Chapter 6 gives info to the GM on how to run a campaign where agents are the focus. It discusses some of the problems unique to such a game (superheroes aren't as likely to be felled by Nameless Thug #2 as an agent would be), as well as how to design adventures with agents in mind. After this comes a whole host of NPC stats, from characters that can fill support roles in whatever agency the PCs work to villainous spies and commandos to bulk up the opposition. Finally, for all those who have trouble naming their characters is a list of codenames, giving several examples for each of the hero, npc, and villain archetypes found in the book.
Following that is a fun little adventure designed for agents, but it also has notes on how to scale the challenge so that the GM could run some superheroes through it, if he or she chooses.
The art is very solid in this title, with almost no pieces that make me go "That's... average at best". (As good as the art design has been for the M&M line, a few duds have slipped through.)
Agents of Freedom is a solid genre book that has something for everyone. The expanded equipment list alone almost makes this a must buy for the M&M gamer. Add that the variety it introduces to M&M games, plus the additional info for Freedom City for fans of the campaign setting, makes this a practically can't miss additional.
What really sells this is that the designers give numerous examples citing not only comics, but TV shows and movies. If you've ever wanted to run a game based on Hill Street Blues or The A-Team, then this is the book for you.