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%
Veteran 70-80%
(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.
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.)
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.
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.
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.
Training (6 month)
Intelligence Gathering (Foreign)
Sabotage
Assassination
Terrorism
Misinformation
Disinformation
Commando Mission
Counterinsurgency (on all worlds with the Realm)
Propaganda
Anti-Terrorism
Body guards/protection of Officials
Intelligence Gathering (Domestic)