GMSO - Silent Surprise (Turn 25)

For all games that are now over.
Runsaround
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Posts: 629

Re: GMSO - Silent Surprise (Turn 18)

Post by Runsaround » Thu Jun 11, 2015 5:08 am

H7, yes.
I have no idea what I'm doing, and IT IS GLORIOUS!

Nerre
Game Master
Posts: 4876

Re: GMSO - Silent Surprise (Turn 18)

Post by Nerre » Mon Jun 15, 2015 3:10 pm

PS: Ships and drones are no infantry. The auto-uncovering does - unlike the original minesweepers - not work diagonally in this game from one zero to the next. Only directly adjacent zeros and all 8 tiles around a zero are uncovered. :)

Also: Update ahead! :D
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Nerre
Game Master
Posts: 4876

GMSO - Silent Surprise (Turn 19)

Post by Nerre » Mon Jun 15, 2015 3:46 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 19
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 awakes in the cloning tank. He will be equipped and send back to the minefield in 20. He should decide where he wants to be deployed.
Fails-to-see respawns on H7, which is already explored and safe.
Ka's Splaat flies to F8, uncovering a 1. He also places a beacon on E10.
Makes-it-go-boom stays on H4 and fires on one of the drones, destroying it before it can fire. His suit is almost destroyed when the remaining drones deal 3 damage to him, leaving him on 0.5 hp.
Pats-Asteroids stays on H5 and fires on the ship on I5. It explodes. Before the ship is destroyed, it deals 1.5 damage to Pats.
Spec ops 1 stays on G4 and fires on the ship on I4. It explodes. Before the ship is destroyed, it deals 1.5 damage to Spec ops 1.
Spec ops 2 flies to G5 and fires on the ship on I5. It explodes.
Spec ops 3 flies to F3 and fires on two drones. They explode before they can fire.
Spec ops 4 flies to F5, or at least he tries. As he moves diagonally between E5 and F6, he triggers the mine on F6 and explodes. He awakes in the cloning tank.

Spec ops 4 did die this turn, but can not respawn next turn, only the turn after that. Comes on the other hand is ready. As you already reached the maximum of spec ops, only Comes can teleport.

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
Weapon: plasma pistol
Attack frequency: 2 /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: 0.5/5 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
Rank: "Spaceman First Class"
Health: 2.5/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 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: 8.5/10 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: 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 3]
Image
Name: Spec ops 3
Health: 7/10 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: Drones H1:]
3/6 left
[tabs: Building J1:]
Damage taken: 1
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
Ship I4 - Damage taken: 5
Ship I5 - Damage taken: 5
Building F7 - Damage taken: 5
Tower F10 - Damage taken: 16
Ship H2 - Damage taken: 0
Building G6 - Damage taken: 10
Ship H3 - Damage taken: 5
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
[/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 Jun 16, 2015 2:47 am, edited 2 times in total.
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Krulle
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Re: GMSO - Silent Surprise (Turn 19)

Post by Krulle » Tue Jun 16, 2015 12:15 am

Comes-too-late transports in on H2 and fires on the drones currently at I3


Spec Op 1 (G4) - repairs
Spec Op 2 (G5) - move to H5
Spec Op 3 (F3) - move G3 and fires on the drones
Spec Op 4 (cloning tank) - waiting for a chance to respawn

Q: For Comes-too-late you say he teleports back in after turn 19 (and should choose a spot to teleport in).
For SO4 you write that no-one teleports in.
Do I have to wait another round? Just asking...
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Patdragon
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Re: GMSO - Silent Surprise (Turn 19)

Post by Patdragon » Tue Jun 16, 2015 2:47 am

Pats - Repairs.

Spec ops - agree with Krull.
► Show Spoiler
Anger is fleeting, Remorse eternal...
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Nerre
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Posts: 4876

Re: GMSO - Silent Surprise (Turn 19)

Post by Nerre » Tue Jun 16, 2015 2:49 am

Krulle, du kannst jetzt respawnen. Das war ein Copy-Paste-Fehler da ich Fails Text f├╝r dich recycled habe. ;)
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Runsaround
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Re: GMSO - Silent Surprise (Turn 19)

Post by Runsaround » Tue Jun 16, 2015 2:58 am

Fails fires at the nearest building.
I have no idea what I'm doing, and IT IS GLORIOUS!

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Zigit
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Re: GMSO - Silent Surprise (Turn 19)

Post by Zigit » Tue Jun 16, 2015 3:38 pm

"Firing thrusters, trajectory G9. Sending beacon to H8." -Ka'A

Nerre
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Re: GMSO - Silent Surprise (Turn 19)

Post by Nerre » Tue Jun 16, 2015 4:12 pm

Runsaround wrote:Fails fires at the nearest building.
Several buildings are equally close to Fails. Which one?
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Runsaround
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Re: GMSO - Silent Surprise (Turn 19)

Post by Runsaround » Wed Jun 17, 2015 4:26 am

Bottom right, sorry.
I have no idea what I'm doing, and IT IS GLORIOUS!

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SeeAMoose
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Re: GMSO - Silent Surprise (Turn 19)

Post by SeeAMoose » Thu Jun 18, 2015 6:38 pm

Makes will repair
I am one of the forum admins and chat moderators. Drop any of us a line if you ever need a hand in either the forum or the chat.
You can reach me at AdminMoose@goblinsforum.com or at BotWalter@gmail.com

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GMSO - Silent Surprise (Turn 20)

Post by Nerre » Sun Jun 21, 2015 4:05 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 20
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-H 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 is deployed on H2, uncovering a 2. He also fires on the drones, destroying one. Before it is destroyed, it fires at him and deals 1 damage.
Fails-to-see fires at the tower on I8, dealing 2 damage. The tower, alarmed by the attack, fires back and deals 3 damage to him.
Ka's Splaat flies to G9, uncovering a 3. He also places a beacon on H8. The hostile soldiers living inside the barracks come out, alarmed by the beacon landing on their roof. They fire at Ka, dealing 2 damage. Ka fires back at one of them, dealing 1.5 damage.
Makes-it-go-boom stays on H4, repairing his suit, regaining 2 health.
Pats-Asteroids stays on H5, repairing his suit, regaining 2 health.

Spec ops 1 stays on G4, repairing his suit, regaining 2 health.
Spec ops 2 stays on G5, as H5 is already occupied by Pats.
Spec ops 3 flies to G3 and fires on two drones. They explode before they can fire.
Spec ops 4 is ready to be deployed, he should decide where he wants to land.

Spec ops 4 is ready to teleport in this turn.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 4/5 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: 2/5 hp
Speed: 1.5 tiles/turn
Weapon: plasma pistol
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 4/6 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: 2.5/5 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
Rank: "Spaceman First Class"
Health: 2.5/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 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: 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 3]
Image
Name: Spec ops 3
Health: 7/10 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: Soldier H9:]
Damage taken: 1.5
[tabs: Soldier I9:]
Damage taken: none
[tabs: Tower I8:]
Damage taken: 2
[tabs: Building J1:]
Damage taken: 1
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
Ship I4 - Damage taken: 5
Ship I5 - Damage taken: 5
Building F7 - Damage taken: 5
Tower F10 - Damage taken: 16
Ship H2 - Damage taken: 0
Building G6 - Damage taken: 10
Ship H3 - Damage taken: 5
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
[/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.
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Patdragon
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Re: GMSO - Silent Surprise (Turn 20)

Post by Patdragon » Sun Jun 21, 2015 6:25 pm

Pats Moves to H6 and fires on solider @ H9

Spec op 1 - flies into H4 if makes moves forwards
Spec op 2- flies to my vacated square at H5
Spec op 3 - flies to H2 if comes moves forwards
Spec op 4 - teleport in to G6 and fire on I9 soldier (should kill it in one)
► Show Spoiler
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Krulle
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Re: GMSO - Silent Surprise (Turn 20)

Post by Krulle » Mon Jun 22, 2015 1:39 am

Come-too-late flies to I1 and fires at tower K3.

Spec Ops 1 (G4) - flies to H4 if makes moves forwards
Spec Ops 2 (G5) - flies to H5
Spec Ops 3 (G3) - flies to H2
Spec Ops 4 (deployment waiting area) - teleport in to G6 and fire on I9 soldier (should be able to kill it in one)
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Zigit
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Re: GMSO - Silent Surprise (Turn 20)

Post by Zigit » Mon Jun 22, 2015 8:10 pm

Ka'A slide over to G8 amd fires on the soldier on H9.

Runsaround
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Re: GMSO - Silent Surprise (Turn 20)

Post by Runsaround » Mon Jun 22, 2015 10:35 pm

Fails backs off to G6.
I have no idea what I'm doing, and IT IS GLORIOUS!

Nerre
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Posts: 4876

Re: GMSO - Silent Surprise (Turn 20)

Post by Nerre » Mon Jun 29, 2015 5:33 pm

Runs, you know you can shoot and fire at the same time, right?

Did anybody get news from Moose?
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Nerre
Game Master
Posts: 4876

GMSO - Silent Surprise (Turn 21)

Post by Nerre » Mon Jun 29, 2015 6:10 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 21
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-I 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 I1, uncovering a 1. This alarms the tower on K3, firing at him and dealing 2 damage. He returns fire, dealing 1 damage to the tower. But not only this tower got alarmed. The 3 towers of an unknown kind seem to power up, emitting bright green light, just like the shield generator. Then, without a warning, the tower on K2 fires at Spec Ops 3.
Fails-to-see retreats to G6, but the tower still is able to deal 1 damage to him. He shoots back and deals 2 damage to the tower.
Ka's Splaat flies to G8, uncovering a 3. He fires at the soldier on H9, dealing 1.5 damage.
Makes-it-go-boom stays on H4, repairing his suit, regaining 2 health.
Pats-Asteroids flies to H6, which is already explored and safe. He attacks the soldier on H9, dealing 1.5 damage.

Spec ops 1 flies has to stay on G4, as his path is blocked by Makes.
Spec ops 2 flies to H5, which is already explored and safe.
Spec ops 3 flies to H2, which is already explored and safe. He gets attacked by tower K2, receiving 4 damage. He fires his blaster launcher in return, dealing 6 damage to the tower.
Spec ops 4 is deployed on G6 and fires at the soldier on I9. He has no chance to react when he receives 8 damage and his suit explodes. However, the other soldier on H9 retaliates and deals 1 damage to Spec ops 4.

You can now spawn in the I column.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 2/5 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: 1/5 hp
Speed: 1.5 tiles/turn
Weapon: plasma pistol
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 4/6 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: 4.5/5 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
Rank: "Spaceman First Class"
Health: 2.5/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 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: 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 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 K2:]
Damage taken: 1
[tabs: Tower K3:]
Damage taken: 1
[tabs: Soldier H9:]
Damage taken: 4.5
[tabs: Tower I8:]
Damage taken: 4
[tabs: Building J1:]
Damage taken: 1
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
Soldier I9 - Damage taken: 8
Ship I4 - Damage taken: 5
Ship I5 - Damage taken: 5
Building F7 - Damage taken: 5
Tower F10 - Damage taken: 16
Ship H2 - Damage taken: 0
Building G6 - Damage taken: 10
Ship H3 - Damage taken: 5
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
[/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 Jun 30, 2015 3:50 pm, edited 2 times in total.
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Patdragon
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Re: GMSO - Silent Surprise (Turn 21)

Post by Patdragon » Mon Jun 29, 2015 9:19 pm

pats stays still and fire on i8 tower.

spec op 1 - move h5
spec op 2 - move to i6 fire on tower i8
spec op 3 - move i2 and bomb k2 ( hate to ask but thought range was two. so not sure he should have done 6 damage)
spec op 4 - snipe shot final soldier - maybe be depending on other moves. (also you wrote he took damage but hes still on 8/8 health)

next turn we can destroy it this way unless the green towers are shielding things.
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Krulle
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Re: GMSO - Silent Surprise (Turn 21)

Post by Krulle » Tue Jun 30, 2015 12:09 am

Fun: The spec ops four got teleported in, and you write that SO 4 can teleport in now. ;)
I agree, SO3 should not have been able to shoot.


Comes-too-late fires in the general direction of K2 while doing a speedy retreat to H1. (return to safety is more important than hitting target)


SO 1 (G4) - move H5
SO 2 (H5) - move to i6 fire on tower i8
SO 3 (H2) - move to I2 and bomb K2 (will likely die this turn :( )
SO 4 (G6) - snipe shot final soldier

(same moves as Pat proposed)
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Nerre
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Re: GMSO - Silent Surprise (Turn 21)

Post by Nerre » Tue Jun 30, 2015 3:49 pm

Oops! You are right, I slipped and took the pistol range of 3 for his blaster range, which is actually only 2. I will take away 5 damage, as he at least could have used his pistol.
When I wrote "he" took 8 damage and explodes, I was talking about the soldier on H9, on which Spec Ops 4 shot, not Spec Ops 4 himself.
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Patdragon
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Re: GMSO - Silent Surprise (Turn 21)

Post by Patdragon » Wed Jul 01, 2015 5:12 am

yes but after that sentence you said h9 fired at him...and hes still in full health
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Runsaround
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Re: GMSO - Silent Surprise (Turn 21)

Post by Runsaround » Wed Jul 01, 2015 8:30 am

Fails to H5.
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Zigit
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Re: GMSO - Silent Surprise (Turn 21)

Post by Zigit » Thu Jul 02, 2015 8:26 am

Ka'A sidles back to F7, shooting at the remaining soldier.

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Patdragon
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Re: GMSO - Silent Surprise (Turn 21)

Post by Patdragon » Thu Jul 02, 2015 8:30 am

spec ops 1 - moves to G5 as fails is trying to move to same square.
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Anger is fleeting, Remorse eternal...
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