GMSO - Silent Surprise (Turn 25)

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Nerre
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GMSO - Silent Surprise (Turn 25)

Post by Nerre » Fri Apr 10, 2015 5:56 am

OPERATION: SPACE ODYSSEY

Mission 2: Silent Surprise
After the minesweeper crew successfully cleared the huge minefield during Mission Asteroid Slalom, your fleet now has arrived. While they fight big battles, your squad has already a new asignment. A shield generator has been located on a porous asteroid, which protects the enemy's spacestation. While your fleet can wipe out the enemy fleet, it cannot attack the station while it is protected by the powerfull shield.
Since the generator asteroid also is surrounded by a strong shield, only small objects can be teleported in, and only one at a time. Such as a person in a space suit. Your task is to clear the path for a special ops squad that will try to raid the generator base. To make sure most of them arrive, your task is to clear their path. From time to time, you will get special ops members to help you fight hostile forces. They share the teleportation windows with your team. Try not to explode mines, as it might attract hostile forces and block teleportation windows for other players and the special ops. You start in turn 0 after all of you have been teleported in.
Turn 0
Image

Information:
- each tile with a number also has an equal amount of red dots in the upper left corner, just in case you cannot read the number cause of the player avatars.
- your blasters have a range of 3 and deal 1 damage (diagonally = 1.5 tiles). You automatically defend yourself, but do not automatically aid somebody. You can shoot while moving.
- you have 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn.
- if you can at least fly 1.5 tiles per turn, you can move diagonally (diagonally = 1.5 tiles). If one of the adjacent tiles, which you would have to pass with none-diagonal movement, is an active mine not marked with a beacon, you have a 50% chance to trigger it.
- if you can at least fly 2 tiles per turn, you can pass several tiles per turn or move at 50% speed and still do an attack, repair or place-beacon action.
- better spacesuits might have better values.
- You can only deployed on column A and B until somebody reaches a column further to the right, no matter if PC or special ops NPC. Once somebody reached a column, it is then unlocked for deployment for the rest of the game.

Actions:
Comes-to-late is ready for deployment, chose a tile in column A or B.
Fails-to-see is ready for deployment, chose a tile in column A or B.
Ka's Splaat is ready for deployment, chose a tile in column A or B.
Makes-it-go-boom is ready for deployment, chose a tile in column A or B.
Pats-Asteroids is ready for deployment, chose a tile in column A or B.

.[tabs: Comes]
Image
Name: Comes-too-late
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Fails]
Image
Name: Fails-to-see
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a Splaat]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 6/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
Specializations:
- "Minefield marshaller" (you can place 2 beacons in on round, or move and still place 1 beacon)
► Show Spoiler
[tabs: Makes]
Image
Name: Makes-it-go-boom
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Pats]
Image
Name: Pats asteroids
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[/tabs]
unlimited spots left, Please chose a unique name, a unique color and your starting field. There will always be up to 5 player chars on the map.
Last edited by Nerre on Thu Aug 27, 2015 5:24 am, edited 26 times in total.
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Re: GMSO - Silent Surprise (Turn 0)

Post by SeeAMoose » Fri Apr 10, 2015 6:14 am

Makes will spawn in B6.
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Re: GMSO - Silent Surprise (Turn 0)

Post by Patdragon » Fri Apr 10, 2015 6:18 am

Pats asteroids zooms in beside his fellow worker at B7
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Re: GMSO - Silent Surprise (Turn 0)

Post by Krulle » Fri Apr 10, 2015 7:01 am

Comes-too-late jumps in at A2

Note, it's "Comes-too-late", with an double "o".... ("Kommt-zu-spät", nicht "Kommt-zum-Spät" (oder "zur")), my previous attempts to make you correct it didn't get seen... ;)
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Re: GMSO - Silent Surprise (Turn 0)

Post by Nerre » Fri Apr 10, 2015 7:20 am

Hi. Habs gemerkt als das Bild nicht lud, hatte das Char-Icon auch erst falsch benannt. Dann habe ich vergessen es in den Tabs ebenfalls zu korrigieren. Sorry, stimmt nun. :)
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Re: GMSO - Silent Surprise (Turn 0)

Post by Runsaround » Fri Apr 10, 2015 7:49 am

Fails zips in at B9.
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Re: GMSO - Silent Surprise (Turn 0)

Post by Krulle » Fri Apr 10, 2015 8:27 am

Danke sch├Ân!
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Re: GMSO - Silent Surprise (Turn 0)

Post by Nerre » Fri Apr 10, 2015 1:36 pm

Does anybody know about Zigit? Is he in holidays? He wasn't on for 5 days. Please vote if we should skip him this turn or wait for him or vote for his starting tile.
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Re: GMSO - Silent Surprise (Turn 0)

Post by Krulle » Fri Apr 10, 2015 1:40 pm

I vote Zigit starting position A12
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Re: GMSO - Silent Surprise (Turn 0)

Post by SeeAMoose » Fri Apr 10, 2015 2:10 pm

I vote Zigit starts in B11, it gives him more options when he gets back.
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Re: GMSO - Silent Surprise (Turn 0)

Post by Nerre » Fri Apr 10, 2015 3:19 pm

Since 2 did not vote yet and 2 did vote differently, I did roll dice. Result: B11.
http://www.coyotecode.net/roll/lookup.php?rollid=84718
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GMSO - Silent Surprise (Turn 1)

Post by Nerre » Fri Apr 10, 2015 3:29 pm

OPERATION: SPACE ODYSSEY

Mission 2: Silent Surprise
After the minesweeper crew successfully cleared the huge minefield during Mission Asteroid Slalom, your fleet now has arrived. While they fight big battles, your squad has already a new asignment. A shield generator has been located on a porous asteroid, which protects the enemy's spacestation. While your fleet can wipe out the enemy fleet, it cannot attack the station while it is protected by the powerfull shield.
Since the generator asteroid also is surrounded by a strong shield, only small objects can be teleported in, and only one at a time. Such as a person in a space suit. Your task is to clear the path for a special ops squad that will try to raid the generator base. To make sure most of them arrive, your task is to clear their path. From time to time, you will get special ops members to help you fight hostile forces. They share the teleportation windows with your team. Try not to explode mines, as it might attract hostile forces and block teleportation windows for other players and the special ops. You start in turn 0 after all of you have been teleported in.
Turn 1
Image

Information:
- each tile with a number also has an equal amount of red dots in the upper left corner, just in case you cannot read the number cause of the player avatars.
- your blasters have a range of 3 and deal 1 damage (diagonally = 1.5 tiles). You automatically defend yourself, but do not automatically aid somebody. You can shoot while moving.
- you have 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn.
- if you can at least fly 1.5 tiles per turn, you can move diagonally (diagonally = 1.5 tiles). If one of the adjacent tiles, which you would have to pass with none-diagonal movement, is an active mine not marked with a beacon, you have a 50% chance to trigger it.
- if you can at least fly 2 tiles per turn, you can pass several tiles per turn or move at 50% speed and still do an attack, repair or place-beacon action.
- better spacesuits might have better values.
- You can only deployed on column A and B until somebody reaches a column further to the right, no matter if PC or special ops NPC. Once somebody reached a column, it is then unlocked for deployment for the rest of the game.

Actions:
Comes-to-late is deployed to A2 and uncovers a 1.
Fails-to-see is deployed to B9 and uncovers a 2.
Ka's Splaat is deployed to B11 and uncovers a 3.
Makes-it-go-boom is deployed to B6 and uncovers a 1.
Pats-Asteroids is deployed to B7 and uncovers a 0, triggering the discovery of all 10 adjacent fields.

Since nobody did die, a spec ops gets to use the teleport window. Decide where he should be deployed at the beginning of next turn.

.[tabs: Comes]
Image
Name: Comes-to-late
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Fails]
Image
Name: Fails-to-see
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 6/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
Specializations:
- "Minefield marshaller" (you can place 2 beacons in on round, or move and still place 1 beacon)
► Show Spoiler
[tabs: Makes]
Image
Name: Makes-it-go-boom
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Pats]
Image
Name: Pats asteroids
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[/tabs]
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Re: GMSO - Silent Surprise (Turn 1)

Post by SeeAMoose » Fri Apr 10, 2015 8:53 pm

Makes-it-go-boom will move to C6.

Vote: Spec. Ops. spawns C8.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Runsaround » Fri Apr 10, 2015 9:25 pm

Fails-to-see moves to C11.

Vote: Spec ops to C8.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Patdragon » Fri Apr 10, 2015 10:18 pm

Pats flies to C7.

As i'm not sure what special ops do i'll just agree with the others for now.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Runsaround » Fri Apr 10, 2015 11:48 pm

I think the spec ops are our guards so to speak. Additional fighters.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Krulle » Sat Apr 11, 2015 12:18 am

Then I support C8.

Comes-too-late cautiously moves to A3.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Nerre » Sat Apr 11, 2015 4:27 am

You cannot spawn it to the C column, as nobody did enter it yet. You did uncover some numbers there due to the chain reaction cause of the 0-tiles, but nobody was there yet. So B8 instead of C8?

Yes, the spec ops are fighters, who cannot uncover tiles, but fight better against enemies than you. :)
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Re: GMSO - Silent Surprise (Turn 1)

Post by Krulle » Sat Apr 11, 2015 5:01 am

Then B8
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Re: GMSO - Silent Surprise (Turn 1)

Post by Nerre » Sat Apr 11, 2015 8:04 am

I will give Zigit a few more hours and update before I go to bed. Please send in move suggestions for him so I can update in case he doesn't make it here in time.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Patdragon » Sat Apr 11, 2015 8:43 am

move him to c11.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Krulle » Sat Apr 11, 2015 12:10 pm

A11, let him explore the corner....
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Re: GMSO - Silent Surprise (Turn 1)

Post by Runsaround » Sun Apr 12, 2015 12:48 am

I agree with C11, A11 seems to lack utility.
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Re: GMSO - Silent Surprise (Turn 1)

Post by Krulle » Sun Apr 12, 2015 1:08 am

Yeah, but if he's not here to play himself....
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Re: GMSO - Silent Surprise (Turn 1)

Post by Runsaround » Sun Apr 12, 2015 1:40 am

We should prioritize our own convenience, as opposed to the negative repercussions of neglecting the game.
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