GMSO - Silent Surprise (Turn 25)

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Patdragon
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Re: GMSO - Silent Surprise (Turn 11)

Post by Patdragon » Wed May 06, 2015 6:45 pm

Pat moves to G4 (from his F4 position-which was not updated on the map) and takes a pot shot at G1.

I think more bombers with our current field of play might be better, but will go ahead with others views of a sniper.
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Re: GMSO - Silent Surprise (Turn 11)

Post by Krulle » Thu May 07, 2015 12:28 am

Nerre wrote:Yes Krulle, but you came too late. ;)
Hence my character name. :p

I thought about proposing a bomber, but I am hoping that the sniper will have a larger range, so that he can take out some enemies without being shot back at, and I want to read his stats.
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Re: GMSO - Silent Surprise (Turn 11)

Post by Runsaround » Thu May 07, 2015 5:10 am

"Hey there, you unmitigated doofus! Where's you learn to shoot, a fish barrelling plant? AHAHA!"

Fails continues his little firefight with the F7 spaceman.
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GMSO - Silent Surprise (Turn 12)

Post by Nerre » Sun May 10, 2015 2:03 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, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 12
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and 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.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- 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.
- better spacesuits might have better values.
- You can only deployed on column A-E 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:
The hostile soldiers stay on the tiles F7 and F8.
Comes-too-late stays on D4 and places a warning beacon on E5.
Fails-to-see stays on C7 and fires at the hostile soldier on F7. The soldier returns fire. They deal 1 damage to each other. The soldier is killed when is suit is destroyed.
Ka's Splaat flies to C9 and cannot fire at F8, since he has only a range of 3.
Makes-it-go-boom flies to D1 and fires at the tower on G1.
Pats-Asteroids flies to G4, uncovering a 1, and fires at the tower G1. He also finds a probe in the ruins of the tower.

Spec ops 1 stays on E6 and fires on the hostile soldier on F7. He deals 4 damage to him. The soldier is killed when is suit is destroyed. The soldier on F8 deals 1 damage to spec ops 1 before he is killed too.
Spec ops 2 remains on D5 and repairs his suit, regaining 2 hp.
Spec ops 3 flies to E1 and launches his blaster on tower G1, dealing 6 damage. The tower shakes visibly, but still stands. It deals 4 damage to Spec ops 3.
Spec ops 4 is deployed on D6 and fires on the hostile soldiers on F8, dealing 8 damage.

Nobody did die, but the next spec ops is not ready yet, so nobody teleports in.
Since the suggested moves for the spec ops did contradict, I did roll dice to see which suggestions win.

Player Chars:.[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: 3/5 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: 2/6 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
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 4/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 3/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Tower G1]
Damage taken: 14
[tabs: Tower F10]
Damage taken: 12.5
[tabs: Building F6]
Damage taken: 3
[tabs: Destroyed:]
Soldier F8 - Damage taken: 7.5 - dead
Soldier F7 - Damage taken: 7 - dead
Soldier F6 - Damagetaken: 14 - dead
Tower G4 - Damage taken: 16 - destroyed
Tower E3 - Damage taken: 15 - destroyed
Tower E8 - Damage taken: 15 - destroyed[/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 Sun May 10, 2015 3:22 pm, edited 1 time in total.
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Krulle
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Re: GMSO - Silent Surprise (Turn 9)

Post by Krulle » Sun May 10, 2015 2:30 pm

Q: Can SO4 use his 4range only vs. Infantry? So not against towers/buildings/drones?
If yes, pity that his other range is only 2....


Comes-too-late flies to E4 and, if no defense action is necessary, fires at Building F6.

SO1: fires at Building F6
SO2: continues repair action
SO3: fires at tower G1
SO4: fires at Building F6


Text colour SO4 seems to be wrong (a copy'n'paste from SO3?).
SO4 should have a kill, not a demolition...

BTW: how can you find mines without destroying them or getting killed?
Using "probes"?
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Re: GMSO - Silent Surprise (Turn 12)

Post by Nerre » Sun May 10, 2015 3:21 pm

Yes, it does only work against infantry. If you want a roleplay answer: Drones are two quick, the rest has too much armor.
His secondary weapon is weaker then the regular laser pistol you are all equiped with.

The probe acts like a remote beacon. Either the number is revealed, or it is placed on the tile to warn you about the mine.

will fix the color in the description. :)
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Re: GMSO - Silent Surprise (Turn 12)

Post by Zigit » Sun May 10, 2015 6:13 pm

Ka'A to B10, and place a beacon on A10.

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Re: GMSO - Silent Surprise (Turn 12)

Post by Patdragon » Sun May 10, 2015 7:54 pm

Pats flies to G3 hoping what ever the hole thing he's flying over isn't too dangerous...

I agree with krull special ops moves but would also have speical ops 3 move to E2 if Makes doesn't want to go there.
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Re: GMSO - Silent Surprise (Turn 12)

Post by Runsaround » Mon May 11, 2015 12:38 am

Fails tries to repair his suit.
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Re: GMSO - Silent Surprise (Turn 12)

Post by SeeAMoose » Mon May 11, 2015 2:59 pm

Makes fires at the tower, moves to e1 if SO3 moves
SO3 fires blaster at tower in G1, moves to e2 if he can.
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Re: GMSO - Silent Surprise (Turn 12)

Post by Krulle » Mon May 11, 2015 9:59 pm

I did not want to move SO3, to avoid further exposure. He needs repairs, if he survives this last shot...
But I see I am outvoted on this...
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GMSO - Silent Surprise (Turn 13)

Post by Nerre » Tue May 12, 2015 1:21 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, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 13
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and 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.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- 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.
- better spacesuits might have better values.
- You can only deployed on column A-G 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-too-late flies to E4 and fires on building F6.
Fails-to-see remains on C7 and repairs his suit, regaining 2 hp. He is back to full health.
Ka's Splaat flies to B10 and uncovers a 2. He then places a warning beacon on A10.
Makes-it-go-boom flies to E1 and fires at the tower on G1. The tower crumbles into dust after shooting at Spec ops 3.
Pats-Asteroids flies to G3, uncovering a 2. Deep down in the pitch black darkness of the cylinder he passes, he can suddenly see lines of light going on, one dot after another, until they reach the edge of the cylinder. Then a hostile ship darts out of the cylinder and fires at him. He automatically fires and deals 1 damage after he received 1.5 damage.

Spec ops 1 stays on E6 and fires on building F6. He deals 4 damage to it.
Spec ops 2 remains on D5 and repairs his suit, regaining 2 hp.
Spec ops 3 flies to E2 and launches his blaster on tower G1, dealing 6 damage. The tower crumbles into dust after it delt 2 last damage to Spec ops 3.
Spec ops 4 stays on D6 and fires on building F6. He deals 1 damage to it.

Nobody did die, but the next spec ops is not ready yet, so nobody teleports in.

Player Chars:.[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]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 2/6 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: 3.5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 4/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 1/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Tower H2]
Damage taken: 1
[tabs: Tower F10]
Damage taken: 12.5
[tabs: Building F6]
Damage taken: 9
[tabs: Destroyed:]dead
Tower G1 - Damage taken: 21 - destroyed
Soldier F8 - Damage taken: 7.5 - dead
Soldier F7 - Damage taken: 7 - dead
Soldier F6 - Damagetaken: 14 - dead
Tower G4 - Damage taken: 16 - destroyed
Tower E3 - Damage taken: 15 - destroyed
Tower E8 - Damage taken: 15 - destroyed[/color][/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 Tue May 19, 2015 6:38 pm, edited 1 time in total.
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Re: GMSO - Silent Surprise (Turn 9)

Post by Krulle » Tue May 12, 2015 1:45 pm

Comes-too-late flies to F3 and, if no defense action is necessary, fires at Enemy H2.

SO1: fires at Building F6
SO2: continues repair action
SO3: repair action
SO4: fires at Building F6
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Re: GMSO - Silent Surprise (Turn 13)

Post by SeeAMoose » Tue May 12, 2015 2:12 pm

Here's hoping this coin toss works.

Makes moves to F1... and hopefully doesn't explode.
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Re: GMSO - Silent Surprise (Turn 13)

Post by Zigit » Tue May 12, 2015 3:14 pm

Ka'A moves to A11.

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Re: GMSO - Silent Surprise (Turn 13)

Post by Patdragon » Tue May 12, 2015 7:28 pm

Question is firing the probe an main action of an additional free action?
and if i die i'm guessing I don't re-spawn with it?

Pats reverses back to G4 and fires on the new comer.

I agree with the special ops moves Krull posted.
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Re: GMSO - Silent Surprise (Turn 13)

Post by Runsaround » Tue May 12, 2015 8:17 pm

Fails moves to D8.
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Re: GMSO - Silent Surprise (Turn 13)

Post by Nerre » Wed May 13, 2015 3:12 am

special items are free actions until stated otherwisenin the item description.
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Re: GMSO - Silent Surprise (Turn 13)

Post by Nerre » Fri May 15, 2015 1:44 am

Hi. I will be gone most of the weekend for a 3 day festival, so while I might update in between, please don't expect it.

Best
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GMSO - Silent Surprise (Turn 14)

Post by Nerre » Tue May 19, 2015 6:47 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, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 14
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and 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.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- 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.
- better spacesuits might have better values.
- You can only deployed on column A-G 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-too-late flies to F3 and uncovers a 2. He also fires at the ship on H2 which flies to H3, dealing 1 damage to it. It looks severly damaged now. A new ship appears on H2 and fires at him, dealing 1.5 damage.
Fails-to-see flies to D8, which is already explored and safe.
Ka's Splaat flies to A11 and uncovers a 2.
Makes-it-go-boom flies to F11 after tossing a coin. To his regret he explodes. His clone will be deployed in turn 16 (post actions after turn 15).
Pats-Asteroids flies to G3, which is already explored and safe. The hostile ship follows him by flying to H3. He automatically fires and deals 1 damage after he received 1.5 damage. A new ship appears on H2 and fires at Comes-too-late.

Spec ops 1 stays on E6 and fires on building F6. He deals 4 damage to it. It collapses.
Spec ops 2 remains on D5 and repairs his suit, regaining 2 hp.
Spec ops 3 remains on E2 and repairs his suit, regaining 2 hp.
Spec ops 4 stays on D6 and fires on building F6. He deals 1 damage to it. It collapses.

Makes did die, but despite him not being yet ready to teleport in again next turn the next spec ops is not ready yet, so nobody teleports in.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 3.5/5 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: 2/6 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: 2/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 6/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 3/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Ship H3]
Damage taken: 0
[tabs: Ship H3]
Damage taken: 3
[tabs: Tower F10]
Damage taken: 12.5
[tabs: Destroyed:]dead
Building F6 - Damage taken: 14
Tower G1 - Damage taken: 21
Soldier F8 - Damage taken: 7.5
Soldier F7 - Damage taken: 7
Soldier F6 - Damagetaken: 14
Tower G4 - Damage taken: 16
Tower E3 - Damage taken: 15
Tower E8 - Damage taken: 15[/color][/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 Wed May 20, 2015 5:52 am, edited 1 time in total.
:zzz:

Runsaround
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Posts: 629

Re: GMSO - Silent Surprise (Turn 14)

Post by Runsaround » Wed May 20, 2015 12:29 am

Is E8 passable?
I have no idea what I'm doing, and IT IS GLORIOUS!

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Krulle
Transcribes Goblins
Posts: 8116
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Re: GMSO - Silent Surprise (Turn 14)

Post by Krulle » Wed May 20, 2015 1:10 am

The building is gone, but there might still be a mine....
Your try.
edit: sorry, E8 does not have a mine. go and explore the ruins, maybe you find a nice sophisticated adventuring tool....

Comes-too-late flies to F2 and fires at Enemy H3.

SO1 (E6): stays on E6 and fires at Building G6
SO2 (D5): continues repair action
SO3 (E2): fires at enemy on H2, and if possibly does another repair action
SO4 (D6): flies to E7 and fires at Building G6


Do we need to/Can we take down the base structure at F5? Can we fly through/over that?

BTW: you marked two hostiles as being present on H3... I think one is one H2 still (the one without damage)
I'm also wondering about the SO-abilities. Can they repair and move?
"Spec ops 3 flies to E2 and repairs his suit, regaining 2 hp."
For players this applies:
"Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed."
Does this not apply to SO? Or did you miss it?
Also tower F10 is still alive, according to your stats. Did it shoot on Fails-to-see? Did Fails return fire?
Last edited by Krulle on Wed May 20, 2015 2:21 am, edited 1 time in total.

Runsaround
Converses Frequently
Posts: 629

Re: GMSO - Silent Surprise (Turn 14)

Post by Runsaround » Wed May 20, 2015 2:06 am

Fails to E8/
I have no idea what I'm doing, and IT IS GLORIOUS!

Nerre
Game Master
Posts: 4876

Re: GMSO - Silent Surprise (Turn 14)

Post by Nerre » Wed May 20, 2015 5:49 am

Runsaround wrote:Is E8 passable?
Your suits allow you to fly, so you can enter all tiles. You don't need to destroy buildings to proceed. For some it makes sense, for others not.

For the SpecOps: I mixed up #3 and #4 initially and then corected it, missed the words "flies" instead of "remains". They have to obey to the same rules as your chars.
:zzz:

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Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: GMSO - Silent Surprise (Turn 14)

Post by Patdragon » Wed May 20, 2015 6:06 am

Pats flies to G5 and fire on the H3 that is damaged (if dead fire on G6 building). Fire probe on F6 (if Special ops 1 is planning on the following as if its a mine i will mark the flag and save the ops a blow up mine chance this way)

Slight changes to special ops.
SO1 (E6): Moves to F5 and fire on G6 building
SO2 (D5): continues repair action
SO3 (E2): repair action first then if it can fire it will fire on H2
SO4 (D6): flies to vacated E6 (moving him forwards as he's a sniper and I expect more ships to arrrive and we need him closer and fires at Building G6
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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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