Lords51: Basic Rules Leaders and Army Actions

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Leaders and Army Actions

The basic unit is still the Leader. To protect the King and his Heirs along with any other valuable leaders, Specialists are often sent in their place.

In this campaign a Leader and units that stick with him also form a unit called an Army. Armies can train together to improve combat skills vs just buying heavier equipment. This allows for Veteran troops which have a higher combat effectiveness and increased movement similar, but not the same as that of "Elite" troops in a typical LOTE campaign. Armies are kept track of separately like a leader on your stat sheet because experience and training levels will apply to them if they are kept together. Having their Leader die without a second in command also disbands the group without some immediate action taking place. The normal Army limit of a nation is equal to the 1/2 BL rating or 2 whichever is higher.

National Leaders and their Stats

The 7-1 Table is the standard one used. But I will allow you to customize the leader type names on your stat sheet to whatever you wish to use. As long as it is consistent and does not change after the initial setup.

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 Bishop - Not used in Lords 51
F A Feudal Ally. He rules his own fief and will join the King in battle.
S Specialist. A general name for a leader hired on to do a specific task.
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 now Specialist. 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 (Table 7-2). 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 & Retirement: 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 (Table 7-2), 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 which will then become a Non-Paying Tributary region (or city). You can only have as many Princes in national service as one-half your BL, rounding fractions up (see Bureaucracy).

Note Specific to Lord 51 every government type may have Heirs and Princes. They may be called other things, but the fact remains that each race, each nation, and each situation will be put into a more basic form allowing an Heir and Prince slots to be occupied.

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. In some instances depending on racial differences they may Revolt.

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 it is carried out in the name of the King at a lesser level. After all the Ally wishes to be doing things for his own lands, not far flung or neighboring regions. An Allied Leader may support a Diplomatic Action with a National Leader as the primary diplomat without penalty.

Lieutenants

These leaders help out with a very wide variety of tasks vs the Role of a Specialist hired to do a specific job or task within your nation. They are considered the other trusted National Leaders of the nation and are valuable assets.

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.

Specialists

The skills and abilities of many people vary greatly. This leader type is specialized in a specific duty which your nation can use to good advantage. Specialsts may be hired from the Mercenary Pool, or they may be sought out by leaders and attempts made to find them through the use of gold as well.

Finding Specialists

They will come from one of the sources listed below. Most common to least common.

  • Expenditure of resources to seek them out.
  • Expenditure of time by King or Heir, National Leaders, or other Specialists
  • Mercenary Pool
  • Construction of a MC may attract them
  • Random Event

Chances of Finding

Depending on their rarity it could be very tough or fairly easy. Base this on common sense and Table listed below.

Example If you are searching for an Admiral in the middle of the desert its not too likely your going to find one. If however you are on the coast, have a couple of port cities, have naval ships, etc then your chances grow increasingly better.

Skill Level

The skills of the individual are usually unknown until you hire them. Their loyalty to your nation is also unknown. Usually the better off you treat the specialist the more likely they are going to remain absolutely loyal in the face of adversity. The variation of ability is similar to that of other leaders. Some are competent, others barely so.

Administrator

A worthy individual hopefully capable of supporting the taxation of those within your nation.

Admiral

A combat oriented Specialist dealing with the Sea.

Animal Handler / Beastmaster

Specific types may be sought out, but necessary for various mounts.

Diplomat / Ambassador

Individuals with a knack for working with others.

Engineer

City, Civil, Tunnel types just to name a few.

Explorer

A variety of folk having skill in the exploration and often investigation of locations. Spelunkers, Navigators, and Explorers to name three.

Investigator

The sneaky and suspicious are the day to day duties of this hired specialist.

Mercenary Commander

Is now a specialist (in the Notes section it will show if he came by hire or by loan from another nation).

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. Some Commanders have specialties which will be noted. The more talented may be able to lead combined units or have experience with new unit types.

Sage

Knowledge is their main attribute. Answers to specific questions can be found and some are capable of more.

Sheriff

An individual willing to hold court duties over a community, allowing the nation some relief over that specific locale.

Slaver

Shady characters who have taken it upon themselves to get the most out of the slaves at hand. Often improving the survival and usefulness of the sNFP Pool.

Spies

Is now a specialist (in the Notes section it will be shown if it is by subversion or by hire).

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.

Veteran Military Trainer

Often these are sought out to work with specific types of Quality Ratings A Cavalry Officer may help with improvements to Mounted forces while knowing little of others.

Wizard

The rare person who may be able to cast Spells for your nation. Limited to one type, or widely knowledgeable.

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).

The Effect Of Marriages

A King’s son or daughter is eligible for marriage the turn he or she comes of age.

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.

Leader Death & Retirement: Causes and Effects

Since races are involved in the campaign and the time frame is not that of a typical LOTE game there will come a time when you wish to have your leaders retire before their death, or perhaps they resign before you want them to. As in the rulebook here are some additional comments specific to this campaign.

  • Besides the unknown time of death of a leader, a Resign stat will also be generated now as well. Depending on the race this could be a very, very long time, or 10 years down the road. Just as with a leader dying when he is only 32 the whims of the Leader types can never be certain.
  • Specialists will be attracted as a result of their treatment for good or ill by your nation. Of course this is dependent on race. An Orc Specialist may respect the Orc nation for dumping all the previous Generals because they were not strong enough to fit the job.
  • Specialists not paid for will leave immediately and not return.
  • Leader Retirement: Any leader type other than the King, Heir and Princes may be retired after 25 years of service to your kingdom without ill will and regardless of race as well.

Racial adjustments for Age and Leadership

The age at which a member of the race may be named Heir or Prince is listed on the List below. The numbers in Parenthasis are the bare minimum and will produce some penalties to Stats, Loyalty, etc. until they hit the age listed on the left.

Table 7-2 Racial Age Requirements

Race Age
Human 15 (13)
Dwarven 30 (25)
Elven 40 (30)
Goblin 7
Orc 15 (13)
Halfing 15 (13)
Nu'jree 15 (13)
Lizardmen 12 (10)

Leader Actions

An important factor in movement in the Age of Awakenings campaign is that the turns are not based on a 5 year amount of time. Instead they are on 2 year increments. The use of Specialists, Armies, and other resources will define how you wage your type of warfare vs the typical LOTE model. The maximum AP's a unit may have in a turn would be 24. This would be moving once a month for the entire year. Instead of the Player worrying about all sorts of Tables to figure out how fast a certain unit type moves, it is listed on the Build Chart for that particular unit and will show up on the stat sheet as to what movement rate you are at with a particular army. As always the speed of the force is equal to the speed of the slowest unit within it.

Leader Action Capacity

Each Leader can perform a specific number of actions per turn. This capacity is based on his national Race (shown in Table 7 3. Action Points By Race Type), his Combat rating and then modified by the kinds of units he may be commanding during the year.

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: 51 sample needed

Unit Impulse and Capacity Tables

All modifiers are based in the Yearly movement rate.

Table 7-3 Unit and Leader Action Points

Race Unit APs Leader APs
Human 7 8
Dwarven 6 8
Elven 7 8
Goblin 6 8
Orc 7 8
Halfling 6 8
Nu'jree 7 8
Lizardman 7 8

Table 7-4. Equipment Type Modifiers - not used in 51 see specific Racial Build Chart

Table 7-5. Unit Type Modifiers - not used in 51

Table 7-6. Unit Training Modifiers - This is for the whole cycle, not per year.

Training Modifier
Superb conditioning +1
Good conditioning +.5
Regular +0
Inexperienced -1

Table 7-7. Leader Combat Rating Modifiers
Critical Note - This is for the whole cycle, not per year in Lords 51

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

2 Year Chart - Impulse Actions Expended on the X
AP J F M A M J J A S O N D J F M A M J J A S O N D
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

Actions

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 seven Action Points - two 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 two (2) AP. So spending 2 extra AP gets you a +1, while spending 4 extra AP gets you a +2 and so on. The maximum bonus is +10 no matter how many AP are spent with whatever combination of leaders, funding, ops, etc.

Table 7-9. Regional Terrain Action Modifiers - not used in 51

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

The following Table 7-11 will display the number of action points it takes to perform one of the many varieties of tasks which your Leaders and Specialists will perform. Lords 51 has a reduced set of actinos, they are written, edited, and listed below. Many actions have a cost reduction in AP to fit in better with this specific campaign.

Table 7-11 Actions Summary

Action Code Cost
Active Siege s 2+
Administrate ad Full Turn
Assault City as 1 per roll
Attack to Pacify as 1 per roll
Attack to make Tributary at 1 per roll
Blockade Port b 1+
Burn City bc 1
Colonize Region cr 4
Conduct Census cc 4
Defend d 1+
Diplomacy dp 2+
*Diplomatic Conversion dc 2+
Enslave Population ep 2*GPv
Evade e +1 to move
Evacuate City Evc 1+
Explore Ex 2+
Form Army fa 2
Have Children hc special
Incite Rebellion ir 2+
Investigate Location il 2+
Load / Unload ships ls / us 0 in port town
1 for coast
Loot Region lr 1
Military Conversion - Not Used
Movement none Table 6-8
Passige Siege ps 2+
Piracy pr 1+
Raid rd 1
Reaction r 1+
Re-Equip Troops rt 3
Regional Genocide rg 2+ GPv / region
Rule rule 75%
Sack City sc 1
Scorched Earth se 2+
Secret Diplomacy sd 3+
Slave Raid sr 2+
Train Army ta 6

Active Siege

Code S

BAC 2+

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 2 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 1d6 for the rest of the turn.

Administer

Code AD

BAC full turn.

Stat Loyalty

Results Can be executed by a Prince, Lieutenant, or certain Specialists. 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 loyalty rating. If the Leader is disloyal and self-serving then the overall administration of your realm will suffer. If he is true in heart then your realm will be the better for it.

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, but there will be no surrender check. Be prepared to accept a very high percentage of casualties when launching Assaults.

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 1d6 for the rest of the turn.

Attack to Pacify

Code A

BAC 2+ 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 move to the designated region and invade it, 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 2 AP 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 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 Pacified, if there is a hostile city or fortress in the region it must be under an effective siege.

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 Pacified, 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 1d6 for the rest of the turn.

Blockade

Code B

BAC All

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 within one seazone of 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.

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 REGION (coming - need combined older action)

Conduct Census

Code CC

BAC 4

Stat Administration or 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

Code D

BAC 1+

Stat Combat

Results There are occasions where you may wish your forces to guard a particular location. The Defend action will keep those forces prepared and alert if an attack comes or not. The Defend action will give a favorable modifier in combat to the defending forces. The longer they spend digging in, the greater the modifier will be. If there are Siege troops with the army, then the defending force gets an additional bonus.

Diplomacy

Code DP

BAC 2+

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 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 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 successfully, this will reduce the Years from Conquest of the region or city, but will not instigate a rebellion or reduction of control status. The diplomat must work in secret. Doing this openly will have no effect, and the diplomat may get into a lot of trouble.

Diplomacy on A Nation: in some cases Diplomacy can be conducted against an entire nation. Be warned that this is quite 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. 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.

Diplomatic Conversion

Code DC

BAC enter number

Stat Charisma

In Siri: The Age of Awakenings there is only one reason to execute this command. If you have control over a region with a race other than your own and over time you would like the region to become more friendly towards your nation and potentially be diplomasized further. This will take time and effort. There are a variety of reasons to maintain the native population and terrain type of a given region. No matter how many times a particular group of people are converted in this fashion they will never become Friendly to any other than their own race.

Reasons

  • No region of any other race other than your own may be at less than Tributary status for a Census to remain in effect.
  • The ISD of a nation may also be impact as a result of this.

One such example - What may be of little value to your Dwarves may allow the Nu'jree allies to contribute troops or act as a buffer in a difficult terrain.


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 Upgrading/Re-equipping 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 enter number

Stat Charisma

(Look up Tribal Point system since that is what makes the most sense) This allows a non slave based economy to gather up the regional population and move it to another region to be set free to inhabit it. It will require troops to be present when the population is forcibly removed and planted into another region. Relations with others of that race will suffer for a time as well and diplomatic actions taken against another region of that race will have a negative modifier. One other use for the slaves would be to work on Megolithic Constructs for non slave based economies. Note that this is the only action the slaves may be used for in a non slave based economy. Either transplant them or use them to convert a region, build a bridge, etc. Slave based economies may freely use them to improve Public Works, Improve Cities with troops present and many other tasks.

Espionage (Only used with Specialists in 51)

Code ES

BAC 6+

Stat Charisma

Results Certain Specialist leaders may 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 Specialist, or by a regular Intel Op Point) by successfully executing an Espionage action. Any normal leader in 51 may not perform this action.

If the Specialist 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 Specialist 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: either an Intel Op or an Intel Bonus.

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

Evade

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 without attracting undue attention. 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.

Explore

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:

  • Hostile Sea Zone
  • Inter-Island Arrow
  • Open Ocean Arrow
  • Major River

The Rv (Resistance Value) of a Sea Zone or Region is taken into account when determining the success or failure of the person exploring.

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.

Form Army

Code fa

BAC 2

Once at least 1 Leader of the appropriate type is selected and troops are placed together this action may be used to complete a special order with the intent on keeping the force together for an extended period of time. The normal maximum amount of Armies a nation may have is equal to the 1/2 of BL rating or 2 whichever is higher. These troops may train, gain experience with battles, and generally be the standing army (armies) in your nation. Every nation may have a National Standing Army such as this if they are willing to spend the gp to maintain such a force.

Have Children

Code HC

BAC +1 to Movement Cost

Stat Combat


Offspring will require the use of the hc command. In addition being in the homeland for most races is a requirement. If you have your Queen as a fill in for one of your leader types than both King and Queen need to be in the same region and both execute this command. Based on the race and the time spent a roll is made to determine the chance of a child / whelp / egg being born. Some races suffer a mortality rate as their children increase in age. As one example Goblin children may kill each other for a higher position in the tribe and certain sexes depending on how your nation was set up may be more useful than others.

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 Allied Leader(s). The Feudal Allied Leader may not attempt this action. Full and Feudal Allied Leaders are affected by the Subvert Leader action instead. Has no effect on Friendly, Homeland or Full or Feudal Allied Regions unless the establishment of a religious minority in the region/city by conversion allows Incite Rebellion to be attempted.

Investigate Location

Code IL

BAC 2+

Stat Charisma

Results 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. There may be tunnels located there, special magical items to be found, or something unusual.

Load / Unload Ships

Troops can be loaded and unloaded without an action point penalty if there is at least a Small Port Town (size 2 city). Only 1 Action point penalty is charged to the army if they board in a Port Village, no added expenditure for the ships. If it is anything else then the cost to both the ships and the troops is 1 action point. (If the Orcs decide to attack accross the Laeras Sound without the use of any port facilities it will require 1 action point spent by both the Troops and the Ships to load them on one shore, then 1 action point by the ships to cross the Sound, then 1 by both the Troops and the Ships to unload the troops on the opposite shore)

See Ferry Points for special crossings of Waterways.

Loot Region

Code LR

BAC 2

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.

Movement

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 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 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 1d6 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...

Piracy

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.

Raid

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.

A Raid against a province does not require the expenditure of AP to enter the region, as does regular movement. If the region is defended by Field Forts there is an additional +1 AP cost to the initial raid order.

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.

Reaction

Code R

BAC 2+

Stat Combat

Results When on React, an Army will respond to any hostile invasion of any region within the Army’s react range. 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.

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
War 1 2 2 3 3 4 4 5 5


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.

Re-Equip Troops

This Action may only be taken in the appropriate type of City or Fortress required to upgrade to that next level. In addition you must be able to produce the specific kind of Troop. Only Light Infantry and Infantry are allowed to use this command. The cost of upgrading is equal to the differance in build chart numbers. Dwarves, for example may upgrade from Light to normal Infantry for .5 gp per unit, and from Infantry to Heavy Infantry for 1 gp per unit.

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.

Rule

Code Rule

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

Stat Administration

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.


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.

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. 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

Train Army

Code ta

BAC – 6

Once an Army is formed they may spend time together training and improving their combat skills. For every ta action used some improvement is gained up to a maximum of 4 such actions. This is equal to approximately 2 years of active duty training in non winter months. At that time your troops are considered Veterans. This can be done over a long period of time, or all in the span of a couple of turns. It will be noted on your Stat sheet in the Armies section.

How To Fill Out Leader Action Orders

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

  1. List your movements in order. Leader Army #1 first, then #2, and so on down the list.
  2. List the Army #, the Leader stats and the Leader Name with each block of movement orders.
  3. 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.
  4. 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’.
  5. If there are any contingencies or notes pertinent to your Leader’s activities, write them down in a short paragraph following the other orders.
  6. 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]. and finally into Galla Transalpina [1ap]
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.

Note For the sake of Lords 51 and integration into other games I've just left this as is with some modification to the format of the information below. Every game uses an Excel sheet now where it is a matter of filling in the blanks.

5. LBBB Gaius Julius Caesar
40hei,40i,20xi / 40hei,40i,20xi,20xc [40ap]
From Massilla
Via Gallia Transalpina - move - [1ap]
Via Helvetia - move - [4ap]
Via Helvetia - DP+2 - [6ap]
Via Aedui - move - [3ap]
Via Sequani - move - [2ap] - notes - +20lc pick up Germans
Via Belgae - A - [7ap] - notes - leave 14 li as garrison
Via Aulerci - A - [7ap] - notes - leave 6li, 2i as garrison
Via Veneti - A - [7ap] - notes - leave 8i to garrison
Via Aedui - move - [2ap]
Via Gallia Transalpina - move - [1ap]
'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
Campaign: 51 Siri - Age of Awakenings
Alternative Campaign Setting


Lords of the Earth 5th Edition, version 5.5 © 1997 Thomas Harlan (Original)
© 2005 JJ Martell (Modified for Lords51)


All rights reserved. Permission was given to modify the content for Lords51. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher.
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