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together with the legion they are attached to, or if assigned to a PC, stay in the hex
of the PC. The leader ranks and the associated command bonus are as follows.
Leader Rank:
Command Bonus:
Centurion
5%
Captain
6%
Captain Major
7%
Tribune
10%
General
11%
Commander
12%
Marshal
15%
Marshal Victor
16%
Imperator
17%
Warlord
25%
Leaders are also the characters capable of recruiting brigades of Heruli or
Burgundian mercenaries, and very experienced leaders may train less
experienced leaders, thereby increasing their rank. The leaders of a legion
are excellent warriors themselves, and it is they that investigate Unusual
Sightings, battling ferocious guardians protecting valuable artifacts and other
loot. Leaders are the only class of characters who wield the artifacts of Fall of
Rome with effect. These powerful weapons, armor, or healing artifacts can
have a profound effect on any battle.
Agents
4. Agents. Agents undertake espionage, counter-espionage, and intelligence
gathering missions. They are assassins and thieves as well. Agents are classified
by their level of expertise, the higher the level, the better the agent. As a rule of
thumb, each level of experience increases the agents chance of succeeding in
dangerous missions by 5 points, and decreases his chance of being captured by the
same amount. Agents can execute missions in areas up to the limit of their seven
hex range (exception: Counter-Espionage) from their base of operations, and
return to their base at the end of the turn, or they can relocate their base.
Level 1 agents can be hired. In subsequent turns, they may be trained to
the next highest level as their action for that turn. Agents also may
increase their level through succeeding in the more difficult covert actions,
those where they face significant danger. Agents in Fall of Rome may be trained
to a maximum of Level 11. If they succeed in dangerous missions, they may
ultimately increase their skill to Level 14 becoming likely the most dangerous
character in the world. In carrying out their missions, agents face two obstacles:
the first is to succeed in their mission, for example, to steal gold, and the second
to escape with their lives. These two are independent outcomes. Agents have
minor persons as their accomplices, who can make off with gold or intelligence
information even if the agent character himself cannot escape after succeeding in
the mission. The exception to this is the mission to steal an artifact, where the
agent character himself must both successfully steal the artifact and escape with
his life.
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