GMSO - Silent Surprise (Turn 25)

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Nerre
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Posts: 4875

GMSO - Silent Surprise (Turn 24)

Post by Nerre » Sat Aug 15, 2015 4:13 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 24
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 remains on G1 and repairs his suit, regaining 2 hp.
Fails-to-see awakes in the cloning tank. He will be equipped and send back to the minefield in turn 25. He should decide where he wants to be deployed.
Ka's Splaat flies to G9, which is already explored and safe. But not safe from hostile fire, as the laser tower on K9 fires a beam on him, vaporizing Ka and his suit. His clone will be deployed in turn 26 (post actions after turn 25).
Makes-it-go-boom flies to I4, which is already explored and safe. He deals 1 damage to the building on K3. It still looks pretty solid, much unlike Makes suit after the tower returned fire and dealt 3 damage to him.
Pats-Asteroids remains on G7 and repairs his suit, regaining 2 hp.

Spec ops 1 flies to I3, which doesn't seem to be a mine. He and the laser tower on K2 fire at each other, both dealing 4 damage. The tower collapses.
Spec ops 2 remains on H6 and repairs his suit, regaining 2 hp.
Spec ops 3 is deployed to I2, which doesn't seem to be a mine. He fires at the tower on K2, dealing 6 damage. The tower collapses.
Spec ops 4 flies to G6, which is already explored and safe.

Information:
none

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: 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: 1.5/5 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: 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 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: 10/10 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 K3:]
Damage taken: 3
[tabs: Tower K9:]
Damage taken: 0
[tabs: Building J1:]
Damage taken: 2
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
Tower K2 - Damage taken: 24
Tower I8 - Damage taken: 17.5
Soldier H9 - Damage taken: 14
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: Classified:]
Plasma-Tower
stationary
15 hp
1 dam
6 atk/turn
3 atk-range
Laser-Tower
stationary
? hp
4 dam
1 atk/turn
4 atk-range[/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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Krulle
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Re: GMSO - Silent Surprise (Turn 22)

Post by Krulle » Sun Aug 16, 2015 12:08 am

Comes-too-late flies to H1, while firing at the barracks on J1.


SO1 (I3): fires at K3.
SO2 (H6): continue repairs..
SO3 (I2): fires at K3
SO4 (G6): flies to H5

Proposal for Makes-it-go-boom (I4) (in case Moose does not post himself): repair and fire at K3
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Patdragon
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Re: GMSO - Silent Surprise (Turn 24)

Post by Patdragon » Sun Aug 16, 2015 8:52 am

Pats heals again and I agree with the special ops from Krulle.
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Runsaround
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Re: GMSO - Silent Surprise (Turn 24)

Post by Runsaround » Mon Aug 17, 2015 3:48 am

Fails tries to land on J6.
I have no idea what I'm doing, and IT IS GLORIOUS!

Nerre
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Posts: 4875

Re: GMSO - Silent Surprise (Turn 24)

Post by Nerre » Mon Aug 24, 2015 11:28 pm

The wedding aftermath is almost cleaned up, should be able to update again soon. :)
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Krulle
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Re: GMSO - Silent Surprise (Turn 24)

Post by Krulle » Tue Aug 25, 2015 2:20 am

Sounds good, I hope you enjoyed it!
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Nerre
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GMSO - Silent Surprise (Turn 25)

Post by Nerre » Thu Aug 27, 2015 5:24 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, 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 25
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 H1 and fires at the buildings on J1, dealing 1 damage.
Fails-to-see wants to be deployed on J6, but you did not yet unlock this column. For some reason the teleporter doesn't work. At least this saves from being turned into a cloud of plasma by the laser towers on L7 and K9.
Ka's Splaat awakes in the cloning tank. He will be equipped and send back to the minefield in turn 26. He should decide where he wants to be deployed.
Makes-it-go-boom remains on I4 and repairs his suit, regaining 2 hp.
Pats-Asteroids remains on G7 and repairs his suit, regaining 2 hp.

Spec ops 1 remains on I3, He and the plasma tower on K3 fire at each other, while he deals 4 damage, the tower deals 3.
Spec ops 2 remains on H6 and repairs his suit, regaining 2 hp.
Spec ops 3 remains on I2. He fires at the tower on K3, dealing 6 damage. The tower shakes visibly.
Spec ops 4 flies to H5, which is already explored and safe.

Information:
none

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: 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: 3.5/5 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: 4.5/6 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: 3/10 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: 10/10 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 K3:]
Plasma Tower
Damage taken: 13/15
[tabs: Tower K9:]
Laser Tower
Damage taken: 0
[tabs: Building J1:]
Damage taken: 3
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
Tower K2 - Damage taken: 24
Tower I8 - Damage taken: 17.5
Soldier H9 - Damage taken: 14
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: Classified:]
Plasma-Tower
stationary
15 hp
1 dam
6 atk/turn
3 atk-range
Laser-Tower
stationary
? hp
4 dam
1 atk/turn
4 atk-range[/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 5:41 am, edited 1 time in total.
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Krulle
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Re: GMSO - Silent Surprise (Turn 22)

Post by Krulle » Thu Aug 27, 2015 5:38 am

Q: in the list the tower K3 still stands (13/15). For SO 1 you write that the tower collapses. I'll assume the tower's dead, but could you please claify nontheless? TY.



Comes-too-late flies to I1, while firing at J1 K3.


SO1 (I3): repairs while returning fire.
SO2 (H6): continue repairs...
SO3 (I2): fires at Barrack,J1
SO4 (H5): flies to I5

Proposal for Makes-it-go-boom (I4) (in case Moose does not post himself): continue repair
Last edited by Krulle on Thu Aug 27, 2015 1:16 pm, edited 1 time in total.
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Re: GMSO - Silent Surprise (Turn 25)

Post by Nerre » Thu Aug 27, 2015 5:44 am

OOC: sorry, the "tower collapses" were copy and paste remains from last turn. If it isn't dead in the picture, it is not. :)
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Patdragon
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Re: GMSO - Silent Surprise (Turn 22)

Post by Patdragon » Thu Aug 27, 2015 5:50 am

In that case SOPS3 should fire on K3 to finish it off. Everything else agree with Krulle.

Pats will heal back up to full.
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Re: GMSO - Silent Surprise (Turn 25)

Post by Zigit » Fri Aug 28, 2015 10:29 pm

Ka'A will deploy on D12.

Nerre
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Re: GMSO - Silent Surprise (Turn 25)

Post by Nerre » Tue Sep 29, 2015 8:04 am

Sorry, currently a bit short of time as you for sure have already noticed. Will try to post something soon. :/
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Krulle
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Re: GMSO - Silent Surprise (Turn 2

Post by Krulle » Tue Sep 29, 2015 12:47 pm

Tyt. (take your time)

Married life is a time drain....
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Re: GMSO - Silent Surprise (Turn 25)

Post by Nerre » Tue Oct 13, 2015 3:27 am

I am putting this game on hold for now, I got just too little time currently for the forum. Just enough time to play, but not to GM. :/
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Nerre
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Re: GMSO - Silent Surprise (Turn 25)

Post by Nerre » Mon Apr 08, 2019 2:53 pm

Can you please move this to the complete section of the games forum?
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Nerre
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Re: GMSO - Silent Surprise (Turn 25)

Post by Nerre » Thu Jun 20, 2019 2:55 pm

push
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