Basic Rules Leaders and Army Actions

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The basic unit in the Lords of the Earth game is the Leader. The basic tenet of the game is that a Leader must do anything that is worth doing. Therefore, no units of any sort may move without a Leader to command them, and no Action (see Leader Actions below) may be performed without a Leader.

The nation may have a total of (Tech Level + 6) Leaders, with the following apportionments:

  • A nation always has at least one Leader, the King.
  • An Heir (if there is a son or daughter of the King of appropriate age and station).
  • Princes in number up to one-half of the nation's BL, rounded-up (if the prerequisites for Princes are met).
  • Lieutenants in number equal to the nations BL.
  • Full Allies in number up to equal the nation’s BL (if the conditions for acquiring Allies are met).
  • Any number of Feudal Allies (if the conditions for acquiring Feudal Allies are met), though not more than allowed by the TechLevel limitation.
  • Bishops in number up to 2 × “native” BL, if the lending Primate could allocate so many.

National Leaders And Their Stats

Each Leader has a Leader Type designator, which indicates the general role of the Leader.

Table 7-1. Leader Types

Type Description
K, Q King, Queen or President. The ruler of the nation
H The Imperial Heir, usually the eldest son or daughter of the King or Queen.
P A Prince, the Sons of the King (or Queen’s Daughters). The Eldest of these is the Heir to the throne.
L A Lieutenant. Usually a Close Friend of the King or a Relative.
A A Full Ally. This Leader rules his own land but obeys the King.
B A Bishop or Papal Legate. A Leader lent by a Religious Primate to the Kingdom.
F A Feudal Ally. He rules his own fief and will join the King in battle.
S A Spy. This Leader will emerge from a successful subversion of certain infiltration.
E A Regent. A Leader chosen by the ruling powers of the Nation to rule in the stead of a King or Queen that is under-age.
M Mercenary commander. Either a hired Leader or one loaned by another Nation to help yours.

Families And Heirs

In addition to the King of the nation, there may be an Heir to the throne who may or may not be of Leader age (15+ years old). Having Heirs requires, in most cultures, having a wife, or wives. This opens up a large and complex sideshow to the usual Lords action: Dynastic politics. In most cases, you will merely be informed of whether or not there is an Heir, how old she or he is, and their stats-- if they are of leading age. If you do not have an Heir, you may be in big trouble, depending on the type of government you have.

If you have no current Heir, and your King dies, it is likely that your nation will succumb to a divisive and weakening Civil War while the succession is sorted out at sword point. This process is called a Dynastic Failure. On the other hand, if you have a lot of heirs, and the succession is not clear (or even if it is), they may squabble and things will go into the dustbin anyway. To reduce the chance of such a crisis when the King dies, it may be wise to designate a Prince as Heir to the throne if no automatic Heir exists – see also Leader Death: Causes & Effects.

The King

The King (or President, or Proconsul or whatever) is the ruler of the land. He is your direct representative in the game world. He is the only Leader that you can completely trust.

Imperial Heirs and Princes

Any of the King’s children that have Come of Age (the turn they become 15 years of age), are eligible for a government job. That is, to become a Prince. Unless otherwise announced, the eldest son of the King’s children will always be the Imperial Heir and will be automatically promoted to this status on the turn that they come of age. Any other Royal Child can be promoted to Prince who will then be in play the following turn.

Lieutenants and Allied Leaders can become Princes by marrying a King’s Daughter.

In order to demote any Prince you can either give him a Friendly Region or City as their own fief, or you may send him to join the Church (but only if your Religious Primate accepts his service). You can only have as many Princes in national service as one-half your BL, rounding fractions up (see Bureaucracy).

A Religious Primacy (as noted by the Theocracy entry below) can have Princes – but these Leaders are created when an Open Nation with extra royal sons or daughters sends these offspring to join the Church. It is then likely when a Primate dies, his successor will be found among the Princes of the Church, rather than the lay clergy.

A Religious Order can also have Princes – but these Leaders are created when an Open Nation with extra royal sons sends these offspring to join the Order. Joining an Order is often a demotion of sorts for royal children and they may refuse to join the Order unless they are being appointed as Grand Master to a newly founded Religious Order. Those royal offspring who refuse may instead become mercenaries or seek refuge at a hostile royal court…

Not all government types can have Heirs or Princes.

Table 7-2. Heirs and Princes

Government Type Heirs? Princes?
Tribal Yes No
Feudal Monarchy Yes Yes
Centralized Monarchy Yes Yes
Imperial Yes Yes
Constitutional Monarchy Yes No
Oligarchy No Yes
Democracy No No
Federalized Democracy No No
Anarchy No No
Dictatorship No No
Theocracy No Yes*

Full Allies

Once a region reaches ‘Allied’ status, an Allied Leader is generated with native troops. This Leader and army can be used at the discretion of the King. If an Ally dies, a new Allied Leader (his son) may take his place or the Allied region may degrade to Tributary status or the region may leave the nation entirely.

If an Allied Leader is dismissed, the Allied region will drop to Tributary if the Ally had troops and will revolt outright if the Ally had no troops.

The Ally cannot lead any troops but those of his own province. However, national troops may be given to the Ally to lead, whereupon the national troops become Allied troops. If an Ally is deprived of his troops by garrisoning regions or has no troops due to battle losses, there is a chance the Ally will rebel, taking his home region and any regions that his troops garrison with him. Be careful when you require an Ally to garrison regions with his troops. A Full Ally pays half of his own troop support.

Allied Leaders are limited in some respect in the Actions that they may perform. Although he can (theoretically) perform any Action, no Allied Leader may lead units other than those from his own region in any Action. Allied Leaders appear on the player’s status report when a particular region becomes Allied with his nation.

Keep in mind that Allied Leaders and regions tend to be fickle and greedy. If another nation decides to make overtures to your Allied Leaders, you could possibly lose them, and — even more distressing — lose them directly to your enemies. The extra Leadership and troops are beneficial, but be wary of them just the same.

Each Independent and Tributary region is considered to have their own Leaders and armies. And these are the pool of Leaders from which most Regional Allies are drawn.

A player may elect to have an Allied Leader perform Diplomacy, but any control status results that the Leader achieves indicate a relationship (Tributary, Allied, etc.) between the Allied state and the formerly independent region. In effect, a sub-nation may be created by this kind of activity.


Lieutenants are basically close friends of the King or men from families who are ardent supporters of the King. There will always be as many Lieutenants around as there are Bureaucracy Levels. Lieutenants can be retired at will with certain conditions.


These are Leaders provided by a Primate Religious Authority to a nation of the same Religion to help them out. These Leaders are on loan and thus, they may be recalled by the Primate at any time.

Feudal Allies

Unlike a Full Allied Leader, a Feudal Ally is tied to his fief and is limited in the tasks he can perform for his king. A Feudal Ally will only perform those actions for his liege which use the Combat stat for resolution. Since the Feudal Ally pays his own troop support, the Feudal Ally and his troops must return to their home fief by the end of each and every turn or they may revolt. If their path home is blocked by an enemy, chances are good that they will not revolt, but if you attempt to maneuver them into a position where they cannot return, chances are very good that they will revolt.


These are Leaders activated by a subversion of another Nation’s royal family or by a successful Subvert Leader Intel operation of an enemy Leader. Once a spy Leader dies, half of the subversion will be lost and any troops he may have will go away.

Mercenary Commander

A mercenary commander is a noted war-Leader or diplomat that has been either hired by your nation to aid you in some endeavor or has been loaned to you by a friendly nation for the duration of some war or crisis. If the Leader happens to have been loaned to you, then he or she will also appear on the loaning nation’s status report with their normal type.

Temporary Leaders

In some circumstances, the game master will generate a Temporary Leader. Temporary Leaders are always generated due to combat actions. For example, if a hostile army attacks/assaults/besieges a garrisoned region or city a Temporary Leader will be generated (but see Attack to Liberate for an exception). Similarly, if an army suddenly finds itself Leaderless in the midst of a combat, a Temporary Leader will also be generated. If the army is within hostile territory, the Temporary Leader will attempt to march it home.

Such Leaders only exist for the duration of the combat or siege or the end of the turn whichever comes first. Temporary Leaders have a combat rating of 0-5 (1d10-5).

Commander Precedence (Optional Rule)

Under this rule overall command of an army may fall to the highest ranked Leader, according to lineage, not skill. A King or Prince could usurp the command of a Lieutenant, Bishop or Mercenary Commander. This means that the best general may not be in overall command of an army.

The Effect Of Marriages

A King’s son or daughter is eligible for marriage the turn he or she becomes 15 years old.

Princesses can be married to male Allied Leaders which promotes the Allied Leader to a Prince and makes the Allied region friendly. This kind of promotion is limited to the number of Princes allowed to that nation.

Princesses can also be Married to foreign Kings or Leaders to increase a nation’s stake in another nation. If a King dies and any of his daughters remain unmarried, they will disappear from the status report. Offering princesses to Feudal Allies and Economic Allies is useful in Diplomacy only.

Princes can be married to female Allied Leaders which can promote the Allied Leader to a Princess and make the Allied region friendly. This promotion is also limited to the number of Princes allowed to that nation.

Princes can also be married off to foreign Queens or Leaders, whereupon they disappear from the nation’s status report and wind up the plaything of the foreign potentate.

Extra male children who are neither Heirs nor able to advance into a Prince slot may be send to join the Church (if there is a Primacy of the Nation’s religion), whereupon they become a Prince for the Primacy nation. Alternatively they can be sent to a Religious Order (if one exists of the Nation’s religion).

Leader Death: Causes & Effects

All of your Leaders can die in a wide variety of nasty ways; they may die from wounds sustained in battle, from sheer accident, from old age, from the poison or blade of assassins, they may be executed and they may languish in prison until at last they succumb to some cruel ague.

All of your Leaders will eventually die of old age unless some other fate befalls them first. This is why we keep track of the age of each Leader. When Leaders die, a number of different things may happen:

  • Kings are replaced by their Heir, should one exist. If there is no heir, then the ‘Crown’ Prince may replace the King, if he has married the King’s eldest daughter. If there is no clear line of descent, then it is quite possible that a Dynastic Failure will ensue. The result of this will be the foundation of a new Royal Line and a new Dynasty.
  • If the Heir dies, the next ranking Prince, if any replaces him. If there are none, then the King may declare any of his Lieutenants or Allied Leaders the new Heir, or not, as he pleases.
  • If a Prince dies, he is not replaced, save by the coming of age of a royal child or the aggrandizement of an Allied Leader or Lieutenant through marriage to a Princess.
  • If a Lieutenant dies, a new, randomly generated, Lieutenant replaces him. The new Lieutenant appears at the Capital, or in the Homeland, if there is no Capital.
  • If an Allied Leader dies, he may be replaced by a new, randomly generated, Allied Leader, or his province may rebel or it may degrade to Tributary status. A replacement Allied Leader appears in his home province.
  • If a Feudal Allied Leader dies then he may be replaced by a new, randomly generated, Leader or his province may rebel. A replacement Feudal Allied Leader appears in his home province.
  • If a Bishop dies, he is replaced by a new Bishop, who is randomly generated. A new Bishop appears at the Capital, or in the homeland if there is no Capital.
  • If a Spy dies, he is not replaced and the Infiltration that he represents is lost (see Infiltrate Enemy).
  • Replacements for dead Leaders are generated at the end of the turn.

Leader Actions

This section will describe the activities that your Leaders and units can perform during the turn. For each Leader, note with which Army he is associated, the Leader’s stats, the Army’s contents (the units), and the Leader’s location at the end of the last turn. All of this can be taken from the Armies section of the status report. You then, as a player, must indicate where these Leaders are to take their respective Armies and what Actions each will perform. Step by Step Instructions on how to fill out army movement orders are detailed in how To fill Out Leader Action orders.

The capability of a Leader to perform is expressed in Action Points, which maps roughly to a month. If a Leader has five months of possible activity in a year, then they get five Action Points for that year. If the current turn length is five years, then that army would get (5 × 5 = 25) Action Points for that turn.

Leader Action Capacity

Each Leader can perform a specific number of actions per turn. This capacity is based on his national Culture (shown in Table 7 3. Action Points By Culture Type), his Combat rating and then modified by the kinds of units he may be commanding during the year. Unit modifiers are summarized in the Leader Rating, Type, Equipment and Training tables, which follow.

If a Leader is moving by himself (alone), his action capacity is Cultural Base + 2 (as noted in the following table).

If a Leader is commanding troops during a year, he moves at the rate allowed by the slowest unit type under his command during that year.

The Leader’s Combat rating does not affect his own Action capability when alone. It takes effect when he is commanding units of some kind. If a Leader is commanding ships, then his Combat Rating modifier may boost the Action Capacity of the ships to be greater than his capacity when he is alone.

This means that a Leader may have a different number of Action Points (AP) to expend during each year of the turn. Pay careful attention to this when you are writing your orders.

Example: Alexander the Great, a Civilized Leader with a B combat rating, is commanding an army of entirely Elite Light Cavalry through the first three years of the turn. However, in the last two years of the turn, he takes a force of Inexperienced Infantry under his wing. During the first three years, Alexander would have (6 [Civilized base] + 1 [Cavalry] + 1 [Elite troops] + 1 [Light troops] + 1 [B-Combat rating]= 10) AP’s to spend each year. However, in years four and five, with those damnable II to account for, he would have only (6 [Civilized] + 1 [B-Combat rating] + 0 [Infantry] – 1 [Inexperienced] = 6) AP’s to spend. Just a little difference…

Note that when aboard ship a Leader can only perform a limited range of actions: Movement, Secret Movement, Blockade Port, Education of Royalty (if performing a suitable action), Explore, Piracy, Raid, Slave Raid, Amphibious Assault or naval combat. To Load or Unload Ships or any other land-based action expends army Action Points or the Leader’s action capacity if they have no troops.

Army Impulse and Capacity Tables

All modifiers apply to the Yearly Action Capacity of a Leader.

Table 7-3. Action Points By Culture Type

Culture AP per YEAR
Pre-Columbian 5
Civilized 6
Seafaring 7
Barbarian 8
Nomadic 8

Table 7-4. Equipment Type Modifiers

Equipment Modifier
Heavy/Super Heavy -1
Medium +0
Light/Super Light +1

See Ship Unit Classes and Effects for the Equipment Type Modifiers for ship units.

Table 7-5. Unit Type Modifiers

Unit Type Modifier
Leader +2
Cavalry +1
Infantry +0
Siege +0
Artillery +0
Ships +0
Civilized Tribe Points -1
Nomadic Tribe Points +1
Barbarian Tribe Points +0
Columbian Tribe Points +0

Table 7-6. Unit Training Modifiers

Training Modifier
Elite +1
Regular +0
Inexperienced -1

Table 7-7. Leader Combat Rating Modifiers

Combat Leadership Modifier
1 - 4 -1
5 - 8 +0
9 - 11 +1

Using the Action Impulse Pattern

To determine on what month an Action may take place, the Action Impulse Pattern chart is consulted. The boxes marked with an × indicate the months within each year that the unit(s) are acting upon. Thus as units are boosted to higher and higher Action Capacities, they begin acting earlier in the year and finish later.

Table 7-8. Action Impulse Pattern

Impulses Action Points Expended On are marked ×
1 X
2 X X
3 X X X
4 X X X X
5 X X X X X
6 X X X X X X
7 X X X X X X X
8 X X X X X X X X
9 X X X X X X X X X
10 X X X X X X X X X X
11 X X X X X X X X X X X
12 X X X X X X X X X X X X
13 X X X X X X X X X X X X X
14 X X X X X X X X X X X X X X
15 X X X X X X X X X X X X X X X
16 X X X X X X X X X X X X X X X X
17 X X X X X X X X X X X X X X X X X
18 X X X X X X X X X X X X X X X X X X
19 X X X X X X X X X X X X X X X X X X X
20 X X X X X X X X X X X X X X X X X X X X
21 X X X X X X X X X X X X X X X X X X X X X
22 X X X X X X X X X X X X X X X X X X X X X X
23 X X X X X X X X X X X X X X X X X X X X X X X
24 X X X X X X X X X X X X X X X X X X X X X X X X

Example The Nomadic Mongol hordes are preparing to invade Poland. They have an army composed of Elite Light Cavalry under the command of a Leader with an 11 Combat Rating (Sübütai). This means that their army has 12 Action Points (8 for Nomadic, +1 for Elite, +1 for Light, +1 for Cavalry and +1 for Sübütai and his manliness) per year and they move and fight regardless of the weather. Pretty tough, huh? The hapless Civilized Poles and Hungarians (wintering in Krakow) have an army composed of Regular Medium and Heavy Cavalry under only a middling set of commanders (5’s and 6’s). They get a massive 6 Action Points (6 for Civilized, -1 for Heavy units, +1 for Cavalry and nothing for Boleslav IV at all). As a result the Mongols will spend January, February and March sweeping up out of Galich and into southern Poland before Boleslav has even shaken the snow from his eaves. The results are pretty nasty.


The Base Action Point Cost (BAC) listed after each Action Code are in terms of Action Points which are charged on the Impulse Pattern Chart. BAC’s marked with a + after them can have additional actions expended to enhance their effects. In your orders this is noted as, for example, DP+5, which would indicate that the Army/Leader was expending nine Action Points - four for the initial Diplomacy action and five more in addition to that to get a bonus. Each Action is dealt with individually in alphabetical order.

Bonuses from extra Action Points are gained in blocks of five (5) AP. So spending 5 extra AP gets you a +1, while spending 10 extra AP gets you a +2 and so on.

When a Leader undertakes an action in a region, including moving into the region, the terrain of that region may increase the cost of performing the action, as noted here:

Table 7-9. Regional Terrain Action Modifiers

Regional Terrain Type
Culture Type c/c2/i/o w m d/s t j
Civilized +0 +1 +2 +1 +2 +2
Seafaring +0 +1 +2 +2 +2 +2
Barbarian +0 +0 +1 +1 +1 +1
Nomadic +0 +1 +2 +0 +2 +2
pre-Columbian +0 +0 +1 +1 +1 +0

In the case of movement into a province, if the region border being crossed is of a specific terrain type (mountain, river, etc.) an additional Action Point cost is incurred, as noted in the Terrain Movement Costs chart.

Movement into, or actions undertaken in, a Hostile Land Region cost one (1) extra Action Point.

Table 7-10. Summary of AP Cost Payments

Action Type Pay Base Pay Terrain Pay Border
Enter a Region Yes Yes Yes
Perform Action in a Region Yes Yes No

Table 7-11. Leader Actions Summary

Action Code Stat Cost
Administer ad Admin 75%
Colonize Region cr Admin 8
Conduct Census cc Admin 8
Intervene in Mercantile Affaires ima Admin 6
Rule Rule Admin 75%
Seize Merchant Shipping sms Admin 1+
Abdication abd Charisma / Admin 1+
Ban Organisation bor Charisma 6+
Colonize Inhabited Region cir Charisma 8
Destroy Location dl Charisma / Combat 2
Education of Royalty er Charisma 6+
Espionage es Charisma 6+
Evacuate City evc Charisma 4+
Evacuate Region evr Charisma 6+
Explore ex Charisma 3+
Incite Rebellion ir Charisma 6+
Incite Religious Minority irm Charisma 6+
Increase Loyalty ily Charisma 3+
Investigate Location il Charisma 2+
Modify Troops (Optional) mt Charisma 8
Religious Conversion rc Charisma 4+
Retirement ret Charisma 1+
Active Siege s Combat 3+
Amphibious Assault aph Combat 1
Assault City as Combat 1
Attack To Liberate al Combat 1/combat
Attack to make Tributary at Combat 2/combat
Attack to Pacify a Combat 3/combat
Blockade Port b Combat All
Burn City bc Combat 1
Defend, Prepared d Combat 2+
Defend, Hasty dh Combat 1
Defend, Directed dd Combat 2+
Destroy Location dl Combat / Charisma 2
Enslave Population ep Combat 3 × GPv of region
Evade e Combat +1 to move
Load/Unload Ships ls/us Combat 1 (port), 2 (coast)
Loot Region lr Combat 2
Military Conversion mc Combat 4+GPv of region
Movement none Combat 1 + mods
Passive Siege ps Combat 6+
Piracy pi Combat 3+
Raid rd Combat 1
Reaction r Combat 2+/4+
Regional Genocide rg Combat 12+GPv of region
Sack City sc Combat >1
Scorched Earth se Combat >4
Secret Movement None Combat 2 + mods
Slave Raid sr Combat >3
Diplomacy dp Diplomacy 4+
Have Children hc Diplomacy Special
Secret Diplomacy sd Diplomacy 6+


Code ABD

BAC 1+

Stat Charisma/Admin

Results The King abdicates to withdraw from political life, leaving the Kingdom in the hands of the Heir, if the Heir is of age (15 years or more old).

The Skill check uses a combination of the King's Charisma and Admin ratings, averaged with the Heir's Charisma. The King and Heir must be co-located and preferably in the Capital, or the Homeland if the nation lacks a Capital.

By use of this action the King steps down voluntarily, and avoids the chances of dynastic upheaval. However, should some other event trigger a Civil War check, the odds are worsened, as the old King may contemplate regaining the throne to sort things out.

Active Siege

Code S

BAC 3+

Stat Combat

Results An Active Siege action may be taken by any army against a city that is held by hostile forces. Any hostile army may have to be cleared from the region before the city can be besieged, however. Be aware that an Active Siege can be very bloody and possibly a failure if sufficient forces are not committed. A successful Active Siege destroys all of the city’s Wall Points, assuming the city does not surrender, in which case the city’s remaining Wall Points are delivered intact.

Active Siege can be used multiple times against a city. A separate siege resolution procedure is figured for each 3 Action Points expended. Usually this order is given with a rider indicating that it will be attempted until either the city falls or the besieging army suffers some unacceptable level of casualties.

You may designate the city, if captured, will have a Pacified or Pacified Tributary status. If you make no additional note to the GM, it will be Pacified and you will have to garrison the city.

Note! A Leaderless city placed under Siege will generate a temporary Leader with a Combat rating of 0-5 (1d10-5) for the rest of the turn.


Code AD

BAC 75% of total AP (rounded up) for the turn.

Stat Admin (No roll required)

Results Can only be executed by a Prince or Lieutenant. The Leader acts as if he were a National Infrastructure point for the turn in question. The efficacy of this act depends on that Leader’s Administration rating. If the Leader is incompetent and self-serving then the overall administration of your realm will suffer. If he is competent then your realm will be the better for it.

Amphibious Assault

Code APH

BAC 1 per Combat Roll

Stat Combat

Results An Amphibious Assault is used by an army debarking from a fleet into an uncontrolled region. This cost and combat roll are required before the AP cost to actually enter the region itself. One combat roll is made against the sea and one against any opposing forces. A failed combat roll (even if unopposed!) forces the army to return to the fleet and the fleet to return to the nearest controlled port.

If the region is defended by Field Forts there is an additional +1 AP cost to the initial attack order.

If the attacker fails to make land or is driven from the beaches back into the sea, losses in men and equipment can be severe. A failed Amphibious Assault results in the fleet attempting to return to the nearest friendly port.

Assault City

Code AS

BAC 1 per Assault Roll

Stat Combat

Results As opposed to the lengthy Active or Passive Siege options, the Assault is very quick and decisive, one way or another. A successful Assault will only destroy one-half of the city’s City Points, and there will rarely be a surrender check. Be prepared to accept a very high percentage of casualties when launching Assaults.

If the siege fails, in addition to the casualties sustained, the assaulting army must retreat from the province into the nearest controlled province.

You may designate the city, if captured, will have a Pacified or Pacified Tributary status. If you make no additional note to the GM, it will be Pacified and you will have to garrison the city.

Optional: If the attacker has warships involved in the assault then the defender’s warships have the option of offering battle, which means there will be a naval battle outside the port.

Infantry carried on a warship (but not on transports) fight in any boarding actions and close combat as marines. Note however, that boarding actions and other naval combat are tough on marines. No other unit type can fight aboard a ship.

If the attacking fleet directly assaults the port then they will be prone to significant negative modifiers, unless intel has been used to allow the fleet to enter the harbor and unload before attacking.

Note! A Leaderless city placed under Siege will generate a temporary Leader with a Combat rating of 0-5 (1d10-5) for the rest of the turn.

Attack to Make Tributary

Code AT

BAC 2 per Combat Roll

Stat Combat

Results Same as the Attack to Pacify action except that if this action proves successful, the target region becomes Pacified Tributary rather than Pacified. Only one winning Combat roll is required to force the region into Pacified Tributary (pt) status. Note, however, that the Pacified Tributary region will not like you very much.

If the enemy forces are tremendously outnumbered or out-fought then you may crush them very quickly and not spend more than 2 Actions in fighting.

If the region is defended by Field Forts there is an additional +1 AP cost to the initial attack order.

For a region to be made Tributary, if there is a hostile city or fortress in the region it must be under an effective siege.

Note! A Leaderless city placed under Siege will generate a Temporary Leader with a Combat rating of 0-5 (1d10-5) for the rest of the turn.

Attack to Pacify

Code A

BAC 3 per Combat Roll

Stat Combat

Results The Attack action is used for the process of invading a hostile region. Under this action, an army will attack the region it is currently in, subjugating (pacifying) the populace, if needed. The defending army must be driven from the region (for an enemy National Army) or destroyed (for a native army) for the Army to take control of the target region. A sufficient number of troop points must remain after the campaign to satisfy the garrison requirements of the region or the Action will be converted into an AT action (though you still pay 3 Actions per Combat Roll) and the region will be given a Pacified Tributary (pt) status instead.

If the enemy forces are tremendously outnumbered or out-fought then you may crush them very quickly and not spend more than 3 Actions in fighting.

If the region is defended by Field Forts there is an additional +1 AP cost to the initial attack order.

For a region to be Pacified, if there is a hostile city or fortress in the region it must be under an effective siege.

Attack to Liberate

Code AL

BAC 1 per Combat Roll

Stat Combat

Results The Attack to Liberate action is used for the process of invading a region that was formerly controlled by the attacking nation as friendly or homeland and is now occupied by a hostile power. Under this action, an army will attack the region it is currently in, liberating the populace.

If there is a defending army then normal combat occurs, costing 2ap per combat round. The defending army must be driven from the region (for an enemy National Army) or destroyed (for a garrison) for the Army to take liberate of the target region.

If the attacking army has at least twice the combat strength of the garrison then a Temporary Leader will not be generated to lead the garrison.

If the region is defended by Field Forts there is an additional +1 AP cost to the initial attack order.

If the invaders hold a city or fortress in the region it must be placed under an effective siege.

Ban Organization

Code BOR

BAC 6+, King in the Capital or Homeland.

Stat Charisma

Results This action is used to ban Religious Primacy and orders (and Merchant Houses in the Modern Era) from the lands of the nation. Success restricts the movement of the organization’s leaders and also reduces the Influence of the Primacy or Order. When performed against a religious organization failure can have dire consequences – and increase the Influence.

Blockade Port

Code B


Stat Combat

Results The Blockade action is used by a fleet against a Port City, a Port Fortress, a regional section of coastline or a river mouth. The fleet must be performing this action for the entire turn or until any supported siege is resolved.

A Blockade must be enforced by warships based at a port city or fortress on the same seazone as the target port or coastline.

The number of warship units required to enforce the blockade is equal to the GPv of the Port City, twice the GPv for a region, and half of the combined GPv of the two coastal regions either side for a river mouth. A Port Area or a standalone Port Fortress counts as a 1GPv city for the purposes of blockade. At the end of the turn the blockading warships automatically return to their base port.

The blockade may be broken by a war fleet on Defend or React based at the Port City or Fortress (or a war fleet based at a Port Fortress in the region being blockaded) attempting to break out, or a war fleet attempting to break in. The blockading fleet will fight with only 75% of its strength, emulating the rotation of ships on and off the blockade during the course of a year.

When successfully used against a City, it prevents any Inter- National or Inter-City trade from being traced by sea from that City. In conjunction with a Siege it closes the City or Fortress off, allowing the possibility of a Starvation "attack" to be used. A coastline or river mouth that is Blockaded is similarly closed off. No International Trade or Inter-City Trade can be traced through such a coastline or river.

Note that the Blockade Port action is modified in the Renaissance and beyond (see the Modern Era).

Burn City

Code BC

BAC 1 or more

Stat Combat

Results This action may be appended to a Siege action (of any type) so that its action follows upon completion of the previous action. It may also be used upon any controlled city occupied by a player’s Army. The result of the Action is to reduce the city to cinders. This, in combination with a Sack City action, will result in the total destruction of the city in question. Without a Sack action, the city will be reduced by 1 GPv and will lose all but either 10 of its public works or half of that which it had, whichever is less. Five points of troops are required to burn each city GPv per Action.

Example: The Goths are burning Rome, which is a 12 GPv city. (5 x 12 = 60) Sixty points of troops would be required to burn the city in one Action. Unfortunately they only have 30 points of troops, so it will take them 2 Actions to finish the city off.

Colonize Inhabited Region

Code CIR


Stat Charisma

Results This is a specialized action used in two circumstances:

  • When a player desires to create a Colony in a given Inhabited region or city that is not adjacent to a region controlled by that nation. To this end, the NFP (Colonists) and Gold (Equipment) are moved to the designated area and emplaced though use of the Action. Can only be executed by a National Leader (King, Heir, Prince or Lieutenant). A Leader is required to supervise the emplacement of the colony.
  • When Tribal Points are being settled in a populated region.

Be aware that inhabited regions or cities that are not already Friendly or actually Unsettled will be intrinsically hostile to colonies. An army should accompany any such effort to deal with the natives, should they become restless.

Colonize Region

Code CR


Stat Admin/Loyalty

Results This is specialized action used in three circumstances:

  • When a player desires to emplace a regional Colony in a given uninhabited region that is not adjacent to a region controlled by that nation.
    To this end, the NFP (Colonists) and Gold (Equipment) are moved to the designated area and emplaced through use of the Action. The costs can be found in Colonizing Unsettled Regions. A National Leader (King, Heir, Prince or Lieutenant) can only execute this action. A Leader is required to supervise the emplacement of the colony in an uninhabited area. In the event the action fails, all NFP and GP are lost.
  • When a player desires to emplace a city Colony that is in an uninhabited region uncontrolled by the nation or not in Line of Communication from the nation's capital or homeland (see Construction).
    To this end, the NFP (Colonists) and Gold (Equipment) are moved, usually by ship, to the designated area and emplaced through use of the Action. The costs can be found in Building Cities. A National Leader (King, Heir, Prince or Lieutenant) can only execute this action. A Leader is required to supervise the emplacement of the colony. In the event the action fails, all NFP and GP are lost.
    The most common reason for emplacing a Colonial city is to act as a Conduit City port in the Renaissance and beyond.
    A colonial city is built either where no city has stood before, or on the ruins of an uninhabited city.
  • When Tribal Points are being settled in an unpopulated region.

Colonize Inhabited Region is used to emplace a colony in an inhabited region or city.

Conduct Census (Optional)

Code CC


Stat Admin/Loyalty

Results Can only be executed by a National Leader (King, Heir, Prince or Lieutenant). In addition to spending the monetary cost of a Census, a Leader must execute the Conduct Census action in either the national Capital or Homeland.

In the event the effort to conduct a census fails, the NFP and GP are lost.

Defend, Prepared

Code D

BAC 2+

Stat Combat

Results There are occasions where you may wish your Army to guard a particular province. The Defend action will keep an Army alert and prepared for an attack (even if it doesn’t occur). An army that is using the Defend action will receive a favorable modifier in combat if it is attacked.

If there are Siege Engineer units with the army, then the defending force gets an additional positive modifier in any combat (but the Engineers are not required for a Defend).

Defend, Hasty

Code DH


Stat Combat

Results Army army containing Siege Engineer units which has only 1 AP to prepare a defensive position may attempt a Hasty Defense. If the combat stat check successful they get a small bonus.

Defend, Directed

Code DD

BAC 2+

Stat Combat

Results If the army elects to defend against an attack from a specific regional border, they receive a further bonus against attacks coming from that specific direction. This is a directed defense. Attacks entering the province from any other direction obviate any Defense bonus.

Destroy Location

Code DL


Stat Combat/Charisma

Results Allows a national or mercenary Leader, accompanied by at least one point of troops (infantry or cavalry) to destroy a designated Location – a site belonging to a Religious Primacy or Order, a Secret Empire or in the Modern Era a Merchant House.

This is, of course, assuming that the location is not defended by troops or fortifications. Attacking a religious site belonging to the same religion may have dire consequences.

Table 7-12. Destroy Location Stat

Action Stat
Any vs. Religious Primacy/Religious Order CHA
Any vs. Secret Empire COM
Any vs. Merchant House COM
Secret Empire vs. Secret Empire CHA

When performed by one Secret Empire upon a site belonging to another Secret Cells, Lodges, Temples and Strongholds in the same region or city add a bonus to the attack.


Code DP

BAC 4+

Stat Diplomacy

Results Leaders can be used to negotiate better relations with regions and cities. The success of a diplomatic action will be dependent on the diplomatic rating of the Leader and the receptiveness of the other party, which is based on (among other things) the religion, terrain, resistance and/or loyalty of that party. Diplomacy can be attempted on regions of Neutral, Non- Paying Tributary, Economic Ally, Feudal Ally, Pacified Tributary, Tributary and Allied status, regardless of the controlling nation, if any. Diplomacy will have no effect upon regions of Friendly, or Homeland status. If performed on a region of Pacified or Pacified Tributary status it may have some effect on the Years from Conquest count.

To gain favorable modifiers on Diplomacy, the Nation may spend Gold to grease the palms of the local rulers, build cities and/or spend time in the region (spend more Action Points).

Only one Diplomacy attempt may be made on a specific region or city per turn.

More than one Leader can cooperate on a given Diplomacy attempt. The first Leader to arrive at the location is considered to be the primary Diplomat unless the player specifies otherwise. Each additional Leader only acts at one-half of their Diplomacy rating, rounded down, but only if they spend as many AP on the DP action as does the primary Leader. So if more than one Leader converges on the location, then the least number of extra AP spent is applied to derive the bonus. So if A spends 30 and B spends 31 and C spends 10 - only 10 AP would count for the time bonus.

If the diplomacy result was ‘Allied’ and there are no Leader slots available, the result will drop back down to Economic Ally. Similarly, if the result is ‘Feudal Allied’ and there are no Leader slots available, then the result will drop down to Non-Paying Tributary.

Diplomacy on Hostile and At War territories: The diplomat risks being run out of the area or knifed in the back.

Diplomacy of Allied Regions: diplomacy against an Allied region or city is conducted against the allied Leader’s Loyalty rating. Consequently, the diplomat and the allied Leader must be in the same region or city when the diplomacy attempt occurs. Diplomacy attempts against another player’s Allied Leaders is certainly possible, but may involve some Intelligence Operations to locate the target Allied Leader before any attempts at diplomacy can be made.

Diplomacy on regions and territories of Another Nation: If performed using ordinary Diplomacy this is a direct action that usually reduces the control status (vs. the other nation) with an eye to then raising it into the positive for your side if successful. As the leader arrives openly, they must either be accompanied by a sufficiently large force to repel the local authorities or else have to make a CHA check to avoid being noticed and being arrested and hung up by the toes.

Note that if the control status is Pacified or Pacified Tributary then instead of reducing the control status this will reduce the Years from Conquest of the region or city if successful.

To perform this action covertly, Secret Diplomacy must be employed, and if performed successfully, this will reduce the Years from Conquest of the region or city, but will not instigate a rebellion or reduction of control status.

Diplomacy on A Nation: in some cases Diplomacy can be conducted against an entire nation. Be warned that this is very difficult. First, the nation must be without a player, and second, you must achieve at least a control status of Tributary or the attempt fails utterly. The resistance of the nation to your effort is equal to the sum of the Resistance values of all Homeland and Friendly regions and cities in the nation, including the effects of religion, language and terrain, and is likely only useful against a single-region nation. I suggest lots of gold, many Leaders, and lots of Support Diplomacy Intelligence Operations. Some game-masters also require that a Royal marriage be part of any diplomatic attempt (Ferdinand and Isabella, anyone?). A result of Tributary or Economic Ally will result in the target nation’s Friendly and Homeland regions being added to the player’s stat sheet at that result. A result of Allied will result in the target nation’s King, Heir, and possibly Princes being added to the player’s stat sheet as Allied Leaders and all friendly and homeland regions being added as Allied regions. A result of Friendly will result in the utter absorption of the target nation into the player’s empire. All Friendly and Homeland regions of the target nation will become Friendly to the player; some of the target nation’s government, military, religious, and intel QRs will be added to player’s own; and the target nation’s Royal family will be added to the player’s Leader screen or heir pool as appropriate. Regardless of the level of the diplomacy result, all non-Friendly/Homeland regions of the target nation become independent. Further, the referee, if he is of a particularly nasty turn of mind may conduct revolt checks on the regions that do join the player’s empire.

Diplomacy attempted against an Allied or Feudal Allied region must be undertaken in the province, with the Allied or Feudal Allied Leader present during the DP attempt.

Education of Royalty (Optional)

Code ER

BAC 6 Leader Actions

Stat Charisma

Results This action can only be attempted the turn before a child of the Royal Family comes of age and is eligible to be a leader (when the child comes of age the nation may choose not to promote them to a Leader slot immediately).

One or more eligible children accompany the Leader and have the opportunity to learn how to rule, which may enhance only one of their stats. There is some risk in this, as the child may face any dangers that threaten their teacher, and if the tutor badly fails to teach the lesson, then the child’s stat may be reduced. There is no opportunity to restore the reduced stat.

Note that it is progressively more difficult to teach more than one royal brat at a time.

The teacher may perform only the following actions in parallel with educating the child (or children), these being considered worthy of royalty and not liable to be compromised by the presence of a child:-

King or Heir is Ruling/Administering Child may increase their Admin stat.
Leader is Modifying Troops Child may increase their Charisma stat.
Leader is performing Raiding, Piracy or any Attack order Child may increase their Combat stat.
Leader is performing Diplomacy Child may increase their Diplomacy stat.

Alternatively, the royal children can be entrusted to the appropriate Primacy or Order (if one exists of the nation’s religion, and for that Primacy or Order to accept the children). This would take place during the last turn before majority of the children in question. It requires a Primacy or Order Leader instead to be assigned to take charge of their education in the same manner as a National Leader above.

In all cases, the Leader providing the education must be at the location of the royal child (the location of the Royal Family, usually the Homeland or Capital). At the end of the turn, unless the teacher is killed or imprisoned (the child suffering the same fate), the child automatically reappears back home.

Enslave Population

Code EP

BAC 3 × GPv of Region, 1 × GPv of City

Stat Combat

Results An Enslave Population action may be used on any region that the player controls. For a region to be enslaved, Garrison capable units must be present to round up the people, not to mention put down the ensuing revolt.

Mobilized Slave NFP (SFP) generated by this action will be of a quantity equal to (10 × GPv) for a region. Cities which are enslaved will yield 5 × GPv in SFP.

Once the population has been enslaved, they can be moved (They have an Action Point modifier of -2). For uses of sNFP see Construction. Can be executed by any kind of Leader. A one to five ratio of Enslaving troops to slave NFP must be maintained throughout the Action.

Table 7-13. Slave NFP Action Point Capacity

Culture Action Points
Pre-Columbian 3
Civilized 4
Seafaring 5
Barbarian 6
Nomadic 6


Code ES

BAC 6+

Stat Charisma

Results A King, Heir, Prince, Lieutenant, Bishop or Full Allied Leader may attempt to act as an Intel Operations point (allowing the conduct of an Operation) or as an Intel Bonus point (to an operation launched either by another Leader, or by a regular Intel Op Point) by successfully executing an Espionage action.

If the Leader fails to perform the Espionage action, then the subsequent Intel Op or Bonus is lost.

Extra AP spent in performing the action add to the chance of success in being able to perform the Intel Op or gain the Intel Bonus. The Leader must be at the location where the Intel Op or Intel Bonus is being executed. A Leader can perform only one Espionage action per turn without penalty: either an Intel Op or an Intel Bonus – the Leader can attempt to perform additional Espionage actions in the same turn but with negatives to success being accrued for each such attempt.

Example: Jacob Kruzfeldt, a Swedish Royal Navy Lieutenant, is assigned to run an Espionage action to provide Battle Assistance for a Swedish attack on the Danish Imperial Capital of Venice. This action would be written as: ES+16 (BA-Attack on Venice). Hopefully the daring naval lieutenant will succeed in his mission, avoiding the grim Danish Securitat and the wiles of the beautiful Lady Denise, who might otherwise lead him astray…

Evacuate City

Code EVC

BAC 4 Actions per City GPv per 5 units

Stat Charisma

Results The Evacuate City action is used to remove the population of a city threatened by destruction (natural disaster, horde invasion, onset of the Ice, whatever…). If there is no pressing threat to the existence of the city, then an Evacuation attempt will provoke a revolt check with a particularly bad modifier.

Each 3 GPv of the city yields 1 Tribe Point. The evacuation of a city GPv destroys the Public Works associated with that GPv.

The removal of each GPv of population takes 4 Actions for 5 units of cavalry or infantry to remove, under the command of a Leader. The action requires at least one (1) Action Point to implement.

Example: The city of Rome is threatened by the Huns, who have sworn to kill every last living Roman. Rome is of size 10 GPv. The Roman army has 12 points of cavalry to handle the evacuation, so it would take ((10 × 4) / (12/5) =16) actions to evacuate the city.

Evacuate Region

Code EVR

BAC 6 Actions per Region GPv per 5 units

Stat Charisma

Results The Evacuate Region action is used to remove the population of a region threatened by utter destruction (natural disaster, horde invasion, onset of the Ice, whatever…). If there is no pressing threat to the population of the region, then an Evacuation attempt will provoke a revolt check with a particularly bad modifier. (Note! Nomadic populations may be evacuated from a region without cause or forcing a revolt check.)

Each GPv of the region yields 1 Tribe Point (a very slow moving kind of unit). The evacuation of a regional population destroys all regional Public Works.

The removal of each GPv of population takes 6 Actions for 5 units of cavalry or infantry to remove, under the command of a Leader. The action requires at least one (1) Action Point to implement.


Code E

BAC +1 to Movement Cost

Stat Combat

Results The Evade action is used to attempt to slip through an uncontrolled or enemy region avoiding a battle. Needless to say, the more units that you try to slip through with, the lower your chances of successfully slipping past without somebody blowing the whistle.


Code EX

BAC 3+

Stat Charisma

Results The Explore action is used by a Leader and (optionally) some ship units to attempt to chart the currents, reefs, shoals and waterways of a given:

  • Unknown or Hostile Sea Zone
  • Inter-Island Arrow
  • Open Ocean Arrow
  • River Section

Once charted, ships in the possession of these charts (historically called ‘ruttiers’) can navigate across the Arrow(s) or Hostile Sea Zone(s) as freely as they can across any coastal Sea Zone. Inter-Island Arrows and rivers are relatively easy to explore, while Open Ocean Arrows will be extremely difficult to explore for any culture other than Seafaring. Regardless of whether the action succeeds or fails, some of the ships may be lost due to storms, wrecks and / or pirates. When exploring upriver hostile native tribes, giant anacondas, fevers and other perils may result in similar fatalities (and rivers can only be explored with light ship units). When assessing losses, a Leader counts as one ship unit. If there is more than one ship unit present then the Leader will be taken last in assessing losses.

An exploring open-nation Leader is still within the Command Control Radius if it can be traced from the capital to their location, even if only by one-way arrows. Primacy, Religious Order and Secret Empire can leave the Control Web without penalty. However, if any exploring leader creates a control status not traceable via the CCR/effective Control Web then they are liable to revolt.

Secretive exploration can be performed utilizing Evade (or Secret Movement if the Leader is exploring on their own) doubling the AP cost for Explore as the leader skulks and sneaks about.

Found Religious Primacy

Code FRP

BAC 6+ King AP, 50 GP, 10 NFP

Stat Charisma

Results This action must be successfully completed by a King intending to create a Religious Primacy. A specific city or region for the Holy City must be designated as part of this action, which is created if this is successful. See the formation of a Primate Religious Authority for further details of the process.

Have Children

Code HC

BAC 1*

Stat Diplomacy

Results This action must be executed wherever the Leader’s spouse is, which is usually the national capital, or, if there is no capital, in the Homeland. It is of utmost importance for the King and Imperial Heir’s dynastic line to continue. It is through this action (sex) that this is done. Yeah, you laugh now, but wait until you’re being besieged by the Kûshan hordes and then you’ll wish you were playing in a game where you could clone your King …

If your King or Heir is Ruling/Administering, the AP spent on HC also counts for Ruling/Administering.

Non-King or Heir Leaders may also have children, though this may be disallowed by your GM in the interest of maintaining his or her sanity…

Incite Rebellion

Code IR

BAC 6+

Stat Charisma

Results The “poor man’s” invasion. This action obviously is employed with the regions or units of another nation in mind. If successful, the target of the action will rebel against their “subjugators,” and attempt to either join the instigating nation, or simply go independent. Can be executed by King, Heir, Prince, Lieutenant, Bishop or full Allied Leader(s). A Feudal Allied Leader may not attempt this action.

This action only effects locations of Pacified or Pacified Tributary status. Attempting this action on a location of any other status is a quick way to get your leader arrested. It may be countered by a Crush Revolt intel operation.

This action may also be run as an Intel Operation.

Incite Religious Minority

Code IRM

BAC 6+

Stat Charisma

Results This action attempts to instigate a rebellion amongst the religious minority of a location. Locations of a different Religion than their owning nation may be targeted, even if only a small percentage of conversion has occurred. If successful, a rebel army of fanatics will be generated. The fanatics may then do any or all of the following: Attack the owning nation's forces in an attempt to go independent; attempt to Militarily Convert the location; go into a riot and loot the location. This action can be executed by King, Heir, Prince, Lieutenant, Bishop or Full Allied Leaders of the same Religion as the minority targeted. It may be countered by a Crush Revolt intel operation.

This action may also be run as a Religious Operation.

Increase Loyalty

Code ILY

BAC 3+ & 1GP+ per Leader

Stat Charisma

Results Can be attempted on any controlled leader. The ruler rewards his faithful (or seemingly faithful) subordinates with riches, lands, ministries, etc. in an attempt to increase their Loyalty.

Note however that this can easily backfire, as the other lieutenants, princes, and so on, take offense at the largesse dispensed on their rivals.

Intervene in Mercantile Affaires (Optional)

Code IMA


Stat Admin (No roll required)

Results The King or Heir takes a direct hand in the internal affairs of the dozens of merchant brokerages, financiers and investment companies represented by Hands Off Trade. During this intervention any number of MSP can be added to (ship units built and converted to msp specifically for the route), removed, or shifted around from/to any number of routes.

Using this Action you may change the Base Port of the route, or close the route, or open new routes. Note that changing the base port of a route may mean the route can accumulate more MSP and gain you more money.

This Action is also required to modify Internal Trade and Fishing Fleets.

MSP may be removed from a HOT route, at the usual rate of 3GP per 1 MSP, which produces a national Light Transport (xt) unit.

Investigate Location (Optional)

Code IL

BAC 2+

Stat Charisma

Results If the Secret Empires rules are being used in the campaign, then it may behoove you to send some of your Leaders off to snoop around and see what they can turn up. An IL operation is directed against a specific location; a city, a fortress, a region, a monolith, etc. The location and the number of actions expended in investigating it must be clearly noted, or your efforts will have little (well, no) chance of success.

Load/Unload Ships

Code LS / US

BAC 1 (port), 2 (coast)

Stat Combat

Results To land troop units from a fleet, whether in a port city, port fortress, port area or a coastal region, requires the army, not the fleet, to expend an Action Point (the fleet spend matching AP whilst the army embarks or disembarks).

Troop units beginning a turn in a port city, fortress port or port area with a fleet can be loaded at no cost. If the troop units must move to the port city or port area during the turn, an Action point must be expended by the army to Load them (whilst the fleet sits in port).

This order can only be used at ports or on regional coasts where the position has status or where the owner has permitted the port or coastal facilities to be used. If the port or region is uncontrolled, then the Army would have to Assault the port or perform an Amphibious Assault, but it would be very messy.

Loot Region

Code LR


Stat Combat

Results Looting strips the countryside of an Army-occupied and controlled region of valuables and/or Agro. The action generates GP up to two and a half times the GPv of the region and the regional Public Works therein.

The Looted region will then not produce either Regional income or Agro on the turn following the Looting and the regional Public Works will be destroyed. Ten points of troops must be present to loot one GPv of regional value. This action may provoke a regional rebellion.

The Leader may also elect to have his troops loot or refrain from looting religious sites in the region. The Leader can attempt to double the income from the Loot Region action by declaring that his troops do not share in the spoils and maintaining discipline (a COM check), though this risks provoking a mutiny.

Military Conversion

Code MC

BAC 4 per GPv of Region, 1 per GPv of City.

Stat Combat

Results The Military Conversion action is performed by a non-Mercenary army in a region that has a different religion. (See Military Conversion.) The army that is converting the region MUST be of the Religion to which the region is to be converted. Can be executed by any National Leader (King, Heir, Prince or Lieutenant). A Bishop can also attempt the action.

The region or city being converted will revolt, even if it has just been Pacified, and the resulting rebel army must be crushed for the Conversion to be effective. During this battle (or sequence of battles) 2 AP will be expended for each round of combat. Ten troop points must be maintained for each GP of regional value throughout the Action for it to be effective. The Military Conversion of large cities is particularly difficult, requiring the large numbers of troops to deal with the raging mobs of rebels who are likely to be organized and know their city better than the troops brought in to quell them.

Example: The Papacy has declared a Crusade against the Albisengian heresies in southern France. A Roman Catholic army supplied by the Genoese and Pisans marches into Languedoc and defeats the army of the Prince of Narbonne. By this action they Pacify the region. Now they initiate a military conversion. Languedoc is a 2 GPv province so it costs the Italians (4 + 2 = 6) Action Points to attempt this and they must keep at least (2 × 10 = 20) points of troops throughout the effort. The locals will revolt once the Conversion begins and will have to be re-pacified in addition to the cost of the Conversion effort.

Modify Troops (Optional)

Code MT

BAC 8 Leader Actions

Stat Charisma

Results This action allows a nation to change the composition of a given mobile land unit (Cavalry, Infantry, Siege Engineers) to another mobile land unit type, class (Light, Medium, Heavy) and training level (Inexperienced, Regular, Elite), but only where the new unit is available in the Culture Build Chart. Any excess cost difference in GP, NFP and/or Industrial Capacity must be paid for by the nation in full. Units may also be modified to a cheaper version, but no refund is given. Units must be modified on a one-to-one basis.

Ships, Wall Points and Field Forts cannot be modified by this Action and must be disbanded and rebuilt.

This action must take place in a Friendly city within the Homeland Build Zone and must be executed by a national leader (King, Heir, Prince, or Lieutenant). In addition, Nomadic, Barbarian and Pre-Columbian nations may modify troops commanded by a national leader at a Friendly trade center (which does not have to be within the HBZ).

Full Allies and Feudal Allies may upgrade their own troops as well, but only if they have a Friendly city (or trade center if the nation is Nomadic, Barbarian and Pre-Columbian) in their allied region. The Ally must be the one undertaking the action, but may be supported by other national leaders.

Units undergoing MT that are attacked during the process fight as units of their previous type; the action is aborted and must be attempted again. Resources attributed to the aborted action are returned (GP and NFP only; Industrial Capacity cannot be carried over from one turn to the next).

Example: The Civilized Duchy of Saxony, after withstanding the siege of Berlin, seeks to take the fight to her enemy. Twenty Siege Engineers (20s) are modified to Twenty Heavy Elite Cavalry (20hec). The Engineers originally cost Saxony 80 GP, 20 NFP and 20 Industrial Capacity. The new Cavalry cost a total of 180 GP, 40 NFP, 40 Industrial Capacity. Saxony must pay the difference of 100 GP, 20 NFP and 20 Industrial Capacity during the action.

Movement / Secret Movement

Code → /

BAC 1 + possible modifiers / 1 + possible modifiers

Stat Combat / Charisma (for secret movement)

Results Crossing any kind of a border, be it a land region border, a Sea Zone boundary, or moving along an Open Ocean arrow, usually requires the moving army or fleet to expend at least one Action Point.

The following two tables list the modifiers to enter a region based on its terrain and based on the kind of border crossed to enter the region.

When a series of continuous movements are made then fractional Action Point costs can be combined into whole Action Points. If an army still has fractional unused Action Points remaining from Movement and it executes some other action, like Attack or Defend, any fractional Action Points are lost and cannot be carried over into the next Movement Action.

In the following section, a “controlled border” is one in which a Leader is moving from a province which is controlled by his Nation (at NT status or better), into a second province that is also controlled by his Nation (at NT status or better). You may also move through another nations’ provinces in this way, but you must be “guided”.

Moving into or out of a City in a province costs 0.5 Action Points via Royal Road, else 1 AP. The cost is also modified by control status on entry, control status and terrain on exit. Cities entered via Siege or Assault do not pay the extra AP (as the cost of the Siege or Assault includes this cost).

When moving along a road that passes through a city on the map, the Action Point cost of entry is only paid if the city is entered; if you roll right on by, only the road rate is paid.

(Optional) For all movement, a Leader (and any attached troops or ships) that has insufficient Action Points to enter a given region at turn’s end are permitted to enter the region provided there were some Action Points remaining. However, no additional actions may be undertaken and any negative border terrain combat modifiers would still apply at the beginning of next turn.

Example: A Leader has only one Action Point remaining and wishes to enter a region costing two Action Points to enter, the Leader may move into the region, but any negative border terrain combat modifiers will apply next turn.

Leaders from non-Open Empires have certain movement advantages. Leaders from Religious Primacies and Religious Orders may treat regions in which they have a control status (CH / OH or better) and any regions that are the same religion as the Primacy / Order as controlled for movement purposes. Similarly Leaders from Secret Empires and Merchant houses treat all regions where they have a control status (CC / MA or better) and any region with the same language as the Secret Empire / Merchant House as controlled for movement purposes.

When moving at sea, fleets must end the turn in a controlled Port. They may also end the turn in a port provided by some nation that has given permission for them to 'base' out of. Fleets are not allowed to end a turn on either an Inter-Island Arrow or an Open-Ocean arrow or in a Coastal Sea Zone. Fleets that do so will be destroyed. Further, Fleets will not move out of port if there are insufficient Action Points to reach their destination.

When moving along either an Open-Ocean or an Inter-Island Arrow to an Island the movement to the island is effected by the payment of Action Points to cross the Arrow. Islands can be considered to be borders between Arrows at which fleets can stop, if they so desire.

A fleet leaving or entering a Port to or from the adjacent sea zone costs 1 AP. Note that once the fleet is in port any Leader actions taken in the port are restricted by the movement rate of the slowest land based unit attached to the Leader. Land based units must be unloaded if the Leader intends to use them in the city or region. If the Leader has no Land units or does not unload them then they use the standard Leader Action Points by culture.

Armies being carried on fleets expend Action Points based on those expended by the fleet. To move land units across any major body of water requires the presence of sufficient ships to carry the units. Each mobile land unit and commodity is rated for its Cargo size. See the Unit Construction Chart for the Cargo capacities and costs of units.

Forced March (Optional): a Leader moving ground units (only) may attempt to get more Action Points out of a turn than normal. A Player must specify in his orders (conditional or otherwise) whether a Leader is attempting to Force March his troops. The GM will compare a die roll against the Leaders combat to determine the number of extra Action Points (if any) gained. At the conclusion of movement, a percentage of the moving force will be lost due to desertion, falling out, shirking, etc. Action Points gained by Forced March are expended before “normal” AP. Forced March may only be used to augment movement actions by Leaders moving ground units only.

Secret Movement: is for Leaders moving alone. If accompanied by units and wishing to move stealthily they should employ Evade.

Table 7-9. Regional Terrain Action Modifiers

Regional Terrain Type
Culture Type c/c2/i/o w m d/s t j
Civilized +0 +1 +2 +1 +2 +2
Seafaring +0 +1 +2 +2 +2 +2
Barbarian +0 +0 +1 +1 +1 +1
Nomadic +0 +1 +2 +0 +2 +2
pre-Columbian +0 +0 +1 +1 +1 +0

Table 7-14. Border Terrain Action Modifiers

Border Terrain Type Movement Modifier
Desert Caravan Route +1
Crossing Mountains (type two) +2
Normal Uncontrolled Border +1
Crossing Mountains (type one) +1
Crossing Navigable River (no bridge) +1
Sailing Navigable River +0
Sailing Against Strong Currents +1
Sailing w/ Monsoon Sea Zone Border × 0.5
Royal Road × 0.5
Normal Controlled Border +0
Sailing Normal Sea Zone Border +0
Inter Island Arrow +0
1-Way Open Ocean Arrow +0
2-Way Open Ocean Arrow +0
Entering a Port from a Sea Zone +0
Entering a City from a Region +1

Note: An ‘empty’ region (one with no GPv or RV) counts as un-controlled unless you have garrisoned the region with at least 1 troop unit, and the region appears on your stat sheet as “Pacified.”

Moving through a region containing enemy Field Forts adds a +1 Movement Modifier, in addition to the +1 for entering a Normal Uncontrolled Border.

Example of land movement with modifiers: The Action Cost listed in the Terrain Effects Table (see Table 7-9 above) applies to the expenditure of Movement to enter a region. Thus, entering an Uncontrolled Wilderness area with a Civilized army would cost: 1 (for the Movement Action) + 1 (for the Wilderness Region) + 1 (for Uncontrolled Border) = 3 Action Points.

Then, to conduct, for example, an Attack order, would cost: 3 AP to Attack, +1 for a Civilized army in a Wilderness area, +1 Action in Uncontrolled location = 5 AP.

Example of oceanic movement: A Barbarian nation sailing a fleet across a Normal Sea Zone Border would cost: 1 (for the Movement Action) + 0 (for Sailing Normal Sea Zone Border) = 1 Action Point.

The dreaded Techies, a Civilized nation, are invading the coast of Academia somewhere in a 2 GPv wilderness area with intent to enslave the native professors and loot the budget and lab equipment. The resulting movement and action costs would be: 1 to enter a Wilderness region (for a Civilized nation), +1 to cross an Uncontrolled border, +2 to perform an Amphibious Assault = 4 AP. Then… 3 AP to Attack to Pacify, +1 Action occurs in a wilderness region, +1 Action in Uncontrolled location, +6 Enslave the population, +1 Action occurs in a wilderness region, +2 Loot the region, +1 Action occurs in a wilderness region = 15 Total AP. The complete cost of the operation is ( 4 + 15 = 19 AP).

Moving in and around islands, and along the Ocean Arrows can be confusing, so here are some guidelines:

An arrow, either a single-line open ocean arrow, or a double-line inter-island arrow, costs 1 AP to move along. If you move from an arrow into an island region, that counts 1 AP as you are entering a location. You may move past without any extra cost, however.

Example: To the Maldives (an island) from Chola in Pandya (a coastal port city). 1 AP to leave Chola and enter Gulf of Mannar. 1 AP to move across the inter-island arrow from Gulf of Mannar to Maldives. 1 AP to land at the Maldives, either ashore or to enter a port. Note that Load/Unload Ships is required for troops to disembark.

Example: Holland to Iceland (a popular route, if the number of emails are any indication...) From Holland, 1ap to enter the North Sea, 1ap to enter Viking Bank, 1ap to move along the Shetlands/Faeroes inter-island arrow, 1ap to cross the Faeroes/Iceland inter-island arrow, 1ap to land at Iceland. 5ap total.

Example: From the Faeroes Islands to the Minch. 1ap to leave the Faeroes onto the Shetlands/Faeroes inter-island arrow, then 1ap to enter the Minch. 2ap in total.

Passive Siege

Code PS

BAC 6+

Stat Combat

Results If a player is not willing to accept the casualties that will result from an Active Siege or an Assault, then their other alternative is the Passive Siege. In this case, the besieging army sits around the City or Fortress and enforces its isolation. A Passive Siege requires that a ratio of two to one in Passive Siege points (as per the chart below) be maintained. There is a possibility that the city will surrender for each Passive Siege Action executed against it, after its Agro stockpile (if any) has been depleted. This percentage increases as additional, consecutive, actions are executed. Port Cities and Port Fortresses must also be Blockaded by fleets to force a chance of surrendering.

A passive siege is the minimum effective siege required when the region has been invaded but still holds a hostile fortress or city.

You may designate the city, if captured, will have a Pacified or Pacified Tributary status. If you make no additional note to the GM, it will be Pacified and you will have to garrison the city.

Note! A Leaderless city placed under Siege will generate a temporary Leader with a Combat rating of 0-5 (1d10-5) for the rest of the turn.

Table 7-15. Passive Siege ‘Combat’ Values

Passive Siege Values
Wall Point 3
Siege Engineer 2
Infantry, Cavalry, Warships 1

Example: Ashanti armies have fought their way north to Timbuktu, where they are besieging the great city on the banks of the Niger. Despite defeating the armies of the Empire of Songhay the Ashanti are awed by the towering walls of the city. They decide to passively siege the city rather than assault it. They have an army of 45I (giving them a passive siege value of (45 × 1 = 45). Songhay has eight wall points and five siege engineers within the city. This gives Songhay ((8 × 3) + (5 ×2) = 34). Sadly for the Ashanti, the resulting ratio of siege points (45 to 34) is less than two to one. They will not be able to effectively passive siege the city. From the safety of their whitewashed towers, the Songhay laugh at the discomfiture of their enemies...


Code PI

BAC 3+

Stat Combat

Results A Piracy action can only be performed in a single Sea Zone by a single fleet. The more Actions expended by the fleet, the more effective the Piracy will be. The effects thereof are to:

  • Get the Pirate fleet a random amount of GP, dependent on the amount of Inter-Nation trade passing through the Sea Zone.
Traditionally, one half of the spoils are distributed to the crews conducting the action. Failure to do so may provoke a mutiny.
  • Close down the Sea Zone to International Trade if there are sufficient Warships committed to the action.

Piracy can also plunder Internal Trade shipping in the Sea Zone (or if the port is situated so as to be adjoining two Sea Zones) adjacent to the base port hosting the Internal Trade msp.


Code RD

BAC 1 per raid

Stat Combat

Results A Raid may be carried out by either Warships (alone), any mobile ground unit (except Siege Engineers), or Transports with mobile ground units in them. The target of a Raid can be any region that the Raiding army can reach. If the Raiders meet an equal number of defending units, they will abort the attempt. Otherwise, the Raiders will gain a variable number of GP and/or Agro based on the value of the region, and the target region is considered “Looted.” The action generates GP up to a maximum of two and a half times the GPv of the region and the regional Public Works therein.

There is a chance a Raid may be botched, resulting in the death of some troops.

The Raid action requires that the raiding force pay the Terrain modifier of the region where the raid is occurring (as the Raid is occurring in the target province), and any Terrain cost of the border the raid is occurring across, plus 1 AP if there are defending Field Forts.

The raiders do not have to pay the +1 AP for entering an uncontrolled province, however.

Example: Steppe nomads raid across a mountain border into a wilderness region. A normal move into the wilderness region would cost (1 AP to cross the base border, +1 AP for uncontrolled, +1 AP for Mountains, +1 AP for entering wilderness = 4 AP). Then, presumably another 4 AP for an Attack action (3 base + 1 for wilderness) for a total of 7 AP. A Raid would cost (1 AP for the Raid, +1 AP for the Mountains, +1 AP for Wilderness = 3 AP).

The Leader can attempt to double the income from the Raid action by declaring that his troops do not share in the spoils and maintaining discipline (a COM check), though this risks provoking a mutiny.


Code R

BAC Land: 2+, Sea: 4+

Stat Combat


On Land

When on React, an Army will respond to any hostile invasion of any region within the Army’s react range (including raids). Any region of Claimed status or above may well send a message to the nearest army, informing them of the invasion or hostile movement.

If an Army reacts to an invasion and deals with it, then the Army may continue to React to invasions until it runs out of Action Points or is wiped out. The React ranges of various units are listed below. This range is dependent on both the types of units reacting and the number of Action Points the army spends on Reaction. The lowest React range is used for a mixed composition army.

Cross index the number of Action Points expended with the unit type to find the number of Action Points away an army can use in intercepting an invader.

Reaction is also used for a riverine patrol of (light) warships. The patrol must be on React based at a port city or port region adjacent to the river segment. The patrol cannot stop the enemy crossing the river but can delay and possibly support defenders on land. Either a river crossing or river movement by hostile forces on a React-covered river section will inspire a response. A river patrol does not protect a bridge.

Armies and riverine patrols cannot React to events at sea.

Note: An army under the React Action will also respond to revolts within the nation, if they are within range. Note that there is a maximum Reaction Action Points range depending on the kind of units doing the reacting.

Table 7-16. Maximum Reaction Action Points

Number of Actions spent on Reaction
Unit 2 3 4 5 6 7 8 9 10+
Cav 1 1 2 2 3 3 4 4 4
Inf 1 2 2 3 3 3 3 3 3

Example: The Mongol Chinese empire (a Civilized nation) has an all-Cavalry army stationed at Huang in north China. The army is spending the entire turn on Reaction, so they are alloted to spend 35 Action Points. This gives them 4 Action Points for response. On the first action point of the turn, a Kipchak horde army sweeps down out of the north into the province of Bao Ding. From Huang to Bao Ding is three action points (1 each for Houma, Hopei and Bao Ding), so the Mongol army can react to the incursion. They do so, spending 3 AP to move to Bao Ding, then 2 AP fighting and destroying the Kipchak. This leaves the Mongol army in Bao Ding with 29 AP left. From action impulses 6 to 35, they still have a reaction range of 4 AP. They can continue to move and fight within their reaction radius for the rest of the turn.
At Sea

A Fleet on React must be based in a port city or port fortress. The fleet will respond to events occurring in the sea zone(s) adjacent to that port including Piracy, and to certain events occurring in regions controlled at Claimed status or above by the nation adjacent to those sea zones. These land-based events are limited to seaborne Raids, Amphibious Assaults, ferry crossings and attacks on the fleet’s base port. When Reacting to an Amphibious Assault on the region the Fleet will arrive after the invasion has already occurred.

The effectiveness of a naval reaction is affected by the scouting capabilities of the vessels.

A Fleet can also React to events in a river adjacent to the base port, but will be subject to the restriction for light units.

Fleets cannot React to other events on land or on rivers.

It takes one Action Point for a Fleet to leave the port to enter an adjacent Sea Zone, and an Action Point for it to return to port following a React.

If a Fleet reacts to an event and deals with it, then the Fleet may continue to React to events until it runs out of Action Points or is wiped out. A Fleet requires a minimum of four (4) Action Points to be allocated for Reaction: one to leave port and enter a Sea Zone, two to fight, and one to return to port.

Regional Genocide

Code RG

BAC GPv * 6

Stat Combat

Results An Army performing a Regional Genocide action attempts to exterminate the populace of a given region or city. Can be executed by any kind of Leader. Executing this action will provoke an immediate regional or city Revolt. The resulting rebel army must be destroyed before the action can continue. A four to one ratio of RG’ing troops to (10 x GPv) natives must be maintained throughout the Action.

If a region (including an island) is not heavily populated (0 GPv) it is still necessary to hunt down and kill any inhabitants taking 2 AP / number of units of troops, rounded up, taking a minimum of 1 AP.

Religious Conversion

Code RC

BAC 4+

Stat Charisma

Results Religious conversion will attempt to change the religion of a region by diplomatically trying to convince that region’s ruling class that your religion is more in vogue than their current religion. Note that the results are also dependent on how the religions interact.

Success indicates the ruler of the region has adopted your religion, not the populace. This is useful in getting a bonus on converting the populace, and is easier than convincing everyone – but is also a cause for revolt and unrest in the region or city.

Cannot be executed by a Mercenary or Feudal Allied Leader. Multiple Leaders (of the same, proper religion) can cooperate on a Religious Conversion action, in which case each Leader’s attempt is resolved separately with full Charisma rating.


Code RET

BAC 1+

Stat Charisma

Results The King or Heir can dismiss a Lieutenant from service, but they must be replaced, in the same turn, by a Prince (not the Heir) or an Ally who has been married to a King’s daughter in order to promote the Ally to Prince and thence to Lieutenant.

There is the possibility that dismissing a Lieutenant may create an enemy of the state, especially if the Lieutenant was able or particularly loyal. It is not unheard of for dismissed Lieutenants to plot and scheme against the ruler that ruined their lives. If the Lieutenant was particularly able they may become a Mercenary Captain and will probably refuse to serve the nation that dismissed them.

If the Lieutenant is granted a fief to become a Full Ally or Feudal Ally they are far less likely to harbor dark thoughts of revenge.


Code Rule

BAC 75% of total Action Points (rounded up) per Turn.

Stat Admin (No roll required)

Results The Rule Action allows a Player to bolster their nation's Bureaucratic Level and Infrastructure by devoting the energies of their monarch to the dull business of maintaining the Nation. Only a King (Queen), Heir or Regent can execute this action.

When calculating the total AP that must be spent to Rule, the King (or Queen) or Regent is assumed to have an action capacity of (Base AP + 2) actions with which to rule regardless of troops under that Leader's command. The total AP spent on Rule must be at least 75% (rounded up) of (# years per turn × (Base AP +2)).

Example: Agamemnon of Mycenae (a Civilized realm in a campaign where each turn is 5 years long) wishes to Rule. His Base AP capacity, regardless of what kind of troops he might be leading, is ((6 + 2 × 5) = 40). Agamemnon must spend at least 75% of those AP’s ruling during the turn, which would be ((6 + 2) × 5 × 0.75) = 32) AP.

Sack City

Code SC

BAC At least 1

Stat Combat

Results This action may be appended to a Siege action (of any type) so that its action follows upon completion of the previous action. It may also be used on any controlled city that an Army of the player occupies. When the Sack is completed, it generates up to five times the GPv of the city and the regional Public Works therein.

The Sacked city is reduced to a GPv of 0. All its Public Works are destroyed and it is ineligible for Inter-City and Inter-National trade until it is restored to at least 1 GPv. Five points of troops are required per Action to loot a city GPv point.

In addition, the Leader may elect to also have his troops loot or refrain from looting religious sites in the city. The Leader can attempt to double the income from the Sack City action by declaring that his troops do not share in the booty and maintaining discipline (a COM check), though this risks provoking a mutiny.

Scorched Earth

Code SE

BAC At least 4

Stat Combat

Results A Scorched Earth action may be attempted on any Cultivated or Intensively Cultivated region occupied by an army. The result of the action is to convert the region to whatever terrain type it was before it turned cultivated (Steppe, Jungle or Wilderness). The Action also Loots the region. Ten points of troops can Scorch Earth one GPv of regional value per Scorched Earth action. The region may revolt as a result.

Secret Diplomacy

Code SD

BAC 6+

Stat Diplomacy

Results This is a Diplomacy action conducted in total secrecy and the results of the action are not reported in the Newsfax.

Seize Merchant Shipping

Code SMS

BAC 1+ Leader Actions

Stat Admin (No roll required)

Results This action must be performed at a port city receiving foreign merchant shipping, and the port where the seizure takes place has Wall Points or the Leader is accompanied by troops.

Seized msp becomes national msp, and the longer this action is performed the more msp is collected. However, this is an act of war but might be concealed through a Conceal Fact intel operation.

Slave Raid

Code SR

BAC At least 3

Stat Combat

Results A Slave Raid may be made on either a controlled region or an uncontrolled region. Slave Raids on controlled regions may provoke a revolt.

If the target region is uncontrolled by the raiders then the Slave Raid action requires that the raiding force pay the Terrain modifier of the region where the raid is occurring (as the Raid is occurring in the target province), and any Terrain cost of the border the raid is occurring across, plus 1 AP if there are defending Field Forts. The raiders do not have to pay the +1 AP for entering an uncontrolled province, however.

Any Army composed of Cavalry, Infantry, Warships, or Forts may perform the Slave Raid. Can be executed by any kind of Leader. Five points of troops can Slave Raid 1 GPv of regional value per Slave Raid action. A variable number of SFP (Slave Force Points) based on the value of the region will be captured. This action may provoke a regional revolt. A given region can only be effectively Slave Raided once per turn.

Captured slaves must be guarded by 1 troop point per 5 slave Force Points.

The resulting Slave Force Points (SFP) have the following Action Capacities:

Table 7-13. Slave NFP Action Point Capacity

Culture Action Points
Pre-Columbian 3
Civilized 4
Seafaring 5
Barbarian 6
Nomadic 6

How To Fill Out Leader Action Orders

This list of steps shows how to fill out the Army Movement Orders:

  1. Please write clearly.
  2. List your movements in order. Leader Army #1 first, then #2, and so on down the list.
  3. List the Army #, the Leader stats and the Leader Name with each block of movement orders.
  4. List the starting contents of each army as well as the ending contents (as far as you can tell). Separate them using a slash (/) character.
  5. Write down all the regions the army is expected to go through and note after the region whether you are going to pick up or drop troops, and what actions you are going to perform. If you don’t know the garrison cost of the regions you pacify, just write down ‘leave a garrison’.
  6. If there are any contingencies or notes pertinent to your Leader’s activities, write them down in a short paragraph following the other orders.
  7. It may help you, and the GM, to note down the starting AP (Action Points) for the army, then the expenditure for each action. We recommend enclosing AP costs in square brackets [x].
Example Gaius Julius, a Roman general, is campaigning in Gaul. Each turn is 5 years long, he commands an infantry army (mixed heavy, medium and light) plus he will be picking up some German mercenary cavalry. Heavy Elite Infantry will be his slowest unit all turn, so the army as a whole has 6 AP per year, +1 for his Combat rating, equals (7+1 × 5 = 40 AP) for the turn.

He starts in the city of Massila in the cultivated province of Gallia Transalpina. He leaves the city, entering the province (1ap), then marches north to enter Helvetia (in the Alps, an uncontrolled wilderness province behind a type-1 mountain range) to do diplomacy for 2ap (2+1+1+4+2 = 10ap). Then he marches north-west over the mountains into Aedui (a tributary wilderness province) (1+1+1 = 3ap), goes north-east into Sequani (a tributary wilderness province), picks up 20 light cavalry (the Germans) (1+1 = 2ap). Now outfitted with his full force, he attacks north-west into Belgae (an uncontrolled wilderness region) (2+1+3+1 = 7ap), crushes the Belgian Gauls, then strike west along the Channel coast, invading Aulerci (another uncontrolled wilderness region) (2+1+3+1 = 7ap) and Veneti (7ap). Damn there are a lot of trees in Gaul! With the northern tribes subdued, Gaius then turns for home, passing through tributary wilderness Aedui [2ap]. Galla Transalpina [1ap] and then the camps at Massila.
All of this takes a total of 40ap. A busy guy, that Gaius. Note that the player is indicating which troops should be left as garrisons. This is fine, but battle might chew up some, none or all of the indicated units. The GM will then leave what units he or she feels appropriate as garrisons.

5. LBBB Gaius Julius Caesar
40hei,40i,20xi / 40hei,40i,20xi,20xc [40ap]
From Massilla
Via Gallia Transalpina [1ap], Helvetia (DP+2ap) [10ap], Aedui [3ap], Sequani (+20lc) [2ap], Belgae (A, -14li to garrison) [7ap], Aulerci (A, -6li,2i to garrison) [7ap], Veneti (A, -8i to garrison) [7ap], Aedui [2ap], Gallia Transalpina [1ap]
To Massila
'Notes' Try to capture King Veringdovix alive. We want him for a triumph in Rome!

Special Orders And ‘conditionals’

Even more troublesome, but sometimes justified, is when the orders become very elaborate. If necessary, write out what you wish to do in letter form, as if you were writing to your generals. But be as brief as possible, and as 'clear' as possible. If your orders confuse the GM, then your Leaders will be confused too, and the results you get back may not be quite what you had in mind.

An example filled out Order Form, which includes conditional Leader Actions, can be found at Example Orders Form.

LOTE Symbol Small.JPG

Lords of the Earth 6th Edition
© 2016 Thomas Harlan
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