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Lords of the Earth
Campaign Twenty-Eight

Leader Action Notes

Code: The shortened Code of the Leader Action.
Name: The Name of the Leader Action.
AP Cost: The Base AP cost of the Leader Action. With the exception of Movement, all fractions are rounded up. So, 3.000002 still counts as 4 APs.

Stat: What Statistic is used for undertaking the Leader Action.

COM = Combat, DIP = Diplomacy, CHA = Charisma, Admin = Administration, Auto = No Skill (or Random) Check made.

Bribery?: Can you spend Bribery GP to modify the success of the Leader Action?

Bonus Op?: Can you run an INTEL Operation to enhance the effect of the Leader Action?
BA = Battle Assistance, SD = Support Diplomacy

Leaders: What Leader types may perform the Leader Action.

Some Notes Regarding Leader Types:

K(ing), Q(ueen), and r(E)gent are interchangeable unless specifically noted.
L(ieutenant) and (B)ishop are interchangeable unless specifically noted.
Royal = K, H, P
National = K, H, P, L

Notes: Any additional information that should be put in the notes field of the Leader Orders. Normal Text is required. Italic text is optional.

Entries in Green are House Rules or Changes for L28.
Entries in Red are Leader Actions not used in L28.

Code
Name
AP
Cost
Stat
Bribery?
Bonus
Op?
Leaders
Notes Required
Notes Optional
 
Basic Actions
           
S Active Siege 3 COM No BA All Status of City if conquered (P or PT).
Number of Attempts willing to retry or percentage of losses before siege is aborted.

Specific Garrison Troops left in City.
AD Administer 75% Admin No No H, P, L None.
AS Assault City 1 COM No BA All Status of City if conquered (P or PT).
Number of Attempts willing to retry or percentage of losses before attack is aborted.

Specific Garrison Troops left in City.
AT Attack to Make Tributary 2 COM No BA All Number of Attempts willing to retry or percentage of losses before attack is aborted.
A Attack to Pacify 3 COM No BA All Number of Attempts willing to retry or percentage of losses before attack is aborted.
Specific Garrison Troops left in Region.
AL Attack to Liberate 1 COM No BA All Number of Attempts willing to retry or percentage of losses before attack is aborted.
B Blockade Port 75% COM No BA All None.
BC Burn City * COM No BA All None.
*AP Cost = (City GPV * 5 ) / (Troop Units)
CR Colonize Region 8 CHA *Yes *SD National None.
*Bribery and SD Ops only effective when Colonizing inhabited Regions.
D Defend 1+ COM No BA All Target direction if Directed Defense.
Prepared or Hasty defense.
Percentage of losses or Outnumber Ratio before defense aborted.
DP Diplomacy 4 DIP Yes SD National, *A Royal Marriage Bonus
Maximum Status for Region or City
*Allied leaders may only support DP Actions for the crown. If they are the lead Diplomat, the Region/City becomes part of the Allied Leader's demesne.
RC Religious Conversion 4 CHA Yes SD National None.
EP Enslave Population * COM No SD All None.
*AP Cost = (GPV * 3) for Region & (GPV * 1) for City. 0 GPV Regions cost 1 AP.
ES Espionage 6 CHA Yes SD National, A What Operation or Bonus to an Operation is being attempted
E Evade *+1 COM No BA All None.
*1 AP is appended to the normal movement cost.
EVC Evacuate City * CHA Yes SD All None.
*AP Cost = (GPV * 20) / (Troop Units)
Landlocked Cities which are Evacuated may only be used to expand or create other non-Port Cities.
EX Explore - Ocean 3 CHA No No All None.
SV Explore - Survey (Land) 3 DIP *Yes *SD All None.
*Bribery and SD Ops only effective when Surveying inhabited Regions.
HC Have Children *1 Auto No No Royal Maximum Number of Children Desired.
Auto-Remarry if wife dies in childbirth.
*HC action in the Nation's Capital may be run concurrent with all other actions.
IR Incite Rebellion 6 CHA Yes SD National, A Appended with follow-up Diplomacy Action
IL Investigate Location 2 CHA Yes SD All None.
LS Load Ships * Auto No No All Cargo Cost of troops being loaded.
Cargo Capacity remaining for the Fleet.
*AP Cost = 1 for Port City, 2 for Coastline
US Unload Ships * Auto No No All Cargo Cost of troops being unloaded.
Cargo Capacity remaining for the Fleet.
*AP Cost = 1 for Port City, 2 for Coastline
LR Loot Region 2 COM No BA All If you are NOT splitting half the loot with the troops.
MC Military Conversion * COM No BA National None.
*AP Cost = (GPV * 4) for Region, (GPV *1) for City. 0 GPV Regions cost 1 AP.
Move Movement * Auto No No All Terrain Type.
Border Type.
Road or Current Type.
SM Secret Movement *+1
**+0
CHA No SD All None.
*1 AP is appended to the normal movement cost.
**Secret Empire Leaders always use SM at no additional cost.
PS Passive Siege 6 COM No BA All Status of City if conquered (P or PT).
Specific Garrison Troops left in City.
PI Piracy 3 COM No BA All If you are NOT splitting half the loot with the fleet.
RD Raid 1 COM No BA All Type of Raid (Gold OR Agro)
If you are NOT splitting half the loot with the troops.
R Reaction 2+ COM No BA All Percentage of losses or Outnumber Ratio before reaction aborted.
RG Regional Genocide * COM No BA All None.
*AP Cost = (GPV * 6). 0 GPV Regions cost 1 AP.
RULE Rule 75% Admin No No K, H None.
SC Sack City * COM No BA All If you are NOT splitting half the loot with the troops.
*AP Cost = (GPV * 5) / Troop Units
SE Scorched Earth * COM No BA All If you are NOT splitting half the loot with the troops.
AP Cost = (GPV * 40) / (Troop Units). 0 GPV Regions cost 1 AP.
SD Secret Diplomacy 6 DIP Yes SD National, *A Royal Marriage Offered
Maximum Status for Region or City
*Allied leaders may only support DP Actions for the crown. If they are the lead Diplomat, the Region/City becomes part of the Allied Leader's demesne.
SR Slave Raid * COM No BA All None.
*AP Cost = (GPV * 15) / (Troop Units). 0 GPV Regions cost 1 AP.
CC Conduct Census 8 Admin Yes No National None.
RT Re-Equip Troops 8 CHA No SD National, A* Which Troops are being Re-Equipped.
*Allied Leaders may only Re-Equip Their Own Troops, and only if they possess a City within their Demesne.
UT Upgrade Troops 8 CHA No SD National, A* Which Troops are being Upgraded.
*Allied Leaders may only Upgrade Their Own Troops, and only if they possess a City or a Trade Center within their Demesne.
IMA Intervene in Mercantile Affairs 5 Auto No No K, H ( Changes in the appropriate orders fields )
IBA Intervene in Banking Affairs 5 Auto No No K, H Changes desired to the Banking System,
 
Religious Primacy Actions
           
EXC Excommunicate 1 CHA Yes SD *K *Religious Primacies only.
IN Interdict Nation 5 CHA Yes SD *K *Religious Primacies only.
EXT Exact Tithe 5 DIP Yes SD *National Maximum Percentage desired.
*Religious Primacies only.
RVT Revoke Tithe 5 DIP Yes SD National Maximum Percentage revoked.
TI Take Indulgences 5 Auto No No *K *Religious Primacies only.
LR Loot Religious Site 2 CHA Yes SD All None.
If you are NOT splitting half the loot with the troops.
SS Seize Site 5 COM No SD *National *Religious Primacies only.
SWF Sway Flock 5 CHA Yes SD *National *Religious Primacies only.
BIS Bishopric Support 5 DIP Yes SD *National *Religious Primacies only.
CAS Call Synod 5 Admin Yes No *K *Religious Primacies only.
CRH Create Hierarchy 5 CHA Yes SD *K *Open Nations Only
CRP Create Religious Primacy 5 Admin Yes SD * Type of Primacy: Integral, Controlled, Separate
*Action must be undertaken by the leader becoming the head of the new Primacy.
UNP Undertake Pilgrimage 5 --- Yes* No All *See the Special Bribery rules under Religious Rules.
RRL Research Relic 5 DIP Yes SD National What Relic.
Location or Effect.
ERL Enshrine Relic 5 CHA Yes SD All What Relic.
EC Establish Church 2 CHA Yes SD *National *Religious Primacies only.
FAB Found Abbey 3 CHA Yes SD *National *Religious Primacies only.
CMN Canonize Monastery 6 CHA Yes SD *National *Religious Primacies only.
CCA Consecrate Cathedral 10 CHA Yes SD *National *Religious Primacies only.
BHC Bless Holy City 20 CHA Yes SD *National *Religious Primacies only.
 
Religious Order Actions
           
FRO Found Religious Order 6 CHA Yes SD K Location of the Order Fortress.
FOH Found Order House 2 CHA Yes SD *National *Religious Orders only.
FOP Found Order Preceptory 3 CHA Yes SD *National *Religious Orders only.
FOO Found Order Oratory 6 CHA Yes SD *National *Religious Orders only.
FOE Found Order Estates 10 CHA Yes SD *National *Religious Orders only.
MOF Move Order Fortress *10 COM Yes BA **National *+AP Cost of Travel to new location.
**Religious Orders only.
IOS Increase Order Status 4 CHA Yes SD *National Maximum Increase desired.
*Religious Orders only.
DOS Decrease Order Status 4 CHA Yes SD National Maximum Decrease desired.
EQ Embark on Quest * * No * **National *Varies per Quest.
**Religious Orders only.
SOA Summon Order Aid 3 DIP Yes SD *K *Religious Primacies and Open Nations only.
RNT Renegotiate Tithe 6 DIP Yes SD *K *Religious Orders only.
 
Secret Empire Actions
           
FCC Form Cultic Cell 3 CHA Yes SD *National *Secret Empires only.
CCL Create Cultic Lodge 6 CHA Yes SD *National *Secret Empires only.
CCT Consecrate Cultic Temple 10 CHA Yes SD *National *Secret Empires only.
RCS Raise Cultic Stronghold 20 CHA Yes SD *K *Secret Empires only.
SCC Subvert Cultic Cell 5 CHA Yes SD *National *Secret Empires only.
ACL Attack Cultic Location 1 COM Yes BA National Number of Attempts willing to retry or percentage of losses before attack is aborted.
ML Move Cultic Cell or Lodge 5 COM Yes BA *National *Secret Empires only.
AC Attempt Ceremony 4 CHA No No *National *Secret Empires only.
CTA Claiming the Assumption 5 CHA Yes SD *K *Secret Empires only.
 
Merchant House Actions
           
NM Nationalize Monopoly 6 DIP Yes SD *K Holder of the Monopoly you are Nationalizing
*Renaissance Open Nations Only.
DCL Destroy Combine Location 2 COM No BA All Number of Attempts willing to retry or percentage of losses before attack is aborted.
AA Acquire Agent 2 DIP Yes SD *National
**National
*Merchant Houses Only.
**Renaissance Open Nations Only.
EMF Establish Factory 3 DIP Yes SD *National
**National
*Merchant Houses Only.
**Renaissance Open Nations Only.
OBO Open Branch Office 6 DIP Yes SD *National
**National
*Merchant Houses Only.
**Renaissance Open Nations Only.
FCT Found Cartel City 8 DIP Yes SD *National
**National
*Merchant Houses Only.
**Renaissance Open Nations Only.
ECL Found Mercantile Colony 8 COM No BA *National *Merchant Houses Only.
AMN Acquire Monopoly 8 DIP Yes SD *National
**National
Controller of Monopoly: Base Nation or Foreign Nation.
Type of Monopoly: Generic or Trade Center 
*Merchant Houses Only.

**Renaissance Open Nations Only.
GPT Gain Preferential Treatment 3 DIP Yes SD *National
**National 
*Merchant Houses Only.
**Renaissance Open Nations Only. 
DCM Discredit Competitor 6 DIP Yes SD *National
**National 
*Merchant Houses Only.
**Renaissance Open Nations Only. 
SL Seize Location 5 COM No BA *National
**National
Number of Attempts willing to retry or percentage of losses before attack is aborted.
*Merchant Houses Only.

**Renaissance Open Nations Only.
EMB Establish Mercenary Brokerage 12 DIP YES SD *National *Merchant Houses Only.
 
Explorer Actions
           
LL Learn Language 4 DIP Yes SD *National *Exploration Bands Only
RL Recruit Leader 4 CHA Yes SD *National *Exploration Bands Only
RG Recruit Guide 4 DIP Yes SD *National *Exploration Bands Only
RT Recruit Troops 4 CHA Yes SD *National *Exploration Bands Only
CO Construct Outpost 4 CHA Yes SD *National *Exploration Bands Only

Common Action Modifiers

Positive: Extra Time: +1 per extra 5 AP spent performing CHA and DIP actions beyond the Base Cost.
  Extra Leaders (COM): +2 for each supporting Leader of COM ability 9+; +1 for each supporting Leader of COM ability 5-8.
  Extra Leaders (CHA and DIP): +1/2 of each supporting Leader's CHA or DIP stat.
  Extra Leaders (Admin): +Admin stat of supporting Leaders.
  Bonus Operation: +Success Rating of the Operation
  GP Bribery: +Result of Bribery
   
Negative: Extra Leaders (COM): -1 for each supporting Leader of COM 4-.
  Bonus Operation: -Failure Rating of the Operation
  Location (Control): -1 when in a Region or City not controlled by your Nation.
  Location (CCR): -1 if performed outside the CCR of the Nation.
  Language: -1 if performed in a Region or City of a different Language than the Nation.
  Religion: -1 if performed in a Region or City of a Tolerant Religion. -2 if performed in a Region or City of a Hostile Religion.
  Terrain: -1 if performed in a Region of Hostile Terrain to the Nation.