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Assassinate. This is perhaps the most powerful and feared of the agent missions. No
character, not even Kings, are immune from the lethal skills of an assassin.
Click on your agent, then on the menu choice Assassinate. Next, select a target
character within the agents 7 hex range (identified by a green circle that encompasses the
hexes within range). Click on the target character hex within range. Unlike sabotage or
steal the player may only target characters he is personally aware of, i.e., whose icons
appear on his map. You may not select your own characters. See the Agent Odds chart
for chance of success and corner for every character type. For these purposes, ,
Centurions, Captains, and Captain Majors are all considered Captains; Tribunes,
Generals, and Commanders are all considered Generals; and Marshal, Marshal Victor,
and Imperator are all considered Marshals. In addition to other modifiers, assassination
is made easier if the target character has a health status other than Good. The chance is
increased by the following percentages (not points):
Light Wounds or Weary +25%
Serious Wounds or Exhausted +50%
Critical Wounds +75%
Example: a character with a 40% chance of assassinating a character would have a 50%
chance of success if the character has light wounds, and a 70% chance if the character has
critical wounds. The health status of the target does not change the Cornering chance for
the agent (other people are chasing him).
Poison
Poison. Poison is similar to Assassination. However, a successful Poison mission
results in the target character suffering light, serious, or critical wounds, rather than
death. Since Assassination and Poison occur prior to noble actions in the sequence of
events a successful Poison mission, even one resulting in only light wounds, stops a noble
or leader from carrying out their ordered mission for the turn. Health status does not
affect the chance of success for Poisoning. Characters may never be killed by Poisoning
the worst health status they can incur is Critical Wounds. A character with Serious
Wounds who was Poisoned and received any result (Light, Serious, or Critical Wounds)
through poisoning would become Critically wounded.
The chance for mission success in a Poison mission is 10 points higher than in an
Assassination mission, and the chance of the agent being cornered is 10 points lower than
in Assassination for all target ranks. An agent that had a 40% chance of being successful
in an Assassinated mission and had a 35% chance of being Cornered for a given target
would have a 50% chance of success and a 25% chance of being Cornered in a Poison
mission against the same target character.
Relocate
Relocate. The range for agents relocating in Fall of Rome is seven hexes. The order
works as Relocate as described in the Noble Commands, except an agent relocating to
a foreign controlled PC has a 25% chance of being discovered, -5% for each level of the
agent. So a L4 agent would have a 5% base chance of being discovered relocating his
base, prior to the modification for counter espionage.
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