Phoenix: Agent/Operative Rules

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Agents and Operatives

Agents

Role
Recruitment
Payoff
Loyalty

Operatives

Role
Recruitment
Loyalty

Movement
Performing Missions
Risk Analysis
Crackdown
Mission Failure
Gaining Experience
Missions
Item Security Levels
Item Type Security Levels

Links to
Other Rulebooks

Beginner's Guide
Introduction
Agents/Operatives
Space Combat
Ground Battles
Ground Parties
Politics
Starbases - Basic
Starbases - Full
Starships - Basic
Starships - Full

 

Agents and Operatives

Once put into place, both agents and operatives can use the same list of orders. Therefore they are all listed as agents in both the order utility and the order manual. Agents and operatives perform covert operations within starbases and outposts (usually) owned by rival affiliations. They can perform a number of actions. Each action has its own risk assessment. This allows the controlling players to decide for themselves whether they will perform a mission with no illusion of invulnerability. These positions, when used correctly can be devastating. They can undermine production, change lists and basically cripple a starbase or outpost that has felt it unnecessary to construct security complexes.

Agents

Role

Agents are employees of either an outpost or a starbase, who also work for your political position. While they work for you they can be requested to perform tasks within the outpost or starbase in which they are based. They will continue to perform tasks upon demand until they are captured, the tasks become too dangerous or your political decides not to pay them anymore. The agent created will have an excellent skill level in hacking and stealth - these are not literal skills (as with an operative) but are instead gained through trusted access within the starbase.

Recruitment

It is only possible to recruit an agent through the use of a ship or ground party docked in the starport of the starbase or outpost. The reason for this is the agent cannot be just anyone, but must be a full employee with computer access.

Pay-off

Agents like money and are greedy. They start with small demands, but these will increase with time and the amount of missions demanded of them. As such, a political position may well feel that they have outlived their usefulness. To drop an agent, the political has to use a number of methods to silence the agent and prevent any information being leaked. What the exact methods are comes down to the personal code of ethics of the political position. As this is not an accountancy game, these however are simply boiled down to a stellar fee covering investigations by trusted henchmen, bribes to officials through third parties and such.

Loyalty

The agents’s first and foremost loyalty is purely to themselves. They really do not care about anything else beyond the stellars given to them on a weekly basis by the political. As such, in the event of capture, they will almost certainly cut a deal with the security forces which could reveal who they work for, presuming they have been able to find out.

Operatives

Role

The role of operatives is more diverse. They are able to infiltrate the target starbase from anywhere in the in the orbital quadrant. Once in, they perform designated tasks until they are either caught or are picked up by a ship or ground party. They are at risk from security sweeps even when they are not performing missions, as they are not part of the starbase’s personnel. Unlike agents, they have a number of skills that will weight chances of success when performing specific missions.

Recruitment

A ship or a ground party creates an operative by subjecting a veteran troop to an intensive procedure of training and indoctrination. The type of troop used in the conversion will determine which skills are likely to be most proficient.

Troop Used

Primary are of Expertise

Veteran Soldier

Excellent Assassination

Veteran Marine

Excellent Sabotage

Veteran Crew

Excellent Hacking

Veteran Scout

Excellent Stealth/ Surveillance

Veteran Startrooper

Good Assassination / Sabotage

This table gives only the typical skill area of expertise. There are variations - it may turn out that a veteran crew discovers he has talents at sabotage for example.

Loyalty

The loyalty of operatives is unquestionable. They have been through various mind-altering procedures such that they would rather die than give away their employer. As such all carry (and are capable of making use of) instant suicide devices. These are generally organic neurotoxins held by calcium-based nanites in the brainstem although there are no doubt a great many other methods of instant death.

Movement

Operatives, unlike agents can be picked up from a starbase and moved to a new location. Issuing the “pick-up operative” order from the appropriate location allows this.

Performing Missions

Missions are dealt with in the same manner. Any number of orders can be given although their performance may affect the temporary security of the starbase.

Risk Analysis

Each turn will generate a risk analysis for the agent. This will show both the expected chance of success when undertaking the mission for each risk difficulty.

Example risk assessment

This example is for the newly created agent shown above.

Mission Type

Mission Difficulty

None

Low

Normal

High

V. High

Extreme

Assassination

25%

12%

6%

4%

3%

1%

Hacking

100%

100%

66%

44%

33%

16%

Surveillance

100%

96%

49%

32%

24%

12%

Sabotage

25%

12%

6%

4%

3%

1%

Stealth

100%

100%

74%

49%

37%

18%

Crackdown

It is assumed that if an agent has not been active for a long time a player will request an update for the agent. This is because a starbase can perform what is known as a crackdown. This vastly increases the security protocols for the starbase (although at a cost of vastly reducing the efficiency of the starbase).

Mission Failure

Should the agent fail a mission there is a chance of being detected. Depending on the mission type, this will range from negligible through to very obvious. All 'capture' tests are done against either stealth or hacking. Intelligence missions use either hacking or surveillance, whichever is the highest. Once spotted, the agent will attempt to evade capture. This will either be through hacking, in the case of accessing the starbase database, or through stealth if a physical mission. Assassination may also be used to shoot a way out of the situation.

Gaining Experience

Successful completion of a mission will give some experience rewards. These will be in the skills used. The amount gained is proportional to the chance of failure. Undertaking missions with no chance of success will therefore result in no chance of gaining experience.

Missions

This is a list of missions possible. Where the result is “Item Security”, refer to the next section for details

Mission

Security Level

Skill Used

Assassinate

Item Security

Assassination

Remove from List:

Enemy
Support
Defend
Ground enemy

 

High
Normal
Normal
Normal

Hacking

Alter production by   

5%
10%
25%
35%
50%
100%

 

None
Low
Normal
High
Very High
Extreme

Hacking

Cancel production

High

Hacking

Close:     

1 complex
2 complexes
3-4 complexes

 

Normal
Very High
Extreme

Hacking

Acquire Information:

Basic production list
Complex list
Defend list
Enemy list
Ground enemy list
Mass production list
Mining activity
Positions docked
Research list
Ships building
Resource complexes
Standing order list
Support list

 

None
Low
Low
Low
Low
None
None
None
Normal
Low
None
None
Low

 

Intelligence
Intelligence
Hacking
Hacking
Hacking
Intelligence
Intelligence
Intelligence
Hacking
Intelligence
Intelligence
Intelligence
Hacking

Find Quant of Item/Type

Item Security x0.5

Intelligence

Sabotage Item/Type

Bombs Mods: Damage

0: Micro charge (1)
1: Bomblet (10)
2: Normal Charge (50)
3: Large Charge (100)
4: Huge charge (200)

 



Item Sec X 0.25
Item Sec X 0.5
Item Sec X 1
Item Sec X 2
Item Sec X 4

Sabotage

 

Item Security Levels

Security levels for items fall into a number of categories. Each category will alter the basic security for the starbase with respect to the specific item, i.e. a starbase will put more security around its jacium reserves than it’s metal reserves.

Item Security

Base Security Multiplier

Item Security

Base Security Multiplier

None

0.25

High

1.5

Low

0.5

V. High

2

Normal

1

Extreme

4

Item Type Security Levels

If an item type is not listed here then it falls into the normal bracket. There is no modifier for item types falling into this item type.

No Security (None)

Low security

High Security

Very High Security:

Extreme Security:

Basic Ores

Employees

Rare Ores

Very Rare Ores

Blue print

Trade goods

Civilians

Landing Devices

Pirate

Technique

Life (alien pets)

Hull patches

Take off devices

Officer

Principle

Plants

 

Landing engines

Operative

Scientist

Drugs

 

Combat Engines

Gravlander

Political

   

Scrambler

Cloaking Device

Artefact

   

Alloys

Inertial Damper

 
   

Int. Stabiliser

Missile

 
   

Stargate Keys

Kinetic Ammo

 
   

GPI Sensors

PD Missile

 
   

Exploration Modules