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Preview Challenge: Ugnaught Transmission Options
TheHutts
Posted: Saturday, November 30, 2013 4:19:38 PM
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Location: The Hutt, New Zealand
Last night we held New Zealand's tournament - the Hutt Regional Qualifying Tournament (I won't go into details of how it works, as it's long and complicated....). The v-set team generously offered us two previews to show everyone last night, and said we should spoil them to the wider community any way we wanted. Unfortunately, some Ugnaughts have got hold of them, and have made an Ugnaught transmission. To make matters worse, they've mixed in two stat blocks from previously released figures.

Can you sort out which stats, abilities, and force powers belong to which piece, and name the two previously released pieces? When you've done this, the Ugnaughts will let you know the names and point costs of the new pieces.

Attack: +12
Attack: +14
Attack: +8
Attack: +9
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Damage: 20
Damage: 20
Damage: 20
Damage: 20
Defense: 17
Defense: 18
Defense: 20
Defense: 21
Disruptive (Suppresses enemy commander effects within 6 squares)
Distraction (Suppresses adjacent enemy commander effects)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Elite Beam Weapon (Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Force 4
Force 5
Force Grip 1 (Force 1, replaces attacks: sight; 10 damage)
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Force Lightning 1 (Force 1, replaces attacks: range 6; 20 damage)
Force Withdrawal (Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Grenades 40 (Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11)
Hit Points: 120
Hit Points: 140
Hit Points: 50
Hit Points: 60
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Melee Attack (Can attack only adjacent enemies)
Melee Attack (Can attack only adjacent enemies)
Melee Attack (Can attack only adjacent enemies)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Rapport (Characters named Geonosian Soldier cost 2 less when in the same squad as this character)
Sonic Attack (An enemy attacked by this character cannot use Force powers for the rest of that turn)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Synergy +4 (Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Unique
Unique
SignerJ
Posted: Saturday, November 30, 2013 4:48:50 PM
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Depending on whether the two new pieces are both Geonosians or not, these SAs probably go together (I'm thinking those powerful Geonosians from Republic Commando):

Elite Beam Weapon (Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Characters named Geonosian Soldier cost 2 less when in the same squad as this character)
Synergy +4 (Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character)


That leaves:
See below


EDIT:
Kyle Katarn, Jedi Battlemaster is one of the characters that has been mixed in. His SAs, FPs, and stats are:

Hit Points: 140
Defense: 20
Attack: +14
Damage: 20

Unique
Disruptive (Suppresses enemy commander effects within 6 squares)
Grenades 40 (Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)

Force 4
Force Grip 1 (Force 1, replaces attacks: sight; 10 damage)
Force Lightning 1 (Force 1, replaces attacks: range 6; 20 damage)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)


That leaves:
Quote:
Attack: +12
Attack: +8
Attack: +9
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Damage: 20
Damage: 20
Damage: 20
Defense: 17
Defense: 18
Defense: 21

Distraction (Suppresses adjacent enemy commander effects)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Force 5
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Force Withdrawal (Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Hit Points: 120
Hit Points: 50
Hit Points: 60
Jedi Hunter
(+4 Attack and +10 Damage against enemies with Force ratings)
Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Melee Attack (Can attack only adjacent enemies)
Melee Attack (Can attack only adjacent enemies)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Sonic Attack (An enemy attacked by this character cannot use Force powers for the rest of that turn)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Unique

(Note: The SAs I bolded at the top are also removed.)


EDIT2: For clarity.
obsidian7788
Posted: Saturday, November 30, 2013 4:57:28 PM
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Kyle katarn battlemaster has to be one of the mixed in stat blocks
obsidian7788
Posted: Saturday, November 30, 2013 5:00:14 PM
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Posts: 286
I would also venture to say the other stat block mixed in is a kenobi
SignerJ
Posted: Saturday, November 30, 2013 5:08:07 PM
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Joined: 1/2/2012
Posts: 746
EDIT: This post was accidentally deleted! Whoops! I need to pay better attention to the buttons I press...

Here's a rough run-down of what I had:

The other missing mini is probably the Mandalorian Jedi Hunter, which has stats of:

Hit Points: 60
Defense: 17
Attack: +8
Damage: 20

Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Melee Attack (Can attack only adjacent enemies)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Unique

I think this is the other extra character because (1. The other character can't be a Force user, since no Force user has both Force Withdrawal and Force Heal 30, and (2. This is the only character with Parry and eligible stats/SAs.

After removing the MJH's parts from the block, this is what remains:

Quote:
Attack: +12
Attack: +9
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Damage: 20
Damage: 20
Defense: 18
Defense: 21

Distraction (Suppresses adjacent enemy commander effects)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Force 5
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Force Withdrawal (Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Hit Points: 120
Hit Points: 50

Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Melee Attack (Can attack only adjacent enemies)
Sonic Attack (An enemy attacked by this character cannot use Force powers for the rest of that turn)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Unique
Elite Beam Weapon (Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Characters named Geonosian Soldier cost 2 less when in the same squad as this character)
Synergy +4 (Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character)



From this, I grouped some of the remaining stuff like so:

Quote:
Hit Points: 50


Damage: 20

Elite Beam Weapon (Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Characters named Geonosian Soldier cost 2 less when in the same squad as this character)
Sonic Attack (An enemy attacked by this character cannot use Force powers for the rest of that turn)
Synergy +4 (Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character)


Quote:
Hit Points: 120


Damage: 20

Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Force 5
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Force Withdrawal (Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)


With this stuff extra:
Quote:
Attack: +9
Attack: +12
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Distraction (Suppresses adjacent enemy commander effects)
Defense: 18
Defense: 21
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
TheHutts
Posted: Saturday, November 30, 2013 5:15:08 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Wow, SignerJ, you're well on the right track there. I'm out for a couple of hours now, but keep up the good work!
obsidian7788
Posted: Saturday, November 30, 2013 6:07:12 PM
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Posts: 286
Alright well the force user i would say has +12 atk and the 21 defense and avoid defeat
SignerJ
Posted: Saturday, November 30, 2013 6:24:55 PM
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Posts: 746
Ok, I'm going to take a guess at the two stat blocks:

Elite Geonosian Warrior or Elite Geonosian Soldier
Hit Points: 50
Defense: 18
Attack: +9
Damage: 20

Distraction (Suppresses adjacent enemy commander effects)
Elite Beam Weapon (Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Characters named Geonosian Soldier cost 2 less when in the same squad as this character)
Sonic Attack (An enemy attacked by this character cannot use Force powers for the rest of that turn)
Synergy +4 (Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character)


?????
Hit Points: 120
Defense: 21
Attack: +12
Damage: 20

Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force 5
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Force Withdrawal (Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
TheHutts
Posted: Saturday, November 30, 2013 8:04:40 PM
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
SignerJ wrote:
Ok, I'm going to take a guess at the two stat blocks:

Elite Geonosian Warrior or Elite Geonosian Soldier
Hit Points: 50
Defense: 18
Attack: +9
Damage: 20

Distraction (Suppresses adjacent enemy commander effects)
Elite Beam Weapon (Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Characters named Geonosian Soldier cost 2 less when in the same squad as this character)
Sonic Attack (An enemy attacked by this character cannot use Force powers for the rest of that turn)
Synergy +4 (Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character)


That's pretty much perfect, except he doesn't have Distraction - the other guy has that.

Quote:
21. Geonosian Elite Soldier -- Separatist -- RM: Wookiee Scout (RotS 23)
Cost 16

Hit Points 50
Defense 18
Attack +9
Damage 20

Special Abilities

Elite Beam Weapon [Replaces turn: Make 1 attack at +13 Attack and 40 Damage; you cannot use Twin Attack, allies cannot combine fire this turn, and this attack cannot be prevented or redirected]

Flight [Ignores difficult terrain, enemy characters, low objects, and pits when moving]

Rapport [Characters named Geonosian Soldier cost 2 less when in the same squad as this character]

Sonic Attack [An enemy attacked by this character cannot use Force powers for the rest of that turn]

Synergy +4 [Allies named Geonosian Soldier get +4 Attack while within 6 squares of this character]


Any guesses on who the other guy - who does have Distraction - could be? As some clues:
- he's Republic
- he's never been represented in this game before.
Deathwielded
Posted: Sunday, December 1, 2013 7:50:21 AM
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What about:
Master Tholme or Tholme, Jedi Master?
Hit Points: 120
Defense: 21
Attack: +12
Damage: 20

Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Distraction (Suppresses adjacent enemy commander effects)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force 5
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Force Withdrawal (Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
TimmerB123
Posted: Sunday, December 1, 2013 8:58:50 AM
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#1 - Wow, what a fun and creative way to spoil your previews! Nice work Graham.

#2 - You guys are awesome at solving it so quickly!

(Yes, the second one is #17 Master Tholme)
Deathwielded
Posted: Sunday, December 1, 2013 9:20:48 AM
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Joined: 3/19/2013
Posts: 1,249
TimmerB123 wrote:
#1 - Wow, what a fun and creative way to spoil your previews! Nice work Graham.

#2 - You guys are awesome at solving it so quickly!

(Yes, the second one is #17 Master Tholme)


Thanks! I have to say SignerJ did basically all the work, I just got the name of the character right.
I do think this transmission was an incredibly ingenious way to spoil characters, I wouldn't mind more of these!
BTW whats his recommended mini? Qui-gon Jinn, Jedi Trainer?
TimmerB123
Posted: Sunday, December 1, 2013 9:27:50 AM
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Joined: 7/9/2008
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Location: Chicago
Kenobi from CS
Deathwielded
Posted: Sunday, December 1, 2013 9:38:43 AM
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Groups: Member

Joined: 3/19/2013
Posts: 1,249
TimmerB123 wrote:
Kenobi from CS

Great thanks! Oh and his cost? Pretty please!
TheHutts
Posted: Sunday, December 1, 2013 9:45:32 AM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Congratulations everyone, here's the full stat block. I don't think the cost has been listed yet? I think if I made another Ugnaught Transmission, I'd mix another stat block or two in - I was trying to find ones that weren't immediately obvious, but SignerJ nailed the two pre-existing pieces very quickly.

Quote:
17. Master Tholme -- Republic -- RM: General Kenobi (CS)
Cost 36

Hit Points 120
Defense 21
Attack +12
Damage 20

Special Abilities
Unique. Melee Attack; Double Attack; Stealth

Avoid Defeat [Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated]

Distraction [Suppresses adjacent enemy commander effects]

Force Powers
Force 5

Force Heal 30 [Force 2, replaces attacks: touch; remove 30 damage from a living character]

Force Withdrawal [Force 1, usable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity]

Jedi Mind Trick 2 [Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11]

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]
TimmerB123
Posted: Sunday, December 1, 2013 11:11:14 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
You picked "big" stat blocks - but in some ways that helps to narrow it down quicker. Perhaps if you picked simpler stat blocks with very common abilities, it would be harder.

I was surprised it was solved so quickly. It really is a great idea.
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