Optional Rules

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Contents

Introduction

This page provides a resource for GMs consisting of optional additions to campaign rule sets.

Players should ask their GM if these options are being used in their campaign.

National Projects

Megalithic Constructs

Aqueduct

Base Level One x (GPv/3, rounded up)
A large monolithic construction providing water to a controlled city. The aqueduct reduces the effects of plague by providing fresh and clean water. PWB built within the city will include public fountains and baths. The larger the city, the greater the number of aqueducts required.

Arena

Base Level One x (City GPv/5, rounded up)
A large and impressive arena and stadium for games constructed in a controlled city. An Arena provides a small bonus against revolt in the city as the circus and spectacles entertain the urban population. The larger the city, the larger the arena required to hold the populace.

Defensive Dyke

Symbol Terrain Feature
Dyke.JPG Defensive Dyke

Base Level 0.5 (can only be built in Cultivated and Intensively Cultivated Regions)
A Defensive Dyke is a poor man's Great Wall built along a designated border between two regions.

A Defensive Dyke multiplies the combat value of the defending army that is behind it by 1.25. By itself it has no defensive strength, so it must have an army or garrison behind the Defensive Dyke to be effective. Field Forts may garrison a Defensive Dyke segment. A Defensive Dyke can be built to front a Great Wall segment to enhance its effects.

Engineering College

Base Level Two
Once the Renaissance has been achieved an Engineering College can be constructed in a controlled city. An Engineering College provides a small bonus to investments in the Siege QR and R&D projects. It also provides a small Siege bonus to any combat within the host city or region as the cadets reinforce the militia and any standard army units.

Gunnery College

Base Level Two
Once the Renaissance has been achieved a Gunnery College can be constructed in a controlled city or fortress. A Gunnery College provides a small bonus to investments in the Artillery QR. It also provides a small Artillery bonus to any combat within the host city or region as the cadets reinforce the militia and any standard army units.

Intelligence College

Base Level Two
An Intelligence College can be constructed in a controlled city. It provides a small bonus to investments in Int and Assassin ratings.

Land Reclamation

Base Level Two
TL6+. In a limited number of coastal regions the GPv can be increased by one as land is reclaimed from the sea. The construction includes small dykes and windmills. If the dyke is destroyed (by hostile action or a great storm and sea surge) then the reclaimed land is flooded and the GPv bonus is lost, with the newsfax reporting the loss of life and devastation.

Regions where Land Reclamation can be performed include:

  • Anglia
  • Chorasima
  • Culhua
  • Friesland
  • Holland
  • Khwarzim
  • Languedoc
  • Mansura
  • Palas
  • Taiping
  • Tepanec
  • Teremembe
  • Verona

Mercantile Exchange

Base Level One
Renaissance: A Mercantile Exchange can be constructed in a controlled city. It provides a small bonus to the ITV.

Museum

Base Level One
A museum can be constructed in a controlled city. It provides a small bonus to an RF concerned with matters of art, and history.

National Library

Base Level One
A national library can be constructed in a controlled city. It provides a small bonus to an RF concerned with matters of history, geography and literature. If the Cthulhu Mythos supplement is in use there is a small chance that among its volumes hide certain rare and disturbing tomes – which is not always a good thing…

National Monument

Base Level One
A National Monument can be constructed in a controlled city or region. It commemorates a historical figure (intended to enhance the national identity – such as Arminius in Germany or Vercingetorix in France), a royal or military leader or to mark the site of a military victory. If the city or region is merely pacified building the monument may provoke a revolt; in friendly regions the monument reduces the chance of rebellion.

Naval College

Base Level One
A Naval College can be constructed in a controlled port city or port fortress. A Naval College provides a small bonus to investments in the Warship QR. It also provides a small Naval bonus to any combat within the host city or region as the cadets reinforce the militia and any standard naval units.

Palace

Base Level One
A palace can be constructed in a controlled city. This complex of audience halls and offices provides a small bonus to the King's Admin rating when he is in residence and if built in the national capital.

Prison

Base Level One
A prison can be constructed in a controlled city or fortress. This grim forbidding edifice can be used to imprison captured Leaders and provides a bonus against Jailbreak ops. If built within a city a prison acts as a fortress, but with only one wallpoint.

Royal Folly

Base Level variable
If the King is struck by madness they may embark on the construction of some large and useless edifice, redirecting resources from other monolithic constructions to this pet project. Examples include massive towers, landscaped hills (or mountains), laying out all the fields in a cultivated region to an exact geometric grid and rebuilding a city so that all the streets are aligned according to a particular philosophy (such as feng shui).

Royal Park

Base Level One
A Royal Park can be constructed in a controlled region. It may include ornamental gardens and follies or hunting lodges and preserves.

Royal Tomb

Base Level variable
A Royal Tomb can be constructed in a controlled city or region. The Level can vary from 0.5 to a truly stupendous edifice, enhancing the prestige of the nation – and offering a site for future tomb robbers and archaeologists.

Staff College

Base Level Two
A Staff College can be constructed in a controlled city or fortress. A Staff College provides a small bonus to investments in Infantry, Cavalry and Siege QRs. It also provides a small Combat bonus to any combat within the host city or region as the cadets reinforce the militia and any standard army units.

Religious Complex

Base Level One
A Religious Complex can be constructed in a controlled city or region by a nation or a primacy. This complex of shrines, statues, audience halls and offices provides a small bonus to the Religious Strength of the nation. If built in a region not of the national religion it may provoke a revolt. If there is no revolt then there will be a shift towards the national religion.

Zoo

Base Level One
A zoo can be constructed in a controlled city. The menagerie holds beasts and birds from foreign lands.

Optional R&D Projects

Copper Sheathing

Tech Level Requirement 9
R&D Requirement None
Advances Required 5

Completing the Copper Sheathing project provides the Nation with a bonus of +1 to the AP of all wooden warships and transports.

During the Age of Sail the deterioration of the hull of wooden ships caused by attacks by shipworm and the various marine weeds was a major problem, affecting structural integrity and handling at sea. Affixing copper plates to the hull of the ship removed these issues.

Note:

  • The cost of this project relates to the actual coppering of the bottoms of the entire National fleet. Game Masters may decide to modify the cost according to the actual size of the fleet.
  • Completing this project will not affect the AP of Ironclad Era and subsequent Naval Units.
  • Completion of this project does not affect the Navigation or trading range of a Nation.

Marine Chronometer

Tech Level Requirement 10
R&D Requirement None
Advances Required 5

Completing the Marine Chronometer project provides the Nation with a bonus to their Navigation Rating to reduce losses at sea and aid the Exploration of Sea Zones, Inter-Island Arrows, Open Ocean Arrows and Ocean Hexes. The use of the Marine Chronometer does not improve the movement capability of ship units (warships, transports).

A marine chronometer is a timekeeper precise enough to be used as an on-board portable time standard, allowing the determining of longitude by means of celestial navigation.

Religion Codes

Standardized religion abbreviations; each religion group is indicated by a single letter denoting the overall religion:

Base Religion Types

Code Religion
C Christian
I Islam
P Pagan
S Sanskrit

Note: Sanskrit denotes that the religion originated in the Indian sub-continent.

Followed by 1 or 2 letters designating the specific doctrine within the religious grouping. Note that some religions are outside the four blocs identified above.

Religious Symbols and Codes

Symbol Code Religion
ARC.JPG CRC Roman Catholic
AEO.JPG CEO Eastern Orthodox
ACP.JPG CCP Monophysite (Coptic) Christian
ANC.JPG CNC Nestorian Christian
AKC.JPG CKC Keltic Christian
AHC.JPG CHC Heretic Christian
AJD1.JPG JD Judaic
ASH.JPG ISH Shiite Islam
ASN.JPG ISN Sunni Islam
AHI.JPG IHI Heretical Islam
ABH.JPG SBH Mahayana Buddhism
ATB.JPG STB Theravada Buddhism
ALB.JPG SLB Lamaist Buddhism
AHN.JPG SHN Hinduism
AJN.JPG SJN Jainism
AOP.JPG POC Oceanic Pagan
AEP.JPG PEU European Pagan
AAP.JPG PAS Asiatic Pagan
AAF.JPG PAF African Pagan
ANA.JPG PNA North Amerind
AMA.JPG PMA Mesoamerind
ASA.JPG PSA Southamerind
AST.JPG JST Shinto
ADA.JPG DA Daoist
AZO.JPG ZO Zoroastrian

Unit Construction Chart

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Miscellaneous
Elephants EL 5.0 1 1 8 4 0.5 1.5 0.5 Hm,Fc
Elephant Archers ELM 6.0 1 1 8 4 0.5 1.5 1.0 Hm,Fc
Prerequisite - TL 5
Heavy Chariot HCH 10.0 1 1 8 4 1.1 2.0 - Fc
Catapults CAT 5 1 1 5 6 0.8 - 1.0 Fc
Siege Tower STO 6 2 1 5 8 1.0 - 5.0 Fc
Artillery
Prerequisite - TL 9
Elephant Artillery ELG 8.0 1 2 7 5 0.6 2.0 2.0 Fc
Hussite War Wagon WW 9.0 1 2 8 4 0.5 2.5 0.5 Hm, Fc
Horse Artillery HG 6 1 2 9 7 0.6 2 1 Fc
Project: Mechanized Troops
Mechanized Artillery MFG 10.0 2 6 18 6 4.0 5.0 4.0 Fc
Project: Medium Tank
Mechanized Siege Artillery MSG 14.0 2 6 18 6 4.1 3.0 6.0 Fc
Ships
Prerequisite - TL 5
Nordic Longship NRW 15 0.1 1 18+Nav (1) 1.5 1.0 0 HBZ Pa
Roman Roundship RRT 20 0.1 3 15+Nav (4) 2.0 (0.0) (0.0) HBZ Pc
Trireme RW 12 0.2 2 12+Nav (0) 1.2 1.0 0 HBZ Pc
Bireme XRW 10 0.1 1 12+Nav (0) 1.0 0.5 0 HBZ Pa
Prerequisite - TL 6
Galleass HRW 14 0.3 2 12+Nav 0 1.4 1.5 1.0 HBZ Pc
Dhow DW 13 0.2 3 14+Nav (1) 1.3 0.5 0.5 HBZ Pc
Prerequisite – TL 9, Navigation 4+
Ship of the Line - 2nd Rank GW 60 2 12 18+Nav (2) 6.0 10 10 Dockyard
Frigate – 6th Rank FFW 9 0.5 2 24+Nav (1) 0.9 1.5 1.5 HBZ Pc
Frigate – 7th Rank EFW 6 0.3 1 24+Nav 0 0.6 1.0 1.0 HBZ Pc
Project: Airship Carrier
Airship Carrier ACW 60 1.5 2 40+Nav 2zs/1z 6.0 0.0 0.0 Shipyard
Project: Modern Warships
Anti-aircraft Cruiser CLA 80 2 8 48+Nav (1) 8.0 16 15 Shipyard
Destroyer Escort DE 30 0.5 2 40+Nav 0 3.0 6.0 8.0 Shipyard
Modern Corvette CE 20 0.2 1 48+Nav 0 2.0 4.0 6.0 Shipyard
Project: Aircraft Carrier
Escort Carrier CVE 40 1.5 2 36+Nav 1a/c 4.0 4.0 0.0 Shipyard
TL15, Project: Aircraft Carrier
Battle Carrier CAB 250 8 12 42+Nav 4a/c 20 25 0.0 Shipyard
TL15, Project: Amphibious Warfare Vessel
Attack Cargo Ship LKA 40 0.1 3 32+Nav (8) 2.5 (4.0) (2.0) Shipyard
Airships
Project: Balloons
Draken D 5 0.1 2 8 1 0.5 (0.0) (0.0) Fc
Project: Airships
Airship Z 10 0.1 2 Range 4 0 1.0 3.0 3.0 Airship Yard
Scout Airship ZS 5 0.1 1 Range 3 0 0.5 1.0 0.0 Airship Yard
Projects: Large Airships
Heavy (Bomber) Airship ZH 15 0.1 3 Range 6 0 1.5 6.0 9.0 Airship Yard
Transport Airship ZT 15 0.1 3 Range 8 (1) 1.5 (1.0) (0.0) Airship Yard

Notes:

  • Elephant units are particularly effective against cavalry.
  • The bireme, trireme and galleass are not open-ocean vessels and will be lost with all hands if they attempt to cross an open ocean arrow or a hostile sea zone.
  • HM : Unit can be built in the Homeland of the Nation, regardless of wether there is a city there or not.
  • FC : Unit can be built at a Friendly city within the Homeland Build Zone of the nation.
  • CSR : Unit type can be built at a Friendly Steppe region within the nation. This region does not have to be within the Homeland Build Zone of the nation.
  • « None » : Unit cannot be built by normal means, but appear as a result of Holy Wars and Crusades.
  • CRH : Unit can be built in a controlled region within the Homeland Build Zone of the nation.
  • PA : Unit type can be built in a Port Area within the Homeland Build Zone of the nation.
  • PC : Unit type can be built at a Port City within the Homeland Build Zone of the nation.
  • FA : Unit type can be built at a controlled Ferry Arrow.
  • (Cargo): Carrying capacity of a ship, airship or aircraft unit.
  • Cargo: Cost of the unit to be carried by a ship, airship or aircraft unit.
  • Marines: Infantry carried on a warship (but not on transports) fight in any boarding actions and close combat as marines. No other unit type can fight aboard a ship.

Note: Ship unit actual movements rates units are calculated by adding the Navigation Rating of your nation to the shown AP rate.

Yard Cost Type Source of Capacity
Dockyard Dockyard + Pc
Airship Airship Factories
Steamship or Improved Engines Ship Shipyard
Submarine or Submersible Submarine Yard
Ship Port City generic Yard
Heavy Unit Friendly City generic Yard
Artillery Friendly City generic Yard
Mechanized, Motorized and AFV Friendly City generic Yard
Aircraft Aircraft Factories
Rockets Rocket Factories
Nuclear Weapons Nuclear Production Facilities

Siege Weapons

Unit Name Code GPc NFPc Indust
C
AP Cargo Support Combat Siege Build At…
Siege Trains
Slave Siege Train SST 2 5 0 4 (6) 15 0.2 - - Hm,Fc
Prerequisite - TL 5
Siege Train SIT 8 2 2 6 (6) 8 0.8 0.25 - Hm,Fc
Elephant Siege Train SET 10 1 2 5 (8) 12 1.0 0.2 - Hm,Fc
Siege Engines
Armored Elephant ELA 7 1 2 7 5 0.7 1.0 1.0 Hm, Fc
Prerequisite - TL 5
Siege Tower STO 6 2 1 - 8 1.0 - 5.0 Fc
Torsion Catapult
(mangonel)
CAT 5 1 1 5 6 0.8 - 1.0 Fc
Traction Trebuchet CTT 10 2 1 - 5 1.0 - 1.2 Fc
Prerequisite - TL 6
Giant Crossbow
(carroballista)
GCB 5 1 2 - 5 0.5 0.5 1.0 Fc
Siege Crossbow SCB 8 1 2 - 6 0.8 - 1.5 Fc
Elephant Siege
Crossbow
ECB 10 1 2 8 6 1.0 0.5 1.5 Hm, Fc
Prerequisite - TL 7
Counterweight
Trebuchet
CCT 10 2 2 - 6 1.0 - 1.8 Fc
Heavy Trebuchet CHT 15 3 5 - 10 1.5 - 3.0 Fc
Rocket Arrow
Launcher
RCB 5 1 1 - 6 0.5 - 1.0 Fc

Notes

  • HM : Unit can be built in the Homeland of the Nation, regardless of wether there is a city there or not.
  • FC : Unit can be built at a Friendly city within the Homeland Build Zone of the nation.
  • All types of siege train have two cargo values. The value in (brackets) denotes the siege engine cargo points the train can move. The value not in brackets indicates the cost in cargo points to move the train itself by ship.
    • When moving by ship both the train cargo cost and the engine cargo cost must be paid. If a train or ship has insufficient cargo points to move an entire engine, then the engine is lost.
    • Multiple trains can be combined to transport multiple engines.
  • Elephant Siege Trains and Armored Elephants are subject to normal elephant build and terrain limitations.
    • Armored Elephants have an Armor rating of one (1).
  • Siege Towers only contribute their Siege rating for a single round of combat before being destroyed.
  • Siege Towers can only contribute to an assault, not the defense.
  • Engines without an AP rating must be moved by ship or by train.
  • Some trains have a combat value. This represents the draymen and engineers that move and construct the engines. These will only fight if the train is attacked in open battle, not in a siege.
  • Slave Siege Trains can only be built using sNFP.
  • Siege Train units consist of oxen or horses, but are subject to the Cavalry Count and the Tsetse Fly Line. Any ordinary Siege Train Units that crosses this line together with any engines carried is converted immediately to Inexperienced Infantry. Elephant Siege Trains are unaffected by the Tsetse Fly Line.
  • It takes one (1) AP for a train to unload or load most engines.
    • Siege Towers take 2AP to construct before they can be used in a siege.
    • Heavy Trebuchets take 3AP to construct before they can be used in a siege.
  • Rocket Arrow Launchers can only be built by civilized Chinese or Korean nations.

Royal Train

The Royal Train consists of a royal coach for the Queen and her Ladies-In-Waiting, as well as numerous coaches, wagons and carts carrying courtiers, ladies-in-waiting, numerous servants of the household and their baggage, tents, furnishings, food, and other supplies.

If the Royal Train accompanies the King then it is possible for the King, when not engaged in battle or diplomacy to Have Children. He can also perform the Education of Royalty when engaged in the relevant actions.

The Royal Train is likely to be used when the King is making a Royal Progress of his nation. It can also accompany him when engaged in warfare and diplomacy.

  • If the King has to make a Fate Check there is the dire chance of the death or capture of all of the royal family that is accompanying him.
  • If the slow Royal Train is abandoned by the King (such as in a rout or retreat) the Queen and each child in the Royal Train must make a Fate Check with a greater possibility of death or capture. In this circumstance the Royal Train is lost and the enemy gain 5gp in looting the wagons and carts.
    If captured, the Queen and children may be held as hostages and perhaps ransomed...
  • If the King decides to leave the Royal Train behind whilst engaged in other actions it must be entrusted to another Leader (who automatically becomes Regent should the King die) and return immediately to a friendly city, or Homeland if there is no friendly city.
  • If the Queen dies whilst on the progress, the Royal Train must continue to accompany the King or be entrusted to another Leader to return to the Capital, or Homeland if there is no Capital.
  • If the Royal Train is simply abandoned, then the unit is lost and the Queen and any royal children must each survive a Fate Check to return to the capital. If the result is capture, then they have been captured by brigands and may be ransomed or sold off to slavers.


Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Royal Train RT 15.0 2 1 5 6 1.5 0.2 0.0 Capital/Hm

Notes

  • HM : Unit can be built in the Homeland of the Nation if the Nation lacks a Capital.

Flying Boats

Introduction

A flying boat is a specialised form of flying machine designed to take off from and land on water, using its fuselage as a floating hull. The ability to alight on water allows them to operate without land-based Airport and makes them important for maritime patrol. A flying boat can operate from a port city, a port fortress or from a flying boat tender.

Flying Boat Unit Types

Type Biplane Monowing
Flying Boat Bomber bfb fb
Flying Boat Transport bft aft
Heavy Flying Boat Transport - aht

Operational Ranges for Flying Boats

Aircraft Type Biplane Monowing
Flying Boat Bomber 1 2
Flying Boat Transport 1 3
Heavy Flying Boat Transport - 5

Flying boat transports can perform Aerial Trade, with Merchant Shipping Points for Aerial Trade routes acquired by converting Transport (ZT) units to Aerial MSP (aMSP). Conduits may be established for Aerial trade with the first anchor city being the city containing the Merchant House’s Home Office. Successive anchor cities are may be established at intervals of the Aerial Trade Range provided that the Merchant House has at least a Branch Office or better at each anchor city. The Conduit Limit for flying boat trade is equal to one-half the Merchant House’s Conduit Limit, rounded down, with a minimum of one. Unlike conventional Aerial Trade, the base and anchor cities for flying boats must be port cities and their MSP is hosted with the shipping MSP at a port, not at an Airport.

Flying Boat Projects

Flying Machines: Biplane Flying Boat

Tech Level Requirement 13
R&D Requirement Biplane, Battleships,

10 Aircraft Factories

Advances Required 2

Completion of this project allows the Nation to begin building Flying Boat Bomber (bfb), and Biplane Flying Boat Transport (bft) units.

A Biplane Flying Boat represents five aircraft, pilots, and ground-crews.

Flying Boat Tender

Tech Level Requirement 13
R&D Requirement Naval Architecture, Biplane Flying Boat or Monoplane Flying Boat Light, Six Shipyards
Advances Required 1

The Aircraft Carrier project can be attempted concurrently with the development of Biplane or Monoplane Flying Boats. The Flying Boat Tender project cannot be completed prior to the Flying Boat project.

If the Nation already developed Airship Carriers as a ship type, then completion of the Improved Engines project provides for the construction of Flying Boat Tenders. However, the Nation can’t actually use them until the Flying Boat Aircraft project is completed.

Completion of the Aircraft Carrier project provides the Nation with the ability to build Flying Boat Tender (fbt) units. A tender represents one warship.

Flying Machines: Monoplane Flying Boat Light

Tech Level Requirement 14
R&D Requirement Biplane Flying Boat or Monowing Light,

10 Aircraft Factories

Advances Required 2

Completion of this project allows the Nation to begin building Flying Boat Bomber (fb) and Flying Boat Transport (aft) units.

A Flying Boat represents five aircraft, pilots, and ground-crews.

Flying Machines: Monoplane Flying Boat Heavy

Tech Level Requirement 15
R&D Requirement Monoplane Flying Boat Light,

15 Aircraft Factories

Advances Required 1

Completion of this project allows the Nation to begin building gigantic Heavy Flying Boat Transport (aht) units.

A Flying Boat represents five aircraft, pilots, and ground-crews.

Build Charts

Flying Boat Build Chart

Unit Name Code GPc NFPc Indust
C
AP Cargo Support Combat Siege Build At…
Aircraft
Project: Biplane Flying Boat
Biplane Flying Boat Bomber bfb 10.0 1 3 Range 1 4 2.0 (1.0) 1.0 Aircraft Factory
Biplane Flying Boat Transport bft 8.0 1 1 Range 1 2 or (1) 1.8 (1.0) - Aircraft Factory
Project: Monoplane Flying Boat Light
Flying Boat Bomber fb 12.0 1 4 Range 2 4 2.0 (2.0) 3.0 Aircraft Factory
Flying Boat Transport aft 8.0 1 2 Range 3 2 or (1) 1.8 (1.0) - Aircraft Factory
Project: Monoplane Flying Boat Heavy
Heavy Flying Boat Transport aht 12.0 1 2 Range 5 3 or (2) 2.0 (1.0) - Aircraft Factory
Ships
Pre-modern Era (TL13 Coal Fired/Multi-Caliber) Naval Units
Project: Flying Boat Tender
Flying Boat Tender fbt 75 1.5 3 40+Nav 2bfb/2bft/
2fb/2aft
7.5 0.0 0.0 Shipyard

Notes

  • (Cargo): Carrying capacity of a ship or aircraft unit.
  • 'Cargo: Cost of the unit to be carried by a ship or aircraft unit.

Note: Ship unit actual movements rates units are calculated by adding the Navigation Rating of your nation to the shown AP rate.

Yard Cost Type Source of Capacity
Steamship or Improved Engines Ship Shipyards + HM
Aircraft Aircraft Factories + HM

Flying Boat Unit Capabilities

Unit Name Code Combat Siege Scouting Factor
Biplane Flying Boat Bomber bfb (1.0) 1.0 1
Biplane Flying Boat Transport bft (1.0) - 1
Flying Boat Bomber fb (2.0) 3.0 1
Flying Boat Transport aft (1.0) - 2
Heavy Flying Boat Transport aht (1.0) - 2
  • Scouting Factor is the function of airships or aircraft offering an overview of the battlefield. It does not include the effects of radar if present.

Flying Boat Tender Unit Capabilities

Unit Name Code Armor Torpedo Attack Anti-Aircraft Strength Combat Siege Ranged Scouting Factor
Flying Boat Tender fbt 4 0 0.8 0.0 0.0 0.0 3
  • The Armor represents the combination of armor, structural strength, compartmentalization, damage control, etc., as it applies to gunnery, torpedoes and bombing.
  • The Torpedo Attack Factor is gained with the completion of the 'R&D: Torpedoes' project
  • Scouting Factor in the Modern Era is a function of shipboard aviation (scout planes) which all ships of cruiser class and above are assumed to possess. Flying Boat Tenders are assumed to possess one or more flying boat scout planes or to devote one or more of their attack plane compliment to scouting duties. It does not include the effects of radar if present.
  • Ranged indicates the long range Combat factor of the unit.

Unit Class and Effects

Unit Name Code Weight
Flying Boat Tender fbt H

Deleted Units

The units below were removed as part of the 6.0.0 rules but are provided here as a resource for any campaigns that allow these unit types.

Note:

  • The values are derived from the Renaissance and Industrial Unit Build Chart.
  • The Codes may required adjustment if used beside standard 6.0.0 unit Codes.

Pre-Industrial

Unit Name Code GPc NFPc AP Cargo Combat Siege Support Build At…
Cavalry
Elite Cavalry EC 10.0 2 10 3 2.3 0.8 1.0 Fc
Heavy Cavalry HC 6.0 1 8 4 2.3 0.8 0.6 Fc
Light Inexperienced Cavalry XIC 1.5 1 9 2 0.4 0.1 0.15 Hm,Fc,Csr
Artillery
Artillery A 5.0 1 7 2 2.0 2.0 0.5 Fc
Elite Artillery EA 10.0 2 8 2 3.0 3.0 1.0 Fc
Heavy Artillery HA 6.0 1 6 3 3.0 3.0 0.6 Fc
Heavy Elite Artillery HEA 11.0 2 7 3 4.5 4.5 1.1 Fc
Light Artillery XA 4.0 1 8 1 1.0 1.0 0.4 Fc
Light Elite Artillery XEA 9.0 2 9 1 1.5 1.5 0.9 Fc
Infantry
Elite Infantry EI 6.0 2 9 2 1.5 2.3 0.6 Fc
Heavy Infantry HI 4.0 1 7 3 1.5 2.3 0.4 Fc
Light Inexperienced Infantry XII 0.5 1 8 1 0.3 0.4 0.05 Hm,Fc,Crh
Warships
Elite Warship EW 8.0 2 9+Nav (1) 1.5 1.5 0.8 Pc
Heavy Elite Warship HEW 9.0 2 8+Nav (2) 2.3 2.3 0.9 Pc
Heavy Transport HT 4.0 1 7+Nav (4) 0.8 -- 0.4 Pc
Heavy Warship HW 5.0 1 7+Nav (2) 1.5 1.5 0.5 Pc
Light Elite Warship LEW 7.0 2 10+Nav (0) 0.8 0.8 0.7 Pc
Light Transport XT 2.0 1 9+Nav (2) 0.3 -- 0.2 Pa
Light Warship XW 3.0 1 9+Nav (0) 0.5 0.5 0.3 Pc
Transport T 3.0 1 8+Nav (3) 0.5 -- 0.3 Pa
Warship W 4.0 1 8+Nav (1) 1.0 1.0 0.4 Pc

Notes:

  • HM : Unit can be built in the Homeland of the Nation, regardless of wether there is a city there or not.
  • FC : Unit can be built at a Friendly city within the Homeland Build Zone of the nation.
  • CSR : Unit type can be built at a controlled Steppe region within the nation. This region does not have to be within the Homeland Build Zone of the nation.
  • CRH : Unit can be built in a controlled region within the Homeland Build Zone of the nation.
  • PA : Unit type can be built in a Port Area within the Homeland Build Zone of the nation.
  • PC : Unit type can be built at a Port City within the Homeland Build Zone of the nation.

Industrial

Unit Name Code GPc NFPc YardC AP Cargo Support Combat Siege Build At…
Steamships
Steam Transport ST 10.0 1 1 7+Nav (5) 2.0 2.0 - Shipyard
Steam Battleship SBB 25.0 4 3 6+Nav - 2.5 10.0 4.0 Shipyard
Steam Cruiser SCA 15.0 3 1 6+Nav - 1.5 6.0 2.0 Shipyard
Steam Airship Carrier SCV 40.0 7 6 6+Nav 2 zs 3.0 3.0 - Shipyard
Steam Dreadnought SDN 50.0 5 6 6+Nav - 5.0 15.0 8.0 Shipyard


LOTE Symbol Small.JPG


Lords of the Earth 6th Edition
© 2016 Thomas Harlan
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