<span class="bbc_u"><strong>Intel Ops:</strong></span><br/><br/>An Intel Point is an abstract unit that represents the potential use of intelligence. This is the standard unit in regards to using Intel here. Intel points are used for both offensive and defensive purposes. Intel Points are purchased, used and deployed for defensive use at your systems, or to the Military Intel Pool for military use.<br/><br/>Intel points by default cost 1 economic point to make and 1 economic point per 10 Intel points to maintain. The maximum number of Intel points per system is limited by the Census.<br/><br/>To use Intel Points offensively, the player must declare in their turn orders the type of mission, the target and which system staged the mission. Therefore, the player could declare their system of Earth is launching an Espionage Mission into Wolf. If the defending system has Intel present, it is automatically used for defense, as only offensive missions require the specific allocation of Intel Points. The natural range of an Intel mission is one jump. It costs an additional Intel Point to extend the range by one jump. This represents the amount of resources needed to successfully launch an Intel mission away from a controlled system.<br/><br/><strong>Espionage Missions</strong><br/>These are information-gathering missions. A particular target must be specified for this mission. Applicable targets are as follows:<br/><br/>System (Difficulty Level: 1): Gathers basic information about a system, Census, Morale, Intel, Facilities, RAW and Productivity.<br/><br/>Fleet (Difficulty Level: 1): Reveals starships and orbital installations in the system.<br/><br/>Intel (Difficulty Level: 2): This is an attempt to shadow another system’s Intel resources. If the target system is used to launch an Intel mission this turn, the shadowing player, if successful, will learn the mission and target system of that activity.<br/><br/>Personnel (Difficulty Level: 2): This mission will reveal any enemy personnel on a planet or fleet when used against a system. It can also be used to locate a particular person (friendly or enemy) wherever they are located.<br/><br/>Tech (Difficulty Level: 3): Tech espionage is a mission to actually steal another government’s technological research. This mission must be targeted at a system with a Census value of more than 3. If the mission is successful, the spying government will gain any one technology of their choice possessed by the other for which they already have the perquisites.<br/><br/>Trade / Transport (Difficulty Level: 1): This will reveal any Trade / Transport Fleets operating in this system.<br/><br/>Troop (Difficulty Level: 1): Gathers information about what troops are present planet side and their abilities.<br/><br/><strong>Sabotage Missions</strong><br/>This form of Intel operation is an attempt to destroy actual targets instead of just gather information on them.<br/><br/>Industrial (Difficulty Level: 1): This is an attack on the Productivity of a system. If successful, the attacked system will temporarily loose 1 utilized Productivity next turn.<br/><br/>Counter-Intel (Difficulty Level: 2): This is effectively a pre-emptive strike against another system’s Intel operatives. If successful, the attack system loses 1 Intel<br/><br/>Tech (Difficulty Level: 2): A tech sabotage mission will attempt to destroy their technological advancement capability. It must be targeted on a system with more than 3 Census. If the operatives succeed, roll a d6. On a 1-4 the target players picks the technology lost, on a 5 – 6 the sabotaging player picks it.<br/><br/>Troop (Difficulty Level: 2): This represents hit and run tactics to disrupt the function and supply of ground units. If successful, one random ground unit looses 1 attrition point.<br/><br/>Starship (Difficulty Level: Varies): This mission is an attempt to destroy a ship or flight that is present in the system using Intel Points alone. It may be an agent that sabotaged the reactor, or an explosive stowed away in a shuttle. The difficulty is based on the ship itself. This also applies to fleet assets assigned planet-side.<br/>• Flight Difficulty: 2<br/>• Ship Difficulty: 2 + 1 per 3 economic point cost (round up)<br/><br/>Orbital / Installation (Difficulty: Varies): An attack upon stationary space assets such as orbital defenses, shipyard or star-bases, or upon ground based facilities.<br/>• DEFSAT/Mine Difficulty: 1<br/>• Small Installation (3 to 25 construction points) Difficulty: 4<br/>• Medium Installation (26 to 50 construction points) Difficulty: 8<br/>• Large Installation (51 to 100 construction points) Difficulty: 12<br/>• Enormous Installation (over 100 construction points) Difficulty: 16<br/><br/>Personnel (Difficulty level: 3):  This mission is an attempt to assassinate / capture / rescue a noteworthy individual.  Against an enemy, the player makes the choice of assassinate or capture. Rescue is only used to regain ones own personnel that have been captured.<br/><br/>Population (Difficulty: 4): This is a cruel strike on the actual life of a system. Population sabotage could materialize as a bio-weapon attack for example. If the attack succeeds, roll a d6, if the roll is a 4 or higher, then 1 census is lost.<br/><br/>Insurgency and Counter-Insurgency Missions (Difficulty: 2)<br/>Intel operatives may be directed to incite rebellions on planets loyal to the enemy. Conversely, a local government may go to great lengths to conduct pro-government actions on their own systems. Therefore, this mission may be launched against even your own systems.<br/>First, the player must declare if they are attempting an insurgency (to decrease system Morale) or counter-insurgency (promote system Morale). If the mission succeeds, then Morale will go up or down by 1.<br/><br/><strong>Determing Success</strong><br/>There is no limit to the amount of Intel points that can be spent on a single mission, but each mission must have at least 1 Intel Point. The player must specify the system staging the mission, target system and/ or unit. Each mission is resolved in the Intelligence Phase. All missions are resolved simultaneously.<br/><br/>Add the total number of Intel conducting the mission to find the Offensive Intel total. Do not count any Intel Points that were used to extend the range of the mission or used to allow another system to assist, they are spent just getting the mission to the target. Then calculate the Effective Defensive Intel by adding the mission’s difficulty to the Intel deployed in the target system.<br/><br/>To determine a mission’s success, you must divide the Effective Defensive Intel total value by the Offensive Intel total for that mission. This determines the Mission Failure Percentage, or MFP. The MFP should be rounded up. The defender (or CM) then rolls a d100. If the number rolled is less than or equal to the Mission Failure Percentage, the mission has failed. However, if the d100 roll is over the MFP, the mission has  succeeded. A roll of 100 will always succeed while a roll of 01 will always fail.<br/><br/>Example: A fleet espionage mission is launched against Epsilon Eridani from Tau Ceti with Epsilon Eridani defending with 2 Intel and Tau Ceti attacking with 4 Intel. To determine the MFP, you would divide 3 (2 Def Intel + 1 Difficulty) by 4. This gives us a MFP of .75 or a 75% chance of failing. The defender rolls a 51 on a d100, so Epsilon Eridani’s Intel Defense averted the mission’s goals, but since the roll was not 37 or less (50% of the MFP), the mission went undetected. It is instructive to note that the mission could not have both succeeded and remained secret. So it pays to spend more intel if you wish to keep your activities secret.<br/><br/><span class="bbc_u">Effective Defensive Intel 3</span>=. 75 or 75%<br/>Offensive Intel 4<br/><br/>After the mission is complete, all Intel that was used offensively is lost. Defenders maintain the Intel they used in defense for that system. So, if Tau Ceti spent 4 Intel points on a mission to Epsilon Eridani, and Epsilon Eridani had 2 defending, then, after the mission was complete, Tau Ceti would lose the 4 Intel points it spent on the mission while Epsilon Eridani would keep their 2 Intel points.<br/>