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Artifacts
4. Artifacts. In addition to the status points they supply and their contribution to
certain victory conditions, Artifacts provide bonuses in all three types of battles. Weapon
artifacts provide attack bonuses and increase the chance to wound or kill opposing
leaders or guardians. Armor artifacts protect the leader equipped with the artifact,
substantially reducing his chance of being killed or wounded. Healing artifacts heal all
leaders of the legion containing the artifact after each battle, although leaders who are
killed rather than wounded are not restored to life. Any one leader may only be equipped
with at most one artifact of each type. Although other character classes may have
artifacts equipped, such as an Agent in the turn he steals one, they only provide their
bonus when equipped with a leader.
Legion Movement
ii. Legion Movement. Any legion may be given one (only) movement command
per turn (subject to the overall limit on commands given due to the Kings Rulership).
There are a variety of different movement commands to choose from, based on the
objective. There is a standard March command that seeks to move the legion to a
specific area up to the limit of the legions movement points (mp) in distance away, or
less. The Scout command slows movement, but reveals more previously unknown
territory around the legion, removing the fog of war. A legion in the same area as an
enemy legion and with adequate speed may Pursue that legion, following its movement.
A legion might choose to Intercept enemy legions within a certain radius of its current
location, or to end movement when it enters the first area containing a PC. The amount
of maps a legion has is based upon its size, its overall commander, and its speed rating.
MPs are expended with each hex entered dependent upon the type of terrain. The details
of the various movement commands are explained in the Commands document.
Reinforcements and Mercenaries
iii. Reinforcements and Mercenaries.
At the end of every fourth turn, all
kingdoms receive either two or three kingdom brigades as reinforcements.
Reinforcements always arrive inside the kingdom capital and can be given no orders until
the following turn. These brigades are of regular experience. Players should remember
that these new brigades will begin consuming supplies and gold on the following turn
so turn 4 reinforcements begin consuming resources on turn 5. Players may also recruit
mercenary brigades with a leader who is in the same area as a town or city under his
control that contains the Tavern improvement. In Fall of Rome, there are two types of
mercenary brigades: Heruli and Burgundians. Heruli are infantry and missile troops, so
are slow but well suited to attacking or garrisoning PCs, and do well in restrictive
terrain. Burgundians have a generous cavalry contingent, so are fast, do well in open
terrain, and are somewhat more expensive to maintain. Mercenary brigades are
attached to the base of the leader that recruits them. So a leader that is in a
legion recruiting mercenaries will have the mercenaries appear in that legion. If
the leader is inside the PC, the mercenaries will be with him inside the PC.
Note: mercenaries cannot be recruited inside a PC in its garrison unless the PC
already has the Barracks improvement in place. If the leader relocates in the turn the
mercenaries are hired, the mercenaries move with him.
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