Intelligence, Espionage and Scouting
In any campaign, ships are important but a good Intel Team is the Eyes, Ears and shield of the fleet.
You may make 1 Intel Action for free each campaign turn; any of these Actions may be boosted by spending 5 RP’s per bonus point to the dice roll. All rolls are 2d6.
Code breaking: If you capture a vessel from another faction you may attempt to crack its security codes and have reprogrammed it for your own use. It requires an Intel roll of 11+ and 2 RP’s to make the attempt. Note: there is more to utilising an enemy vessel than this, but this is the step necessary to allow you to use the ship.
Demo Team: You use a Special Forces mission to successfully infiltrate an opposing faction’s vessel and plant a demolition charge somewhere important. This vessel must be in a Flag that you have encountered and identified and, if successful, the charge is noted and may be activated at any time. Difficulty 10+. If you are successful you may detonate the charge at any time, roll 1 automatic critical roll and apply it immediately to vessel.
Grab’n’run: A specially trained team steal 1d6 RP’s from an opposing factions requires an Intel roll of 8+.
Passive Surveillance. By concentrating many of your resources on surveillance and watching your enemies you gain an insight into their Plans. This effect gives you a chance to ask the GM for information about a flags transit and composition, requires an Intel roll of 8+.
In any campaign, ships are important but a good Intel Team is the Eyes, Ears and shield of the fleet.
You may make 1 Intel Action for free each campaign turn; any of these Actions may be boosted by spending 5 RP’s per bonus point to the dice roll. All rolls are 2d6.
Code breaking: If you capture a vessel from another faction you may attempt to crack its security codes and have reprogrammed it for your own use. It requires an Intel roll of 11+ and 2 RP’s to make the attempt. Note: there is more to utilising an enemy vessel than this, but this is the step necessary to allow you to use the ship.
Demo Team: You use a Special Forces mission to successfully infiltrate an opposing faction’s vessel and plant a demolition charge somewhere important. This vessel must be in a Flag that you have encountered and identified and, if successful, the charge is noted and may be activated at any time. Difficulty 10+. If you are successful you may detonate the charge at any time, roll 1 automatic critical roll and apply it immediately to vessel.
Grab’n’run: A specially trained team steal 1d6 RP’s from an opposing factions requires an Intel roll of 8+.
Passive Surveillance. By concentrating many of your resources on surveillance and watching your enemies you gain an insight into their Plans. This effect gives you a chance to ask the GM for information about a flags transit and composition, requires an Intel roll of 8+.