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Some conflicts between FOTS nations are played out in a shadowy world of espionage, sabotage, covert and clandestine operations, intelligence and intrigue. Such operations are run much like research and development projects, with a certain amount of funding each turn per project, various modifiers, and a chance of success based on these factors. Also like R&D projects, these operations may suffer critical failures, which cause the loss of all entities working on that project and all its funding to date, and they may enjoy miraculous successes on a roll of 1. 16.1.0 Special and Standard projectsCovert ops are distinguished by their source of
effective RP's. Special projects
are ones that have all effective funding provided by RP's.
Standard projects
include Operation Points (OP's) in their funding. Operations Points come from
specific entities – Spy Networks, Bureaus or Agencies, and sometimes operatives
in foreign states. Operations Points from these entities are usually available
only for limited usage. For example, a Spy Network in a foreign state
contributes OP’s only to operations in or against that state; they cannot be
used freely somewhere else. Within these limits, OP’s are spent just like
RP’s.
Special projects may be Open or Specified (see below);
Standard projects must be Specified as well. 16.2.0 Open and Specified projectsOpen projects
are defined by players and GM's on each occasion. Only the player's imagination
and GM tolerance limit what they may achieve. Players should note that the more
ambitious or unlikely the project, the higher the modifiers against success. An
Open project, like an R&D project, goes on from turn to turn so long as it
receives continued funding, with a chance of success based on RP’s spent to
date.
Specified projects have effects based on rules for each sort of project;
the role of player or GM imagination and interpretation is limited in Specified
projects. Specified projects are listed below, grouped by general type.
Specified projects differ from Open projects also in that they do not benefit
from RP’s or OP’s spent to date – each Specified project is attempted or not and
funded fully each turn.
Certain technologies may introduce additional forms of
Specified project to do with that technology, e.g. Specified projects to
introduce a bioweapon at a certain location as a project made possible by
possession of biological warfare technology. These projects will be described in
the technology description.
Most Specified projects have no inherent penalty or bonus to effective funding based on difficulty. As such, new GM’s and players are encouraged to regard these projects as about as effective or ambitious as an Open project with a +/-0 difficulty modifier. More ambitious than these and there are likely to be penalties; much less ambitious and the Open project may have a bonus. 16.3.0 Summary of project typesSpecial Open project - classic FOTS espionage operation
Special Specified project - uses RP's and/or OP's;
follows the rules for a Specified project of its type Standard Specified project - uses only OP's; follows the
rules for a Specified project of its type Standard Open project - not allowed
(Special Specified projects are likely to be rare too -
you throw RP's into there directly instead of investing them in a source of
continuing OP's almost certainly because you're in a hurry. One non-hasty reason
to do Special Specified ops is if you're getting some RP's toward some covert
ops function from a tech like durable covert assets.) 16.4.0 Operation Point sources16.4.1 Spy NetworksSpy Networks are organizations established in a specific
foreign state for use against it. GM’s may also allow them to be established
against specific state-like entities, such as charter companies or an ongoing
rebellion. A Spy Network by investing RP’s, with a minimum initial investment of
100 RP’s. Additional RP’s can be invested in the Network later. A Spy Network
generates the total of its RP funding in Operations Points for use in projects
against that state each turn. Those projects may be of any offensive type. For
instance, if the Saurian Alliance had a Spy Network in the Pyronian Empire and
had funded it with 600 RP’s to date, that network would generate for Saurian use
600 OP’s each turn for operations against the Pyronians.
Spy Networks may be located and neutralized, or even
turned against their owners, by counter-intelligence operations. They may also
be abandoned by their government.
GM’s tolerant of the additional complication may allow a
state to establish multiple Spy Networks in a given foreign state. A single
critical failure would compromise only the Network(s) contributing to that
project, and a single enemy counter-intelligence success would neutralize only
one of the Networks. Spy Networks are usually established against states with
which there is at least ambassadorial exchange. In case of Spy Networks
established without a similar degree of contact between the states, GM’s should
provide large penalties to all of the network’s operations and large bonuses (or
even free successes) to counter-intel operations by the target state.
16.4.2 Specific BureausSpecific Bureaus are established to support a specific
operation type - Military, Research, Economic, Political, Diplomatic,
Counter-Intelligence/Conversion, or Cryptography. They exist in the relative
safety of one’s own state. A specific Bureau is commissioned by investing a
quantity of RP’s, at a minimum initial investment of 50 RP’s per Bureau.
Additional RP’s may be invested in the Bureau later. The Bureau generates it RP
value in OP’s each turn, for use in operations of that specific type. For
example, if the Saurian Alliance had a Military Operations Bureau that had 250
RP’s spent on it to date, it would have 250 OP’s available each turn for
military intelligence gathering and/or sabotage projects in any
location.
Specific Bureaus are generally safe from causing diplomatic or political repercussions by their mere existence, and are difficult to attack. A government may “turn off” a Bureau – decommission and reduce to 0 RP’s invested - virtually at will, though there would be little reason to do so. 16.4.3 AgentsAgents (which include moles or plants) are individuals
reasonably loyal to you hidden inside the mechanisms of a foreign state’s
Military, Political, Diplomatic, Research, or Economic community. There is no
direct RP cost to acquiring them. Rather, agents are planted/recruited by a
successful placing/turning operation. The agent thereafter is a sort of specific
extension of the Spy Network in that state. The agent generates 100 OP’s each
turn toward operations of its type in that state. For example, suppose the
Saurian Alliance used its Pyronian network and its home-based Military
Intelligence Bureau to launch a place/turn agent operation with 850 OP’s total,
and suppose it succeeds. That network now has an agent placed in or near the
Pyronian military, which provides it 100 OP’s more each turn specifically and
exclusively for military intelligence gathering or military espionage operations
against the Pyronians.
Agents are generally lost with their networks, in some fashion or another. 16.5.0 Specified Operation Types16.5.1 Counter-espionage/Conversion Specified OperationsFind Spy Networks
– success means one found and disrupted; critical success, one found, turned,
and now working for you. Counter ongoing operations – success means one discovered and disrupted; critical
success, one found, turned, and put to your use General security
– no roll required - OP’s are evenly divided among enemy projects and reduce
their RP’s/OP’s on a 1 for 1 basis. If some projects are reduced to 0 effective
RP’s this way, the extra points are not lost but instead reduce the effective
RP’s of the projects with the largest remaining effective
RP’s. General security development – 20% bonus to further counter-espionage/conversion
operations Conversion – a
success causes the next Find Spy Networks or Counter ongoing
operations success to be treated as a critical success Internal Affairs – (also known as counter-counter-intelligence) discover
one “friendly” turned Agent or Network Support Open operation – one specific Open project in this field receives a 20%
bonus to effective funding; project must be either ongoing or started the turn
after for this bonus Counter-insurgency – d10 occupied colonies in a specific sector make no
resistance activity rolls this turn 16.5.2 Military Specified OperationsMilitary
intelligence gathering
Discover fleet strengths and locations – d10 most powerful, one missed if result 6 or higher.
GM’s may rank fleets level of power by weapon rating totals, RP’s invested, or
by overall impression. Discover fixed location unit groups’ strength and
locations – d10 most powerful, one
missed if result 6 or higher; includes minefields Discover ground unit strengths and
locations – d10 most powerful,
one missed if result 6 or higher Acquire unit designs, numbers in class – d10 most prevalent by RP’s in service, one missed if
result 6 or higher Discover location(s) of occupied, rebellious
colonies– d10 wealthiest, one missed if
result 6 or higher Discover supply depot sizes and locations – includes caches of fighters, gunboats,
munitions, etc., and mothballed units Discover training facilities and
locations – d10 largest, one missed if
result 6 or higher; includes training camps, simulator craft, academies,
etc.
Place/turn enemy agent General military infiltration – 20% bonus to further military ops in this state
Acquire list of graded officers – d10 most active or senior, one missed if result 6 or
higher. Activity is based on GM impression of who’s doing the most with their
command lately. Acquire targeting system data – acts as a DEFENSE 15 wildcard tech bonus against this
state Acquire defense systems data – acts as a TARGET 15 wildcard tech bonus against this
state Acquire sensor frequencies – allows a cloaking effect against the units in a
specific sensor as a wildcard tech Acquire fleet orders – current turn’s orders for one specific fleet in a
known location Acquire commerce raider plans – commerce raiders the enemy state is operating in your
territory suffer 40% penalties to victim loss rolls for d10/2 turns, 1 turn
minimum Support Open operation – one specific Open project in this field receives a 20%
bonus to effective funding; project must be either ongoing or started the turn
after for this bonus Acquire sector data – includes survey data and colony locations for a specific
sector
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Military sabotage
Fund partisans –
500 RP’s put in their hands; this funding is not drawn from any treasury but
simply “appears” through unspecified and likely illegal
means 16.5.3 Research Specified Operations Research
intelligence gathering
Tech theft – one
specific technology known to be in target’s inventory
copied Acquire tech list
– full list, 10% missing or incorrect Acquire current projects list – full list, 10% missing or
incorrect Acquire list of science stations and similar
– d10 largest concentration by expense
Acquire list of graded scientists – d10 most active or senior, one missed if result 6 or
higher. GM’s can determine activity through total RP’s of project under the
graded scientist’s management, or through sheer simple impression.
General research infiltration – 20% bonus to further research ops in this state
Support Open operation – one specific Open project in this field receives a 20%
bonus to effective funding; project must be either ongoing or started the turn
after for this bonus Place/turn enemy agent Acquire survey data – includes d100% of survey
database Research sabotage
Compromise research – acts as a critical failure on a project
Destroy research facilities – d100 lab bays and their units destroyed
Assassinate a graded scientist – one known, specific graded scientist
killed Scientific
community scandal – 10% R&D funding penalty for d10/2 turns, 1 turn
minimum Support Open operation – one specific Open project in this field receives a 20%
bonus to effective funding; project must be either ongoing or started the turn
after for this bonus 16.5.4 Economic Specified OperationsEconomic
intelligence gathering
Acquire current shipping schedules – next turn’s commerce raiding on this target gets a 40%
bonus to victim loss and piracy take rolls Acquire list of most wealthy colonies – d10 wealthiest, one missed if result 6 or higher
Acquire list of colonies, locations – full list, 10% missing or incorrect, no details
Acquire list of shipyards and repair
yards – d10 largest concentrations
Acquire list of colonies with heavy
industry – full list, 10% missing or
incorrect General economic infiltration – 20% bonus to further economic ops in this state
Support Open operation – one specific Open project in this field receives a 20%
bonus to effective funding; project must be either ongoing or started the turn
after for this bonus Place/turn
enemy agent Economic sabotage
Colony damage –
2d100 points of damage to a colony Facility damage –
one known, specific facility destroyed Inflict income penalties – as per steps of economic damage due to deficit
spending Trigger shipyard strike(s) – d100 as a percentage of
shipyard bays suffer worker strikes – no building progress this turn Destroy yard facilities – d100 shipyard and/or repair
yard bays and their units destroyed Smuggling – 1% of target state’s RP production taken from this
turn’s tax income and reaches you instead Support Open operation – one specific Open project in
this field receives a 20% bonus to effective funding; project must be
either ongoing or started the turn after for this bonus 16.5.5 Political Specified OperationsPolitical intelligence
gathering
Discover SR/PSR values – reveals both, 10% chance of
one being +/-10 points off Discover society values – 10% chance of d10 values
being completely wrong General political infiltration – 20% bonus to further
political ops in this state Locate occupied/rebellious colonies – full list, 10% missing or
incorrect, includes garrison size but not composition Support Open operation – one specific Open project in
this field receives a 20% bonus to effective funding; project must be
either ongoing or started the turn after for this bonus Place/turn enemy agent Political sabotage
Lower SR’s – 10 point SR penalty for a successful op, lasts
d10/2 turns, 1 turn minimum, -30 maximum loss Lower PSR’s – 15 point PSR penalty for a successful op, lasts
d10/2 turns, 1 turn minimum, -30 maximum loss Foment local rebellions – d10 random colonies in
random sector beset by 3d10 RP’s worth of rebel units each; on a critical
success, maximum number of colonies, maximum rebel forces, choose specific
sector Encourage resistance – every known occupied colony
has one additional check for resistance activity this turn Fund rebels – 500 RP’s put in their hands; this funding is not
drawn from any treasury but simply “appears” through unspecified and
likely illegal means Fund partisans – 500 RP’s put in their hands; this funding is not
drawn from any treasury but simply “appears” through unspecified and
likely illegal means Assist governmental corruption – 2.5% loss to overall
government income for d10/2 turns, 1 turn minimum Support Open operation – one specific Open project in
this field receives a 20% bonus to effective funding; project must be
either ongoing or started the turn after for this bonus 16.5.6 Diplomatic Specified OperationsDiplomatic intelligence
gathering
Discover treaty relations with other
state(s) –
lists each treaty, 10% chance of one error or omission Tap communications – that turn’s email traffic
with select ally handed over; 10% chance of omission(s) List nations with exchanged
ambassadors –
provides a list of states with which the target state has exchanged
ambassadors, along with those with which a state of war exists Support Open operation – one specific Open project in
this field receives a 20% bonus to effective funding; project must be
either ongoing or started the turn after for this bonus Place/turn enemy agent Diplomatic sabotage
Create “incidents” – next successful covert op
against this state will falsely implicate a third party. GM’s may but are
not obliged to allow a player to use a create-incident project as an Open
operation strictly within the bounds of diplomatic damage. “Expose” faked ops by a third party – appears to be a critical
failure of some third party’s covert op against that state Support Open operation – one specific Open project
in this field receives a 20% bonus to effective funding; project must be
either ongoing or started the turn after for this bonus 16.5.7 Cryptographic Specified OperationsBreak target’s military codes – 100% funding bonus to all
military intelligence gathering missions and 50% funding bonus to all
military espionage missions against that target state next turn only Break target’s intelligence codes – counts as a counter-intel
success against that state’s operations against you this turn Break target’s technical base codes –100% funding bonus to all
research intelligence gathering missions and 50% funding bonus to all
research espionage missions against that target state next turn only Break target’s governmental codes – 100% funding bonus to all
political and economic intelligence gathering missions and 50% funding
bonus to all political and economic espionage missions against that target
state next turn only Break target’s diplomatic cypher – 100% funding bonus to all
diplomatic intelligence gathering missions and 50% funding bonus to all
diplomatic espionage missions against that target state next turn only Revise codes – no roll required - OP’s evenly divided among enemy
projects and reduce their RP’s/OP’s on a 1 for 1 basis. If some projects
are reduced to 0 effective RP’s this way, the extra points are not lost
but instead reduce the effective RP’s of the projects with the largest
remaining effective RP’s. Cryptographic advance – 20% bonus to future
cryptographic operations Code security advance – 10% penalty to effective
funding of hostile espionage/covert ops projects Support Open operation – one specific Open project in
this field receives a 20% bonus to effective funding; project must be
either ongoing or started the turn after for this bonus 16.6.0 Attitudes toward EspionageIn
the real world, generally friendly states will nevertheless conduct
intelligence operations on one another. Many of these will be entirely
innocent, passive activities, such as working with publicly available
information to analyze military or diplomatic postures. An ally might well
be more reassured to discover through their own operatives that you are
(e.g.) deploying forces to check the advance of one of their enemies on
their frontier than merely to hear your declarations of support. Relations
between states do not fall directly from the closest of alliances to blood
feud, and in these spaces, covert operations may suit both sides better
than would war. Many quiet, low-level intelligence operations, if detected, will cause no great harm to national relations. FOTS players may – or may not – take these as models for how to regard discovered or suspected intelligence operations in game.
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