Defensive Contracts

All defensive contracts must be created in the Intelligence Agency of the planet you wish to protect.

Contract # Spies Skills Need Defense Description
Mole Hunt 0
  1. Forensics
  2. Network Security
  1. The more spies that are entrenched on your planet the harder it is to catch them.


  2. *you will never truly know if you have cleared all spies.
Clearing your planet of dirty double crossing spies is accomplished with a good old fashioned Mole Hunt.
Upgrade Network 0
  1. Network Security
  2. Computer Programming
  1. This automatically succeeds to the level requested in the contract assuming the leader is of sufficient ability.
This increase the Body ability score of a leader.
Increase Body 0
  1. Wall Magic
  2. Sneak Magic
  1. Difficulty of this contract increases with the Body level of the requesting leader.
This increase the Body ability score of a leader.
Increase Mind 0
  1. Forensics
  2. Arcana
  1. Difficulty of this contract increases with the Mind level of the requesting leader.
This increase the Mind ability score of a leader.
Increase Spirit 0
  1. Wall Magic
  2. Sneak Magic
  1. Difficulty of this contract increases with the Spirit level of the requesting leader.
This increase the Spirit ability score of a leader.

Offensive Contracts

To create an offensive contract you must first place spies on you the planet you wish to attack. Then, from your Intelligence Agency you will be able to create the various contracts listed below and set your own price at which you want to pay someone to do your dirty work.

Contract # Spies Skills Need Defense Description
Air Strike 7
  1. Space Tactics
  2. Advanced Weapons
  1. Missile Defense System
  2. Planetary Network Security
The hired leader flies his spacecraft into enemy air space undetected and performs a hit and run raid against the enemies defending ships. He will attempt to destroy as many ships as he can avoiding capture or death.
Assassinate Leader 12
  1. Small Arms
  2. Infiltration
  3. Arcana
  4. Network Security
  5. Sneak Magic
  1. Planetary Network Security
  2. Military Academy
  3. Planetary Magic Barrier
  4. Target Leaders Small Arms Skill
Assassins must sneak past all planets defenses and then, using a combination of arcana and small arms fire land a killing blow to an unlucky leader.
Bomb Building 6
  1. Infiltration
  2. Demolitions
  1. Planetary Network Security
  2. Target Building Levell
This is where expertise in demolitions really pays off. Having the ability to destroy buildings on a planet is paramount to a successful military campaign.
Hack Resources 4
  1. Network Security
  2. Computer Programming
  1. Planetary Network Security
  2. Target Intelligence Agency
Geniuses of cyberspace use their abilities to crash servers, destroy data logs and wreak general havoc on a planets resource tracking software. Allowing the hacker to ‘reallocate’ a small percentage of those resources.
Kidnap Leader 8
  1. Infiltration
  2. Small Arms
  1. Planetary Network Security
  2. Target Leaders Small Arms Skill
Just a simple, sack over the head and throw the ‘mark’ in the back of an unmarked getaway vehicle.
Steal Resources 4
  1. Infiltration
  2. Small Arms
  1. Planetary Network Security
  2. Target Intelligence Agency Level
Military commandos sneak into enemy planets warehouses and organize a massive redirection of their resources.
Troop Ambush 7
  1. Military Strategy
  2. Advanced Weapons
  1. Fortification Level
  2. Planetary Network Security
  3. Target Units Armor and Hit Points
A leader sneaks deep into enemy territory and lays a trap for your enemy’s ground troops. By catching these units by surprise massive carnage