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Lords of the Earth
Campaign Twenty-Eight

Operation Notes

Code: The letter code of the Operation
Operation Name: The longhand name of the operation.
Odds: The chance of success (Low = 1-30%, Medium = 30-60%, High = 60-90%, Auto = 100%). Assigning a Bonus Point is equivalent to making an Op 10% more effective.

Notes: General description of the effects of the operation. A note on failure: many hostile operations will alert the target to the attempt on a failure. On a low failure effect (A miss of 1-30%) the information will be reported to the target's stat sheet. On a medium (30-60%) or higher failure effect the information will be noted in the target's portion of the Newsfax.

INTEL Operations

Code Operation Name Odds
BA Battle Assistance Medium

 


Battle Assistance targets one of your specific leaders, as such, it is always considered within your nation's Action Range. A success will add a bonus to the Leader's attempts at all Combat Skill Rolls during he turn. A failure will inflict a penalty on all Combat Skill rolls. Note that this only affects the rolls for actions, this bonus does not add to the value of the Combat Statistic (So additional army movements points could not be gained for a leader under Battle Assistance).

CM Cause Mutiny Low

 

Cause Mutiny targets a specific set of troops. Either one under a specific Leader, or one in a specific garrison. Success will cause a portion of the target army to desert their commander. In the case of an army under a leader, they may end up killing the leader. In the case of a garrison, they may end up taking control of the location. Failure will alert the target Player of the attempt.

CU Cause Unrest Low

 

Cause Unrest targets a specific location (region or city) that has been conquered, meaning is currently at Pacified [P] or Pacified Tributary [PT] status. This operation will automatically fail if targeted against a location of any other Control Status. Success forces the location to make a Revolt check, with a modifier to the roll dependent upon the success level of the operation. Failure will alert the target Player of the attempt.

CF Conceal Fact (Hide Secret) Medium

 

This aspect of the Operation attempts to make a fact of the game world harder to notice. This can mean removal of the fact from the Newsfax (Covering a particular action or transfer) and from Player notes (Covering a failed INTEL attempt). Additionally, the success level will act as a direct negative modifier to any subsequent attempts to use Reveal Fact on the suppressed action. This modifier would be above and beyond any Counter Intelligence operation run concurrently with the hostile Reveal fact attempt. This operation works in scale of magnitude. Do not expect to be able to hide the presence of 100,000 troops with a minimum success. However, each margin of success will obscure more and more. On a minimal success, such a group of troops may be reported as 80-90,000. While a high success effect could eliminate the fact entirely from the newsfax. The success of the act will also act as a direct modifier to the failure effect of any covered Operations (EX: Concealing an Infiltrate enemy attempt) which can have the effect of keeping it out of the Newsfax or even the player notes entirely. Failure of this action has no special results (The fact is not automatically broadcast or easier to discover, for example).

CF Conceal Fact (Spread Rumor) Medium

 

This aspect of the Operation is used to create facts where none truly exist. Success can add items to the Newsfax, Player Notes, or even ISI. This operation again works in scale of magnitude. To generate a rumor of 100,000 troops in a specific region where there are none would require a high success effect. A minimal effect might indicate a rumor of 1-5,000 troops. Failure of this action has no effect (The Rumor simply does not spread).

CA Counter Assassination High

 

This operation is used to protect National Leaders and Royal Family members from murder and kidnapping. This operation must target a specific person. Success acts as a penalty to all KL, KK, and KP actions targeting that person during the turn. Failure has no special effect (It does not increase the odds of hostile attempts).

CI Counter Intelligence High

 

This action attempts to counter hostile Operations (Except for KK, KL, and KP attempts) coming at your nation. This operation must target one of three things:

1) The Nation: This will protect against all incoming operations with a penalty applied to the success (Ex: France)
2) A specific Operation: This will protect against all incoming operations of the specific type. (Ex: Infiltrate Enemy, Subvert Leader)
3) A specific Target of a Specific operation: This will protect a specific target from the specific operation with a bonus applied to the success. (Ex: Infiltrate Enemy - INTEL Sector, Subvert Leader: Bishop Lancaster)

Failure of these operations has no effect (You are not easier to target with those operations).

'Counter Intelligence: Counter Intelligence' is also a valid action.

If your Counter Intelligence operation forces a hostile operation to fail when it normally would have succeeded, you will not only be informed of the attempt (As per a normal failure) but also be informed as to who the attempt was made by.

This action has no affect on KL, KK, KP (Use Counter Assassination) or TA (Use Counter-Terrorism).

DIB Destroy INTEL Base Medium

 

Destroy INTEL Base targets a nations INTEL Capacity and INTEL bonus points for destruction. A minimal success success may remove the current investment the nation has in the value, while a great success can remove one or more points directly. Failure alerts the target nation to the attempt.

IE Infiltrate Enemy Medium

 

Infiltrate Enemy attempts to insert agents and contacts within a given section of a foreign nation. Use of this operation is split into sectors. Levels of success will allow the infiltrator to gain bonuses to further specific operation attempts against the nation. Reaching ten levels of success subverts the given sector, and can supply the infiltrating with information automatically (Without the need for an RF).

Government: This action targets a nation's government itself.
Bonus Operations: AO (vs Government), ST.
Subversion: Gain Stats of target. Allows use of RE operation.

Espionage: This action targets a nation's INTEL and Assassin services.
Bonus Operations: DIB, DAB
Subversion: Gain info on Operations run by the target. Allows use of RO operation to revise INTEL and Assassin Operation actions.

Location: This action attempts to infiltrate a given region, city, or construct (Megalith, Canal. etc).
Bonus: Operations targeting the location
Subversion: No additional effect.

Military: This action infiltrates the military (Army and Lieutenant Leaders) of the nation.
Bonus Operations: CM, SL
Subversion: Gains QR information, location of leaders and units of nation.

Royal Family: This action targets a specific royal (or elected) leader of the nation (K,Q,P).
Bonus: KK, KL, KP, RF (Against the individual (His stats, his actions during a turn, his troops, etc), RO, SL
Subversion: If the individual becomes ruler of a nation, the infiltrator can attempt to absorb the target as a whole, or force colony status on the target.
Note: This infiltration is lost when the individual dies. The level is not transferred to a new leader.
Note: Bonuses will be applied to attempts to infiltrate unnamed leaders. So, I suggest naming them quickly.

Religious Base: This action targets the religious structure of the nation.
Bonus Operations: AO vs. Religious stats, Most Religious Operations.
Subversion: Allows use of RO operation to revise Religious Operation actions.

Populace: This action targets the general population of a nation.
Bonus Operations: DP (Leader Action), CU
Subversion: Locations conquered by the infiltrating nation must make a revolt check. If it fails, the location instantly becomes Friendly to the conqueror (Or up to the maximum status for differing religions).

University: This action targets the scholarly and academic systems of the nation.
Bonus Operations: SK
Subversion: Allows the nation to use SK operations to steal Advancements for R&D projects.

Failure will alert the nation to to the attempt.

Note: Infiltration Levels gained must be maintained by the MI operation.

JB Jailbreak Medium

 

This action attempts to allow a specific prisoner to escape from a specific location. Success gains the individual their freedom: They will appear at the location the operation was based in. Failure will alert the captors to the attempt.

MI Maintain Infiltration Automatic

 

Once a Nation has successfully begun infiltrating another Nation, these levels must be maintained. This action targets a specific infiltration for maintenance. Success is automatic. Failure to run this operation results in one-half (rounded up) of the Levels being lost. Bonus points assigned to this Operation act as a direct negative modifier to any attempts to Purge or Subvert the given infiltration. (This is generally less effective than running a specific Counter Intelligence operation, but protects it from both sides at once).

RE Rearrange Expenditures Low

 

This action allows the Nation to attempt to spend someone else's money. The someone else in question must be another nation who has had their Government Sector infiltrated. You must supply both the source (where the money is originally being spent) and the target (Where the money is now going). Success indicates some amount of the money is shifted (Up to and including all of it) as well as indicates how many infiltration levels are expended in the attempted (Down to and including no levels lost).

RF Reveal Fact High

 

This action is used to ferret out specific information. This operation also works in a scale of magnitude, revealing the presence of 100,000 troops in a location would only require a minimal success, while learning of only 1,000 would require more. Alternatively, specific information (The location of Egypt's King) might indicate his exact location with a high success, or only 'Somewhere along the Nile River' for a low success. RF actions like these may be built upon in following turns (Where on the Nile?) and will be cumulative with the previous success value.

Vague questions will receive penalties.
Example (Vague): Is my nation infiltrated?
Example (Specific): Is my Government Sector Infiltrated by Egypt?

Reveal Fact cannot be used to discover Secret Empire locations within your nation. Use Investigate Location instead.

Low Failure in this operation has no effect (Other than the inability to get the information). Medium or worse failure can return false information.

RO Revise Orders Low

 

This action may be used to puppeteer another nation's Operation and Bonus points or Leader Actions. You must indicate the Operation's or Leader's new actions. Radical Revisions are less likely to succeed than subtle ones. Failure alerts the target of the attempt. Medium or High failure results in Infiltration Levels being lost.

SO Special Operations (Link) Automatic

 

This Operation is used to link more than one operation in a given turn, or to link specific leader actions to Operation results and vice versa. Most often it is used when information from a RF operation is needed in the current turn (Examples: RF + KK for finding the location of a foreign King and killing him in the same turn, RF + React Orders to divine the location of a foreign army and intercept it.) Use of the operation in this manner is automatic.

SO Special Operations (Special) Varies

 

This is a catchall operation. Use it when something you want to attempt cannot be covered by one of the standard operations. Failure and Success effect will vary per the specifics. It is a good idea to run any Operations of this nature by the GM in advance of the turn.

SGS Steal Gold Shipment Low

 

This attempts to intercept and obtain any shipment of gold or agro between two nation. The two nations the transaction is occurring between must be listed. Listing of the specific means (Trade Route or Leader Name) of delivery will net a bonus to the operation. Success nets some percentage of the transfer for you. Failure alerts the target(s) to the attempt. Transaction involving one player (Bank Loans and Mercenary bids) may also be intercepted in this manner.

SJ Steal Object Medium

 

This attempts to steal a specific object. Mostly it is used for Holy Objects (Relics) and seamaps (Rutters). Success indicates the object is stolen. Failure will alert the target to the attempt.

SK Steal Technology Low

 

This operation attempts to steal Tech Points from another nation. Note that these points are stolen - that means removed from the target and added to you. Success indicates some number are stolen. Failure alerts the target to the attempt.

If you have the target nation's University Sector subverted, you may also attempt to steal R&D advances from them using this operation. If the target nation has already completed the R&D project in question, you may 'steal' Technical Assistance or Overreach Assistance. If the nation has not yet completed the R&D project, you may steal advances directly - which will remove the advance from their sheet, and add one advance to your own.

ST Steal Treasury Low

 

This operation attempts to pilfer the target's Saved Gold. It must be aimed at the Nation's treasury city (Usually the capital). Success steals some percentage of the gold. Failure alerts the target to the attempt.

SI Subvert Infiltration Medium

 

This operation targets a hostile infiltration in your own nation. Success indicates some number of the hostile infiltration levels are subverted. On each turn, you may decide whether to actively use the Subversion or not. If you do, the bonus the foreign nation would normally receive for operations is instead applied as a penalty. Additionally, if you reach 10 levels of Subverted Infiltration, you automatically receive an Infiltration in the foreign power's INTEL sector of one-half the foreign infiltration level. This automatic infiltration requires no maintenance (MI) unless you increase it's value normally. Failure alerts the target to the attempt.

SL Subvert Leader Low

 

This operation attempts to subvert a specific foreign leader in a specific location to your cause. Success forces the target leader to make a Loyalty Check (With a modifier dependent upon the success of the SL operation). If he fails the check, he becomes a Spy [S] leader and is available as a target for RO actions for his orders. Additionally, the player may have the S leader defect. The leader becomes an Allied leader of the new nation, and depending on CHA may bring some amount of troops under his command along with him. Failure of the Loyalty check prompts a second Loyalty check. Success here indicates the leader reports the attempt to the target nation (Who and Where). Failure here indicates no report is made. Failure of the operation itself will alert the nation to the attempt.

SD Support Diplomacy (Diplomacy) High

 

This operation acts as a direct bonus to any Diplomacy Leader action rolls the target leader makes during the turn. Failure indicates a penalty to all Diplomacy actions.

SD Support Diplomacy (Charisma) High

 

This operation acts as a direct bonus to any Charisma Leader action rolls the target leader makes during the turn. Failure indicates a penalty to all Charisma actions.

Varies Establish Secret Empire Site Varies

 

This operation allows a Primacy to establish a Secret Empire Site (CC,CL,CT,CS) in a location in place of a Leader Action. The action is made as if being performed by a leader with a Charisma of four, with each Bonus Point adding one to that number. The site in question must be paid for normally.

Success creates the Site in question. High Failure can decrease an existing site.

Assassin Operations

AO Assault Organization Medium

 

This action attempts to directly assault the Government or Religious structure of a nation. A minimal success success may remove the current investment the nation has in the value (BL / INFRA or ROC/ROB), while a great success can remove one or more points directly. Failure alerts the target nation to the attempt.

CA Counter Assassination High

 

This operation is used to protect National Leaders and Royal Family members from murder and kidnapping. This operation must target a specific person. Success acts as a penalty to all KL, KK, and KP actions targeting that person during the turn. Failure has no special effect (It does not increase the odds of hostile attempts). This version is slightly more effective than the INTEL version.

CR Crush Revolt Medium

 

This operation attempts to circumvent a normal Loyalty Check process made by a Location or Leader. This action may be generically targeted (At a minor penalty), targeted at either Locations or Leaders (At the standard odds) or at a specific Leader or Location (At a bonus). Broad and Generic CR actions will target the first revolt of that type (Location, Leader, or all) that occurs. Success means the revolt is canceled (For a location) or the revolutionary killed (For a leader). On a failure, the results of the Revolt are actually aggravated (More troops generated by a revolutionary region, etc).

DAB Destroy Assassin Base Medium

 

Destroy Assassin Base targets a nations Assassin Capacity and Assassin bonus points for destruction. A minimal success success may remove the current investment the nation has in the value, while a great success can remove one or more points directly. Failure alerts the target nation to the attempt

JB Jailbreak Medium

 

This action attempts to allow a specific prisoner to escape from a specific location. Success gains the individual their freedom: They will appear at the location the operation was based in. Failure will alert the captors to the attempt.

KP Kidnap Leader Low

 

This operation attempts to capture and steal away a specific enemy leader from a specific location. Success nabs him. Failure alerts the target of the attempt.

KL Kill Leader Low

 

This action attempts to murder a specific leader in a specific location. Success will wound or kill the leader. Failure alerts the target of the attempt.

KK Kill Ruler Low

 

This action attempts to murder a specific leader (K,Q,H,E) in a specific location. Success will wound or kill the leader. Failure alerts the target of the attempt.

PI Purge Infiltration High

 

This operation attempts to destroy any foreign levels of Infiltration in a given sector of your nation at the cost of damaging that sector in some way. Success indicates some number of Infiltration levels are destroyed. Failure means the sector merely suffers damage.

SO Special Operations (Link) Automatic

 

This Operation is used to link more than one operation in a given turn, or to link specific leader actions to Operation results and vice versa. Most often it is used when information from a RF operation is needed in the current turn (Examples: RF + KK for finding the location of a foreign King and killing him in the same turn, RF + React Orders to divine the location of a foreign army and intercept it.) Use of the operation in this manner is automatic. This version may only be used if at least one of the linked Operations is an Assassin Operation.

SGS Steal Gold Shipment Low

 

This attempts to intercept and obtain any shipment of gold or agro between two nation. The two nations the transaction is occurring between must be listed. Listing of the specific means (Trade Route or Leader Name) of delivery will net a bonus to the operation. Success nets some percentage of the transfer for you. Failure alerts the target(s) to the attempt. Transaction involving one player (Bank Loans and Mercenary bids) may also be intercepted in this manner.

SJ Steal Object Medium

 

This attempts to steal a specific object. Mostly it is used for Holy Objects (Relics) and seamaps (Rutters). Success indicates the object is stolen. Failure will alert the target to the attempt.

ST Steal Treasury Low

 

This operation attempts to pilfer the target's Saved Gold. It must be aimed at the Nation's treasury city (Usually the capital). Success steals some percentage of the gold. Failure alerts the target to the attempt.

TA Terrorist Attack Medium

 

This operation targets either a specific Location (Region or City), a specific Site (Religious, Merchant, Secret Empire), or a specific Project (Bridges, Megaliths, etc). Success will destroy some amount of PWB in a Location, destroy or degrade a specific Site, and damage a specific Project (Which must then be repaired with GP/NFP). Failure alerts the target of the attempt.

Religious Operations

CH Crush Heresy Low

 

This operation targets a Heretical location for rehabilitation. A success will completely destroy the heretical influence in the location (It will revert back to the standard religion). Failure increases the chance that the heresy will spread to neighboring locations. This will affect both the Region and City in a given location.

DI Destroy Influence Medium

 

This operation attempts to lower the Religious Influence of a given Primacy in a given nation. Success removes some number of levels of influence. Failure alerts the the nation and primacy to the attempt.

IW Incite Holy War Low

 

This operation attempts to generate a Crusade or Jihad against an opposing religion. Two things must be supplied: 1) The reason for the call to arms (Conquered Holy City, Looted Religious Sites, General Religious-Based warfare); and 2) The tangible goal of the call to arms (Liberation of the Holy City, Looting of an opposing Primacy, Conquering of a specific Religious Nation). Note that this is a broad brush, and cannot be used by a Religion to target a specific subset of another Religion unless you are specifically targeting a subset of your own Religion. (Example: A Roman Catholic nation cannot call a Holy War against Shi'a Islamics, they must call it against all Islamic Religions. However, a Sunni Islamic Nation could call a Holy War against the Shi'a).

Success forces all nations of the same Religion to make a check against the Influence Level of the Primacy. The result of this check determines how many troops the nation must donate to the Crusade on the following turn. Failure to donate the required number will result in the difference being directly subtracted from the Nation's NFP production of that turn.

II Increase Influence Medium

 

This Operation attempts to increase the Religious Influence of a Primacy in a given Nation. This may only be run by Primacies. Influence affects a number of things: Primacy Actions within the Nation, the maximum Tithe that can be levied upon the Nation, the sway of the Primacy in case of Schism, etc. Primacies may only have an Influence Rating equal to the Nation's Religious Strength before the Influence Level must be Maintained. Influence can be gained in Nations of a different Religion, but must always be Maintained.

Success gains the Primacy some number of Levels of Influence. High Failure can destroy some levels of existing Influence.

MI Maintain Influence Automatic

 

This operation is used to Maintain Influence Levels gained from the II Operation. It automatically succeeds when used.

LS Lower Religious Strength Varies

 

This Operation attempts to decrease the Religious Strength of a Nation. Note that the higher the Religious Strength, the more difficult it is to lower.

Success lowers the Religious Strength by some number. Failure alerts the target to the attempt.

MW Missionaries High

 

This operation attempts to convert the populace of a location to your religion. Primacies are limited to constructing sites only in locations of their religion. Nations are limited in what control status they may have over regions of different religion. The majority percentage in a location is considered the official religion. In cases of a tie, the incumbent religion holds the spot. Note that locations with no former percentage of your religion are even more difficult to convert.

Success increases the religious percentage by some amount. Failure alerts the target of the attempt.

RS Raise Religious Strength Varies

 

This Operation attempts to increase the Religious Strength of a Nation. Note that the lower the Religious Strength, the more difficult it is to raise.

Success raises the Religious Strength by some number. Failure alerts the target to the attempt.

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