Possible New Intel Missions
Posted: Sat Jun 28, 2008 7:54 pm
A couple of ideas for new Intel Missions. They're the sort of thing that only help in a game with a lot of secrecy - and may never be needed if players generally get on.
Espionage: Empire (Difficulty 1)
Gather basic information about an Empire: The Systems (no info on the systems, just their names) in the empire and links between them (not their nature), and the name of the Empires Capital.
Target any system in the defending Empire for this mission. Defensive Intel does not raise the mission difficulty as it is the sort of thing you can pick up by simply questioning someone on the street.
Espionage: Diplomatic Links (Difficulty 1)
Discover which Empires the Empire has dealings with, and whether those dealings are good (generally any treaty beyond those listed under neutral), neutral (normal relations, NAT, tribute treaty, non-intercourse treaty) or hostile (hostilities or war) but no specifics about which treaties exist.
Target any system in the defending Empire for this mission. Defensive Intel does not raise the mission difficulty as it is the sort of thing you can pick up by simply questioning someone on the street.
Espionage: Diplomacy (Difficulty 2)
Discover the nature of all treaties (including any unusual clauses) of one power to another specific power. This mission must target one of the two empires Capitals or an Embassy belonging to either of the two powers.
Espionage: Navigation (Difficulty 1)
Discover all information about all travel links (jumpgates, wormholes, or whatever) in a single system that the owning Empire has explored or otherwise gained knowledge of.
Target any system in the defending Empire for this mission. Defensive Intel does not raise the mission difficulty as it is the sort of thing you can pick up by simply questioning traders or other civilian interstellar travellers.
Espionage: Spy Network (Difficulty 3)
Treat all of your Intel missions in the defending Empire as if the Effective Defensive Intel where one level lower (minimum of 1) during the next two turns. If this mission is detected then the effect only lasts for one turn.
Target the defending Empires Capital or Intelligence Agency for this mission.
Espionage: Implication (+1)
When performing any other Intel mission you may try to implicate another power. Add one to the mission difficulty.
If you are not implicated and the roll is even the defending Empire will believe the other power was responsible (note that they may be able to deduce that the other power was not responsible if, for example, the mission happened a long way from the other Empire).
And finally, an installation:
Intelligence Agency (Or Secret Police, or whatever)
Cost: 30EP
Maintenance: 1 / 10 Systems in your Empire (or part thereof)
Defence: 1
Attrition: 8
While you have a functioning un-blockaded Agency each planet in your Empire has one additional defensive Intel, which may take the total above the usual limit. You may never have more than one Intelligence Agency in operation at any one time (they step on each others toes, and squabble over jurisdiction).
Espionage: Empire (Difficulty 1)
Gather basic information about an Empire: The Systems (no info on the systems, just their names) in the empire and links between them (not their nature), and the name of the Empires Capital.
Target any system in the defending Empire for this mission. Defensive Intel does not raise the mission difficulty as it is the sort of thing you can pick up by simply questioning someone on the street.
Espionage: Diplomatic Links (Difficulty 1)
Discover which Empires the Empire has dealings with, and whether those dealings are good (generally any treaty beyond those listed under neutral), neutral (normal relations, NAT, tribute treaty, non-intercourse treaty) or hostile (hostilities or war) but no specifics about which treaties exist.
Target any system in the defending Empire for this mission. Defensive Intel does not raise the mission difficulty as it is the sort of thing you can pick up by simply questioning someone on the street.
Espionage: Diplomacy (Difficulty 2)
Discover the nature of all treaties (including any unusual clauses) of one power to another specific power. This mission must target one of the two empires Capitals or an Embassy belonging to either of the two powers.
Espionage: Navigation (Difficulty 1)
Discover all information about all travel links (jumpgates, wormholes, or whatever) in a single system that the owning Empire has explored or otherwise gained knowledge of.
Target any system in the defending Empire for this mission. Defensive Intel does not raise the mission difficulty as it is the sort of thing you can pick up by simply questioning traders or other civilian interstellar travellers.
Espionage: Spy Network (Difficulty 3)
Treat all of your Intel missions in the defending Empire as if the Effective Defensive Intel where one level lower (minimum of 1) during the next two turns. If this mission is detected then the effect only lasts for one turn.
Target the defending Empires Capital or Intelligence Agency for this mission.
Espionage: Implication (+1)
When performing any other Intel mission you may try to implicate another power. Add one to the mission difficulty.
If you are not implicated and the roll is even the defending Empire will believe the other power was responsible (note that they may be able to deduce that the other power was not responsible if, for example, the mission happened a long way from the other Empire).
And finally, an installation:
Intelligence Agency (Or Secret Police, or whatever)
Cost: 30EP
Maintenance: 1 / 10 Systems in your Empire (or part thereof)
Defence: 1
Attrition: 8
While you have a functioning un-blockaded Agency each planet in your Empire has one additional defensive Intel, which may take the total above the usual limit. You may never have more than one Intelligence Agency in operation at any one time (they step on each others toes, and squabble over jurisdiction).