Re: [FH] Campaigns
From: "laserlight@q..." <laserlight@quixnet.net>
Date: Fri, 12 Jul 2002 09:13:35 -0400
Subject: Re: [FH] Campaigns
>Intelligence
>Level 1: You have intelligence stations on all Major worlds plus 20%
>of Minor worlds. You receive reports on all capital units stationed in
>or passing through a system with an intel station.
>Level 2: You may spend 10MCr to build an intel station and 1MCr/turn
>to maintain it. You may build multiple intel stations in one system.
>Each station is assigned one activity (naval movements, economic,
>scientific research, trade, diplomacy etc). You may build
counterintelligence stations on your own world to reduce the effect of
enemy stations.
>Level 3: Each station has a quality assigned. You may make intel
>attacks based on opposed die rolls against counterint. Roll is based
on
how muchyou're spending *each* turn on that station: 1MCr = d4, 2MCr =
d6,
>4MCr=d8, 8MCr=d10. If you maintain an elite agent (cost 100 MCr to
build
plus 32MCrper turn) you may add a d12 in addition to the station die;
however, if the agent rolls a 1 he is killed/disabled.
>
>ROFLOL! Good thing this is SF. Way too cheap, way too effective.
<grin> "Just an example", I said. "Free, and worth it!", I said.
But what would you suggest?
Bearing in mind that all the really nast^h^h^h fun things really need
a
GM ("yes, it was a convoy, and yes, your raiders totally destroyed it
with
long range missile attacks. I don't know that I'd call it a *success*,
exactly, because it wasn't a Morporkian convoy, it was a Djelibeybi
convoy,
taking the Bey and his household on a pilgrimage. You're now at war
with
the Djel. Also, this brutal attack has caused a definite cooling in
relations with...well, all your neighbors, actually.")
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