Spying:

find the chance of failure number for the faction performing the spy mission

 (I.E. Spy Agency has 65% rating; failure target number is 35)

                find the failure rate for the target being spied on (*Note: Realm does not require a spy to be located on the world being spied upon.)

                                (I.E. House Agency has 60% rating for Counterinsurgency; failure target is 40)

 

                Combine the failure numbers (in the example the target number is 75)

 

                Roll percentile dice to determine success

 

  Trick part, if the spy has a higher skill rating than the Realm being spied on, advantage goes to the spy, (in

  the example, the spy is successful on 74% and below.) If the Realm has the greater skill rating, advantage  

  goes to the Realm (the spy would be successful on 75% and above in this case.) Spy’s skill level will have

  no affect on this part, and no Realm will know what the percentile skill ability is for their agency (each

  agency will claim to be the best in the field) or spies. Each Realm will know what skill level their agencies

  are. The skill levels will be evaluated as follows:

 

                                Skill Levels:

                                                Green    30-45%

                                                Regular 50-65%

                                                Veteran 70-80%

                                                Elite       85-95%

(No agency can be 100%)

 

Spending Money to Help the Spies:

 

A Realm could pay extra money to a spy in the field to help in the success roll (represents bribes or outside assistance) For every 1 Million C-Bills spent by the Realm, the spies skill percentile number will improve by 1%. Half of the money spent this way will wind up in the hands of the Realm that was spyed on, reguardless of the results. The disadvantage to buying the information is you will give money to your advisary, the more money spent to garentee success, the richer they become. This is to represent the increase in the foreign nations economy.

Spend as much money as you wish, however the spies skills can never exceed 85% total, unless the spy’s unaugmented skill is already above that. (money will only get you so far..)

 

Unsuccessful Spy Missions:

 

If the spy is not successful,  another roll will be made to avoid capture. This roll will be made against ˝ of Spy Agency skill number (+10% per skill level of the spy, starting at green level) Any financial bonuses spent on the mission will also be applied to represent the spies bribing of officials to avoid capture.

 

                                Skill Bonus:

                                                Green    +10%

                                                Regular +20%

                                                Veteran +30%

                                                Elite       +40%

                                               

 

                (In example, the spy is not captured on 43% for a green spy, 53% for a regular spy, 63% for a veteran spy, and 73% for an Elite spy, plus 1% for every 1 Million C-Bills spent on the operation)

 

Even if not captured, the Realm being spied upon will know that there was an agent active. A roll against the realms Counterinsurgency skill (with negative modifiers equal to the spy’s bonus for skill level applied) will be made to determine if the Realm can find out who was conducting the spying.

 

Misinformation Campaign:

 

Any Realm spying on another Realm can use a second agent on the same target world to conduct a misinformation campaign to help cover up the involvement of their Realm. The misinformation campaign must be in progress at the same time as the Spy mission (and must use a second agent assigned to the world perform this act.) The Counterinsurgency skill roll to identify which Realm was conducting the Spy mission will be modify once more for the skill bonus of the second agent who is active. If the Counterinsurgency agency fails the roll, another Realm is suspected. When the misinformation mission begins, specify which Realm is to be blamed (The Realm to be blamed will be determined by GM if not specified at the beginning of the misinformation campaign.) If the Realms Counterinsurgency Agency is successful, a skill roll check for the misinformation agent to avoid capture will be required (using the same method as in the above example, however do not add the financial bonus, unless extra money was spent for the misinformation campaign.)

 

Increasing Spy skill levels:

 

A player can increase the skill level of 1 spy for 30 Million C-Bills, 6 supply points, and 6 months of training per level increase (Spy cannot be active during this time, however upkeep must still be paid)

 

Improving Spy Agency’s Abilities:

 

A player will not know what their agency’s percentile skill target number is, however if they want to improve one of their agency’s abilities, it will cost 100 Million C-Bills and 20 supply points for upgrading 1 department, and 2 months time. This will merit an opportunity to improve the agency’s ability. In this case, a percentile die will be rolled. If the number rolled is greater then the current success number for the agency (61 or above for Counterinsurgency training, in the case of the example above), the skill rate is improved by 5%. The player will not know if they have made improvements either. Only money, time, and training can make an agency more efficient, and the better you become, the harder it is to improve your lot in life J

 

Losing Spys in action:

 

Every Realm will have hundreds, if not thousands of personnel devoted to the intelligence organizations, however to simplify the game flow, only a small number of these assets will actually be capable of performing active rolls for the house (represented by the number of spies listed in your turn sheet.) Each spy would most likely represent a small team of spies (Like the Mission Impossible teams) Any time a spy unit is discovered in the field, and captured, you will loose some of your spies, however some may manage to escape capture.

Spies captured may be turned to work for the capturing Realm, be imprisoned, used for exchange/extortion to the original Realm, turned into double agents, or even killed. A percentile roll will be made to determine how many of the spies in the team return to the realm of Origin. The result of the percentile roll will be how much of a skill loss the unit has suffered from the failed mission.

In the event of a marginal success to the mission roll (a successful die roll, however within 5% of success target) will result in the loss of some of the agents involved. Most likely killed in action in this case, and the skill level for the team may be reduced as a result.

 

 

Replacing Spies

 

                New spies can be trained up to replace ones lost in combat. This process will actually be quite easy for any power with an intelligence agency, as you already have a large number of spies working for the Realm. All new agents assigned to an active field post will start out as green. They will need to be trained using the Improving Spies Abilities rules. Any Realm may train up personnel, however for every non-active spy being trained, you must sacrifice one active team in the field for the duration of the training. A spy in training will count towards the total number of active spies allowed to any realm.

 

 

Active Spies

 

                On a Realms turn sheet will be listed the number and quality of the spies available to that player. If you do not have any spies listed, you do not have them (this mostly applies to small independent units). If a Realm has 3 spies listed on their turn sheet, you are only allowed to have 3 active operations. If a spy team is lost in action, they can be replaced as per the standard rules.

 

Active Operations

 

                Training (6 month)

                Intelligence Gathering (Foreign)

                Sabotage

                Assassination

                Terrorism

                Misinformation

                Disinformation

                Commando Mission

 

Non-active Operation (Does not require man power to be dedicated to)

 

                Counterinsurgency (on all worlds with the Realm)

                Propaganda

                Anti-Terrorism

                Body guards/protection of Officials

                Intelligence Gathering (Domestic)