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Intelligence Operations

Prerequisites: Level 1 Military Research

Cost: Varies PP's , Positive Political Points are the only means to use Intelligence

Operations or Counter Intelligence.

Benefits: 1) See Intelligence Operation Chart.

Pitfalls: 1) Must spend Positive Political Points (PP's) for use of the Intelligence

Operations Chart.

  1. May incur Negative Political Points on failed Intelligence Operations.



The Intelligence Operations Chart operates off of PP's. Only players who have Level 1 or higher of Military Research may run an Intelligence or Counter Intelligence Operation. Intelligence Operations (I.OP.) are anounced on phase 9 of each turn. All players that wish to run an Intelligence Operation make the anouncement that they are doing so. On the Player Record Sheet each player that is running an I.OP. must write down how many Positive Political Points they are commiting to the I.OP. and also how many +PP's they are commiting to Counter Intelligence and against which nation. The nations (players) are identified by the letter of their Nationality Units.

The Political Points remaining are those points that the player used for the I.OP. minus the Counter I.OP. the other players had against the Player's I.OP. If the remaining Political Points are zero or less the I.OP. was not carried out onto the chart and is considered failed, the Negative Political Points remaining are incured by the player running the I.OP. Intelligence Operations are a double edged sword. If the player still has PP's left from the I.OP. after the selection, the player may pick another selection, any PP's not used are retained.



Political Point(s) Remaining

Result

1 PP

Place three IFA Foreign Aid Infantry into any Unoccupied territories. (At no cost for the IFA Units).

2 PP's

Place one SFA Foreign Aid Infantry and Nationality Unit into any Unoccupied territory. (At no cost for the SFA Unit and receive one Positive Political Point). Or choose from of the above.

3 PP's

Place two IFA Foreign Aid Infantry into any Occupied territory. (At no cost for the IFA Units. the Nationality Unit of that territory is removed and the player whose territory was lost incurs one Negative Political Point). Or choose from of the above.

4 PP's

Place one SFA Foreign Aid Infantry into any Occupied territory. (At no cost for the SFA Unit. The Nationality Unit of that territory is removed and the player whose territory was lost incurs one Negative Political Point. If there are no enemy Units in the territory place your Nationality Unit in that territory and receive +1 PP, if there are enemy Units resolve the Contested territory during the Combat phase of the turn). Or choose from of the above.

5 PP's

Convert two SFA Foreign Aid Infantry of another player's or players' into your SFA Foreign Aid Infantry. (At no cost for the SFA Units. The Nationality Unit(s) of that/those territory(ies) is/are removed and the player whose territory(ies) were lost incurs one(two) Negative Political Point(s). If there are no enemy Units in the territory(ies) place your Nationality Unit(s) in those territory(ies) and receive +1(+2) PP, if there are enemy Units resolve the Contested territory(ies) during the Combat phase of the turn). Or choose from of the above.

6 PP's

Steal one level of Economic Research above your current level from another player if available. Receive the Political Points applicable for that level. No harm is done to the victim. Or choose from of the above.

7 PP's

Steal one level of Military Research above your current level from another player if available. Receive the Political Points applicable for that level. No harm is done to the victim. Or choose from of the above.

8 PP's

Steal one level of Technical Research above your current level from another player if available. Receive the Political Points applicable for that level. No harm is done to the victim. Or choose from of the above.

9 PP's

Embargo, set an embargo against one player, that player will be unable to use any aspect of the World Market, Open Market and World Bank for two turns starting now. No interest gained on EP's or Political Points from EP's invested in the World Bank, they are considered Frozen assets. The player may use the Private Market should there be willing players. Or choose from of the above.

10 PP's

Insider Knowledge of the World Market. See the die roll before placing bids or selling on the World Market. In other words know the price! Or choose from of the above.

11 PP's

Covert Operatives discover Missile Codes from one player. Or choose from of the above.



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