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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. |