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A Post-Apocalyptic Turn Based Strategy Game - page 29 / 58





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Armageddon Empires

ER 20, 19, 18, 17


Major penetration resulting in a download of entire areas of key intelligence data. Possibilities include: Map observations, army locations, base locations, general empire information.

15, 16

Excellent penetration resulting in 5 key intelligence down loads*

right of “Defender’s Prerogative” but should the defender’s total successes exceed those of the attacker, the difference is applied as wounds to the saboteur. In addition the defender gains fate points equal to the level of the intel facility.

NOTE: The “Master Saboteur” special ability allows the saboteur to choose his target. Otherwise a random target is selected when a sabotage challenge is attempted.

NOTE: The “One Damage Fac Kill” special ability on some munitions provides the saboteur with the power to destroy a target facility if a single point of damage is inflicted.

NOTE: The “Demolitionist” special ability allows the saboteur to do triple damage during a successful challenge.


and the threshold is then added to a random number between 1 and 16 to yield the Espionage Result (ER). If the ER is greater than 20 then it is rounded down to 20. The results of the challenge are then determined by the following tables depending upon whether the “Passive”or “Active”option was selected before the challenge:

Passive Table

Cards with the “Espionage” special ability can initiate challenges to gather intelligence on enemy empires or actively disrupt enemy operations. A hero card conducting the espionage does not need to be stealthed but stealth status will make detection and possible capture or termination of the spy more difficult. A non-stealthed army with a unit card acting as a spy must be more careful, as it will initiate combat first with a non-stealthed enemy army if it enters the same hex. Therefore the army with the unit spy card must often be stealthed. If detected the army with the unit spy card faces combat rather than a “Capture Kill Challenge” that an army with only a hero (non combat capable) would face. In order to conduct espionage operations the army with the spy must be in the same hex as an enemy stronghold or outpost facility. Right clicking on the card with the “Espionage” special ability in the “Army Viewer Interface” will display a pop up menu that will offer the “Espionage” option followed by the cost in Action Points. If sufficient Action Points are not available then the option will appear in red text and not be selectable. Selecting the option with a left mouse click will initiate the challenge. The spy must then choose whether to conduct “Active” or “Passive” espionage. “Active” espionage focuses on disrupting the enemy player’s operations by doing such things as increasing Action Point costs and emptying resource stockpiles. The downside is that the enemy is immediately aware that something is going on and if the espionage challenge fails the spy’s exact location can be revealed.

12, 13, 14

Good penetration resulting in 4 key intelligence down loads*

9, 10, 11

Satisfactory penetration resulting in 3 key intelligence down loads*

5, 6, 7, 8

Poor penetration resulting in 2 key intelligence down loads*

1, 2, 3, 4

Pitiful penetration resulting in 1 key intelligence down loads*

  • *

    A key intelligence down load is a single piece of information like

the location of an army or base, or information about the empire i.e. number of heroes deployed.

Active Table

ER 20, 19, 18, 17

Result Major disruption. Possibilities include: forced

Active Table cont.



discard, Action Point drain for a number of turns, decreased supply range for a number of turns, increased Action Point costs to move armies for a number of turns.

The spy’s die pool strength is equal to his “Espionage”special ability level i.e. an “Espionage 5”would be assigned 5 dice for the challenge. The defender’s dice pool is equal to the defending empire’s espionage threshold. An espionage threshold indicates how difficult it is to spy on an enemy empire. The value of the threshold is equal to 1 point plus an additional point for each facility level of all intelligence centers deployed by the empire (and not besieged). Additional modifiers can be applied if the empire possesses attachments to facilities that provide espionage threshold bonuses. The “Espionage Challenge”is not a hidden challenge but the defending player does not observe the roll or participate in the challenge directly. The player conducting the espionage rolls his die and takes actions to modify the results then clicks on “Accept.”If the spy’s total successes exceed those of the defending empire’s espionage threshold then the challenge is deemed a success. The difference between the spy’s success total

15, 16

Serious disruption resulting in the loss of resources from the player’s stockpiles

12, 13, 14

Critical disruption resulting significant increases in costs for creating tactics and technology cards

9, 10, 11

Significant disruption resulting in higher Action Point costs to deploy cards to the game board

5, 6, 7, 8

Average disruption resulting higher Action Point costs to draw cards

1, 2, 3, 4

Minor disruption resulting in higher Action Point costs to create armies and transfer unit cards between them

The empire that is affected by the “Active”espionage results will receive a message describing the activity. The empire that conducted the espionage will also be able to view and keep track


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