GMSO - Silent Surprise (Turn 25)
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Re: GMSO - Silent Surprise (Turn 21)
Still waiting for a suggested action for Moose. Is he on holidays?

- Krulle
- Transcribes Goblins
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- Contact:
Re: GMSO - Silent Surprise (Turn 21)
(proposal) Makes (H4) moves to I4 and shoots K3, preparing a quick turnaround for next turn...
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GMSO - Silent Surprise (Turn 22)
OPERATION: SPACE ODYSSEY
Mission 2: Silent Surprise

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 retreats to H1, which is already explored and safe. He deals 1 damage to the tower on K2 before he gets out of range.
Fails-to-see flies to H5, which is already explored and safe. For some reason he does not attack anything.
Ka's Splaat flies to F7, uncovering a 1. He fires at the soldier on H9, dealing 1.5 damage. Together with the attack of Spec Ops 4, their damage is enough to take him out before he can attack. The field he entered contains an empty barracks building.
Makes-it-go-boom flies to I4 and fires on the tower on K3, dealing 1 damage.
Pats-Asteroids stays H6 and fires on the tower of I8, dealing 1.5 damage. The tower returns fire and deals 2 damage to Pats.
Spec ops 1 flies to G5, which is already explored and safe.
Spec ops 2 flies to I6, which is already explored and safe. Tower L7 fires at him, dealing 4 damage. Tower K9 does the same, also dealing 4 damage. Spec ops 2 fires at I8, dealing 4 damage.
Spec ops 3 flies to I2, which is not explored but seems to be safe. He gets attacked by tower K2, receiving 4 damage. His suit explodes, but not before he fires his blaster launcher in return, dealing 6 damage to the tower. The tower looks pretty beaten up, like it won't last much longer. At least he makes tower K3 fire on him too instead of another target.
Spec ops 4 stays on G6 and fires at the soldier on H9, dealing 8 damage. Together with the attack of Ka, their damage is enough to take him out before he can attack.
Player Chars:.[tabs: Comes]

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
[tabs: Fails]

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
[tabs: Ka'a]

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)
[tabs: Makes]

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
[tabs: Pats]

Name: Pats asteroids
Rank: "Spaceman First Class"
Health: 0.5/6 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.[/tabs]NPC:.[tabs: Spec ops 1]

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
[tabs: Spec ops 2]

Name: Spec ops 2
Health: 2/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
[tabs: Spec ops 3]

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
[tabs: Spec ops 4]

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[/tabs]Hostile:.[tabs: Tower K2:]
Damage taken: 13
[tabs: Tower K3:]
Damage taken: 2
[tabs: Tower K9:]
Damage taken: 0
[tabs: Tower I8:]
Damage taken: 9.5
[tabs: Building J1:]
Damage taken: 1
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
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]
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.
Mission 2: Silent Surprise
Turn 22After 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.

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 retreats to H1, which is already explored and safe. He deals 1 damage to the tower on K2 before he gets out of range.
Fails-to-see flies to H5, which is already explored and safe. For some reason he does not attack anything.
Ka's Splaat flies to F7, uncovering a 1. He fires at the soldier on H9, dealing 1.5 damage. Together with the attack of Spec Ops 4, their damage is enough to take him out before he can attack. The field he entered contains an empty barracks building.
Makes-it-go-boom flies to I4 and fires on the tower on K3, dealing 1 damage.
Pats-Asteroids stays H6 and fires on the tower of I8, dealing 1.5 damage. The tower returns fire and deals 2 damage to Pats.
Spec ops 1 flies to G5, which is already explored and safe.
Spec ops 2 flies to I6, which is already explored and safe. Tower L7 fires at him, dealing 4 damage. Tower K9 does the same, also dealing 4 damage. Spec ops 2 fires at I8, dealing 4 damage.
Spec ops 3 flies to I2, which is not explored but seems to be safe. He gets attacked by tower K2, receiving 4 damage. His suit explodes, but not before he fires his blaster launcher in return, dealing 6 damage to the tower. The tower looks pretty beaten up, like it won't last much longer. At least he makes tower K3 fire on him too instead of another target.
Spec ops 4 stays on G6 and fires at the soldier on H9, dealing 8 damage. Together with the attack of Ka, their damage is enough to take him out before he can attack.
Player Chars:.[tabs: Comes]

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

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

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

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

Name: Pats asteroids
Rank: "Spaceman First Class"
Health: 0.5/6 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

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

Name: Spec ops 2
Health: 2/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler

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

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
Damage taken: 13
[tabs: Tower K3:]
Damage taken: 2
[tabs: Tower K9:]
Damage taken: 0
[tabs: Tower I8:]
Damage taken: 9.5
[tabs: Building J1:]
Damage taken: 1
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
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]
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.

- Zigit
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- Posts: 231
Re: GMSO - Silent Surprise (Turn 22)
Ka'A will fire on the tower on I8, while moving to G8 and flagging H9. 

- Krulle
- Transcribes Goblins
- Posts: 8253
- Contact:
Re: GMSO - Silent Surprise (Turn 22)
Comes-too-late retreats to G1, while aiming in the general directions of the barracks on J1.
Dangit, the new towers seem to have a range of 4. (K9 to I6=1,5+1,5+1=4).
SO1 (G5): flies to H4.
SO2 (I6): scrambles back to H6, or forward to J6 and fires at L7 (and dies).
SO3 (clonetanks): regenerate
SO4 (G6): flies to G7 (if he's on F7 like the image suggests, he flies to G8). If he can fly to G8, he fires at the tower I8. (range only 2 vs. non-infantry).
Question is So4 really on G6? The text says so, but the image does not correspond to that.
Proposal for Makes-it-go-boom (I4) (in case Moose does not post himself): fires at K2 and retreats to H5.
We will need to forard against the new towers at the same time. Preferably all on the same. As the towers L7 and K9 cover each other with the current angle, we might have to take out K2 and K3 first, then go top-down.
Dangit, the new towers seem to have a range of 4. (K9 to I6=1,5+1,5+1=4).
SO1 (G5): flies to H4.
SO2 (I6): scrambles back to H6, or forward to J6 and fires at L7 (and dies).
SO3 (clonetanks): regenerate
SO4 (G6): flies to G7 (if he's on F7 like the image suggests, he flies to G8). If he can fly to G8, he fires at the tower I8. (range only 2 vs. non-infantry).
Question is So4 really on G6? The text says so, but the image does not correspond to that.
Proposal for Makes-it-go-boom (I4) (in case Moose does not post himself): fires at K2 and retreats to H5.
We will need to forard against the new towers at the same time. Preferably all on the same. As the towers L7 and K9 cover each other with the current angle, we might have to take out K2 and K3 first, then go top-down.
STAR CONTROL: The Ur-Quan Masters finally gets a continuation of the story!
it's fully funded, and all realistic stretch goals reached!
it's fully funded, and all realistic stretch goals reached!
- Patdragon
- Game Master
- Posts: 2288
- Location: Isle of Wight
Re: GMSO - Silent Surprise (Turn 22)
I'd like either SO1 or SO2 to fire on I8 to finish it off. myself, K,aa and the sniper will be 1.5 off killing it with Krulle suggestions
so.
Pats moves to G7 and fires on I8
SO1 (G5): flies to H4. back up at the top seems ok for now
SO2 (I6): flies H6 fires on I8
SO3 (clonetanks): regenerates i guess ready for a bombing attack on the next arrival.
SO4 (G6?? not pictured): Move into any free H column
so.
Pats moves to G7 and fires on I8
SO1 (G5): flies to H4. back up at the top seems ok for now
SO2 (I6): flies H6 fires on I8
SO3 (clonetanks): regenerates i guess ready for a bombing attack on the next arrival.
SO4 (G6?? not pictured): Move into any free H column
► Show Spoiler
- Karn, Silver golem
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- Converses Frequently
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Re: GMSO - Silent Surprise (Turn 22)
Fails flies to I5 and fires at the I8 tower.
I have no idea what I'm doing, and IT IS GLORIOUS!
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- Game Master
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Re: GMSO - Silent Surprise (Turn 22)
yes, SO4 should be on the map picture, somehow his icon went missing in action.

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- Game Master
- Posts: 4876
Re: GMSO - Silent Surprise (Turn 22)
I will be gone 2 more days for holidays, back on saturday or sunday evening, then I will update.
Hope Moose will post until then. Does anybody know if he is currently in holidays, gone otherwise or what's up?
Hope Moose will post until then. Does anybody know if he is currently in holidays, gone otherwise or what's up?

- Krulle
- Transcribes Goblins
- Posts: 8253
- Contact:
Re: GMSO - Silent Surprise (Turn 22)
New, stressful job (IIRC, he's doing temp-jobs which are "soul crushing but money on the bank).
STAR CONTROL: The Ur-Quan Masters finally gets a continuation of the story!
it's fully funded, and all realistic stretch goals reached!
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- Zigit
- Likes to Contribute
- Posts: 231
Re: GMSO - Silent Surprise (Turn 22)
Just a heads up, I'm going on vacation next week for two weeks, and I'm kinda busy preparing for it this week. I give permission for everyone to make the moves for Ka'A from now until I get back.
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- Game Master
- Posts: 4876
GMSO - Silent Surprise (Turn 23)
OPERATION: SPACE ODYSSEY
Mission 2: Silent Surprise

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 retreats to G1, which is already explored and safe. He fires at the building on J1, dealing 1 damage. He gets out of range of tower K2 before it can fire.
Fails-to-see flies to I5, which is already explored and safe. He deals 1 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire. He fails to see that this brings him within reach of tower K2, which toasts his suit. It happens so quick that Tower K3 does not even fire. His clone will be deployed in turn 25 (post actions after turn 24).
Ka's Splaat flies to G8, which is already explored and safe. He deals 1.5 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire.
Makes-it-go-boom flies to H5, which is already explored and safe. He deals 1 damage to the building on K2. It looks very damaged now.
Pats-Asteroids flies to G7, which is already explored and safe. He deals 1.5 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire.
Spec ops 1 flies to H4, which is already explored and safe.
Spec ops 2 flies to H6, which is already explored and safe. He deals 4 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire. He escapes the range of both towers L7 and K9.
Spec ops 3 awakes in the cloning tank. He should decided where he wants to be redeployed.
Spec ops 4 flies to H7, which is already explored and safe.
Information:
Due to the huge amount of plasma towers destroyed, you learned a lot about them to classify them:
Plasma-Tower
stationary
15 hp
1 dam
6 atk/turn
3 atk-range
Player Chars:.[tabs: Comes]

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
[tabs: Fails]

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
[tabs: Ka'a]

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)
[tabs: Makes]

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
[tabs: Pats]

Name: Pats asteroids
Rank: "Spaceman First Class"
Health: 0.5/6 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.[/tabs]NPC:.[tabs: Spec ops 1]

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
[tabs: Spec ops 2]

Name: Spec ops 2
Health: 2/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
[tabs: Spec ops 3]

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
[tabs: Spec ops 4]

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[/tabs]Hostile:.[tabs: Tower K2:]
Damage taken: 14
[tabs: Tower K3:]
Damage taken: 2
[tabs: Tower K9:]
Damage taken: 0
[tabs: Building J1:]
Damage taken: 2
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
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[/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.
Mission 2: Silent Surprise
Turn 23After 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.

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 retreats to G1, which is already explored and safe. He fires at the building on J1, dealing 1 damage. He gets out of range of tower K2 before it can fire.
Fails-to-see flies to I5, which is already explored and safe. He deals 1 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire. He fails to see that this brings him within reach of tower K2, which toasts his suit. It happens so quick that Tower K3 does not even fire. His clone will be deployed in turn 25 (post actions after turn 24).
Ka's Splaat flies to G8, which is already explored and safe. He deals 1.5 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire.
Makes-it-go-boom flies to H5, which is already explored and safe. He deals 1 damage to the building on K2. It looks very damaged now.
Pats-Asteroids flies to G7, which is already explored and safe. He deals 1.5 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire.
Spec ops 1 flies to H4, which is already explored and safe.
Spec ops 2 flies to H6, which is already explored and safe. He deals 4 damage to the tower on I8. By their the combined damage, the tower is destroyed before it can fire. He escapes the range of both towers L7 and K9.
Spec ops 3 awakes in the cloning tank. He should decided where he wants to be redeployed.
Spec ops 4 flies to H7, which is already explored and safe.
Information:
Due to the huge amount of plasma towers destroyed, you learned a lot about them to classify them:
Plasma-Tower
stationary
15 hp
1 dam
6 atk/turn
3 atk-range
Player Chars:.[tabs: Comes]

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

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

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

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

Name: Pats asteroids
Rank: "Spaceman First Class"
Health: 0.5/6 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

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

Name: Spec ops 2
Health: 2/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler

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

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
Damage taken: 14
[tabs: Tower K3:]
Damage taken: 2
[tabs: Tower K9:]
Damage taken: 0
[tabs: Building J1:]
Damage taken: 2
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
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[/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 Mon Jul 27, 2015 5:39 am, edited 1 time in total.

- Krulle
- Transcribes Goblins
- Posts: 8253
- Contact:
Re: GMSO - Silent Surprise (Turn 23)
Comes-too-late repairs (and if I can shoot while repairing: fire at barracks on J1).
You write that SO4 is on G6, but I see no-one on G6...
Also SO 4 fires on H9, just as Ka, but Ka'a Splaat fires on tower I8....
Could you please clarify what SO4 really did and where he is? Thank you!
SO1 (H4): move I3, shoot K2
SO2 (H6): repairs
SO3 (teleporter room): teleports in on I2 and fires on K2.
[edit]SO4 (G6 ?): waiting for clarification from GM (Nerre)
SO4 (H7): moves to G6 (to stay out of the way with it's short range). [/edit]
You write that SO4 is on G6, but I see no-one on G6...
Also SO 4 fires on H9, just as Ka, but Ka'a Splaat fires on tower I8....
Could you please clarify what SO4 really did and where he is? Thank you!
SO1 (H4): move I3, shoot K2
SO2 (H6): repairs
SO3 (teleporter room): teleports in on I2 and fires on K2.
[edit]SO4 (G6 ?): waiting for clarification from GM (Nerre)
SO4 (H7): moves to G6 (to stay out of the way with it's short range). [/edit]
Last edited by Krulle on Mon Jul 27, 2015 1:06 pm, edited 2 times in total.
STAR CONTROL: The Ur-Quan Masters finally gets a continuation of the story!
it's fully funded, and all realistic stretch goals reached!
it's fully funded, and all realistic stretch goals reached!
-
- Game Master
- Posts: 4876
Re: GMSO - Silent Surprise (Turn 23)
sorry, accidentally copied in the old text for so4 again. He flew to H7 and had nothing to attack from there. The picture was correct.

- Patdragon
- Game Master
- Posts: 2288
- Location: Isle of Wight
Re: GMSO - Silent Surprise (Turn 23)
Pats - Repairs
► Show Spoiler
- Karn, Silver golem
-
- Game Master
- Posts: 4876
Re: GMSO - Silent Surprise (Turn 23)
Everybody in summer holidays? I need some more actions please.
Missing: Ka's Splaat and Makes-it-go-boom
Missing: Ka's Splaat and Makes-it-go-boom

- Krulle
- Transcribes Goblins
- Posts: 8253
- Contact:
Re: GMSO - Silent Surprise (Turn 23)
Proposal: Makes-it-go-boom: Move I4, shoot K3.
Interesting: I just saw the "classified" tab, which tells me that the plasma tower has a range of "3", whereas we can see it shoots with a range of 4 tiles....
Interesting: I just saw the "classified" tab, which tells me that the plasma tower has a range of "3", whereas we can see it shoots with a range of 4 tiles....
STAR CONTROL: The Ur-Quan Masters finally gets a continuation of the story!
it's fully funded, and all realistic stretch goals reached!
it's fully funded, and all realistic stretch goals reached!
-
- Game Master
- Posts: 4876
Re: GMSO - Silent Surprise (Turn 23)
Plasma are the towers with the volley of blue shots. The new ones are not plasma. 


- Krulle
- Transcribes Goblins
- Posts: 8253
- Contact:
Re: GMSO - Silent Surprise (Turn 23)
Ah, thanks.
STAR CONTROL: The Ur-Quan Masters finally gets a continuation of the story!
it's fully funded, and all realistic stretch goals reached!
it's fully funded, and all realistic stretch goals reached!
-
- Game Master
- Posts: 4876
Re: GMSO - Silent Surprise (Turn 23)
I am currently in the peak of the pre-wedding-party stress (we already are married, but the big celebration is only a few days ahead), so please do not be surprised if I currently cannot update in the speed you are used too. I might be able to update one game now and then though.
Best
Nerre
Best
Nerre

- Zigit
- Likes to Contribute
- Posts: 231
Re: GMSO - Silent Surprise (Turn 23)
I'm back! Ka'a moves to G9.