Intelligence and Covert Operations have long been a prominent part of the struggle for supremacy in the Inner Sphere. Crucial information, a well placed commando raid or timely sabotage can be more powerful or destructive than entire regiments of BattleMechs.
There are three types of Covert Operations which a faction may purchase as a strategic action for an upcoming turn--Technology Grab, Industrial Sabotage Foment Unrest. Each Operation counts as a Strategic Action. Each covert operation type has its own unique effects,
Technology Grab- Developing new technologies is expensive...Stealing them can be cheap. Factions may wish to target rival factions with this operation in an effort to secure coveted technologies which they can then turn against their rivals.
Like all Covert Operations, Technology Grab's cost is dependent upon the target factions security rating. The cost for the operation is 1.0 Cultural point and 0.5 Research points per point of security rating the target faction has. Upon purchase the target faction must surrender one previously researched technology to the purchasing faction. The Target faction chooses the technology. Note: IS factions may not target clan factions and vice versa. Additionally, ONLY technologies may be targeted with this action, Researched Doctrines may not be targeted.
Industrial Sabotage- The ultimate goal of many offensives in the Inner Sphere is the capture of vital factories which provide the rival powers the means to make war. However, sometimes capturing one of these prizes is temporarily out of reach for a faction. Denying a rival the use of said prize is not. Factions wishing to deny rivals the use of a specific factory may do so with the Industrial Sabotage operation.
Like all Covert Operations, Industrial Sabotage's cost is dependent upon the target factions security rating. The cost for the operation is 1.0 Cultural point and 0.5 Industrial points per point of security rating the target faction has. Upon purchase the buying faction may choose one factory of the target faction to be disabled for the next Strategic Turn. Note: Asset-type factories may not be targeted by this action, nor may a factory be targeted by this action in two consecutive Strategic Turns.
Foment Unrest- Each faction struggling for control of the Inner Sphere spans multiple (often hundreds) of star systems each with varying populations and local cultures. Governing these far-flung holdings can be a difficult task in the best of times. In the midst of an Inter-Stellar war it can sometimes be near impossible. Especially if someone else is working against them...Foment unrest allows a faction to target a rival faction's planet with a package of de-stabilizing efforts including funding separatist movements, anti-government propaganda, insurgencies and terrorist attacks.
Like all Covert Operations, Foment Unrest's cost is dependent upon the target factions security rating. The cost for the operation is 1.0 Cultural points per point of security rating the target faction has. Upon purchase the buying faction may choose one planet controlled by the target faction, within a 120 LY radius of the target factions Logistics centers, to be wracked with civic unrest converting 100 Infrastructure points of the target planet to "Independent".