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**************************** Chapter 7 - Agents *****************************
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When your ship or ground party moves into a colony starport 
it has the opportunity to place an agent there.  Each ship or ground
party may have one agent at a time. If you attempt to hire a
second agent, your first agent will be lost. Agents may not be
transferred between positions.

Hiring an Agent

It is rather easy to find a person in any colony starport to act
as your agent. Maybe he is a political dissident or simply greedy
for your stellars. Either way he is willing to do your dirty work
for the price of 100 stellars. It takes 5 TU's to hire an agent.
Only one agent may be used per turn at the same colony.  He may be
used for several actions but you may not hire an agent and use him on
the same turn that you've used another agent at the same colony.

Agent Actions

Once you hire an agent he is at your beck and call. The more you use 
him the greater the chance he will be caught by colony security. When 
caught, agents are interrogated and it is not uncommon for them to 
trade their life for the name of the position employing them. The 
greater the colony's security crackdown, the greater the chance your 
agent will be caught.

You may wish to anticipate him being caught prior to completing all 
his agent actions and list some conditional orders to perform.  If 
you don't, the GM will process R&R for your position so you don't 
lose the TU's.

The following is a list of agent missions:

Get Status - Costs 10 TU's and 50 Stellars. It obtains the colony
status for you. This includes the current morale and the security
level of the colony. This is a low risk mission.

Get Market Report - Costs 20 TU's and 100 Stellars.  Your agent sends
you a copy of the colony's market report. This is a very low risk mission.

Get Special Complex Report - Costs 10 TU's and 500 Stellars.  You
receive a list of items being produced by these complexes. This is
a medium risk mission.

Get Production- Costs 10 TU's and 1000 Stellars.  You receive a list
of the items on the colony's production schedule. This is a medium
risk mission.

Get Training - Costs 10 TU's and 500 Stellars.  You learn the current
training levels of this colony's ground forces. This is a high risk
mission.

Get Rumor - Costs 5 TU's and 10 Stellars. Your agent asks around and
reports back on any rumors heard in the starport. This is a very low
risk mission.

Check Starport - Costs 10 TU's and 50 Stellars.  He sends you a list
of the positions currently located at the starport.  This is a low
risk mission.

Scout Blackmarket - Costs 20 TU's and 100 Stellars.  The agent attempts
to learn the Blackmarket code word. This is a medium risk mission.                                                          

Contact Blackmarket - Costs 10 TU's and 100 Stellars.  The agent
contacts the blackmarket using the code word and learns the items
for sale there. This is a medium risk mission.

Learn Quantity of an Item - Costs 5 TU's and costs 50 Stellars times
the Ring # where the item is located. The riskiness of the mission
goes from low to medium to high as the ring number increases.
Certain illegal items cannot be detected by this order.

Sabotage Colony - Costs 20 TU's and 1000 Stellars.  The agent
infiltrates the colony and attempts to blow up a random 
item type from a ring of your choice. The amount of damage is variable. 
Success will also have a negative affect on colony morale. This is 
a high risk mission with the risk increasing as the Ring # increases.

Sabotage  Hiport - Costs 20 TU's and 30,000 Stellars.  A  Hiport is
a very fragile structure.  The agent goes undercover as a Hiport
worker and makes every attempt to bring the Hiport crashing 
down from orbit.  This is a high risk mission with only a 20% chance 
of success.
