (and if I'm on the right track I'll post a full guess)
OR I'll just do it:
Colonel Dyer Imperial
22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of non-unique 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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AndyHatton wrote:My math? did I even do math? I'm gonna feel real dumb when I figure out what is wrong.
Cost 33?
Or maybe Scout Trooper Reserves 30 not 20
(am I closer?)
And if it is 30/30 then cost 22 (and if I'm on the right track I'll post a full guess)
OR I'll just do it:
Colonel Dyer Imperial
22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique
Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of non-unique 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
I might be running out of ideas if this isn't what you mean... You were 'excluding' the Scout on Speeder by making it 20pts of reserves. It applies to any character with 'Scout Trooper' in it's name. Sorry, I can be rather opaque when giving hints. Both q's are already used, by the way. Good luck with the last SA and anything else that may be lingering around.
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haha no the math one helped once I started thinking about the numbers (I wasn't even thinking about the Speeder, I was thinking you could fit 2 Scouts and an Officer for 30...)
The things we have left to use that might help are a "-" a "4" (so -4) and 2 Cs....huh. I'll have to try and figure out exactly what letters we have left but that might not be until later (for me, if others can do it now by all means.)
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I think this is whats left... - [ ] 4 aaa CCcc d ee hh iii lll m oooo rrrr ssssss ttttt uu v y
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Rank: Moderator Groups: Member
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Try this instead 4'-[] aaa CCcc ee hh i lll m ooo rrr ssssss tttt u v y
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Hm. -4, but no capital D or capital A. So no -4 Attack or -4 Defense.
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haha whoops Clumsy [Characters -4 to saves]
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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
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