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Coastal Waters
Version 1.1
Town Road
23 June 2018
Shore
FORTIFICATIONS J MISCELLANEOUS J
Hills & Rough
Fortification Miscellaneous
Results Sheet JOverseer Results Sheet JOverseer
Type Type
Tower Harbour
Mixed Forest
Icons vary by
Good Armies
Castle unit type and
raven@rinzai.com nation color
Free Peoples
Rank 10-19 Veteran Journeyman Envoy Apprentice Command Orders Turn 1-5 12 • Random D100 die roll added to both
characters’ challenge rank.
+
Rank 100 Lord Marshal Guild Master Herald Arch Mage Miscellaneous Orders 0 No stealth ability
25% of each other skill rank challenge rating
40 Max stealth ability without
artifact bonuses
INCREASING CHARACTER RANKS L +
Characters not in command of a Army, Navy, or 600 Counter Espionage a Average CntrEsp
a Agent skill only without
Company only
605 Guard Location a Automatic GrdLoc
e Emissary skill only cap Can only be issued at the capital
610 Guard Character a Automatic GrsChar
m Mage skill only fa Can only be issued in the Fourth Age Module
615 Assassinate Character a Hard Assass
com Army or Navy Commander only k Can only be issued by the North or South Kingdom
620 Kidnap Character a Hard Kidnap
company Company Commanders only spell May improve spell casting rank
Blue orders may increase skill rank 630 Rescue Hostage a Hard Rescue
increase May increase a skill rank
Green orders 4th Age / Kinstrife only
635 Interrogate Hostage a Average Interr
Order # Description Restriction Difficulty Order Code 670 Sabotage Fortifications a Hard SabFort
500 Recruit Double Agent e Average Double 675 Sabotage Harbour or Port a Hard SabPort
505 Bribe/Influence Character e Average Bribe 680 Sabotage Production Stores a Hard SabStor
520 Influence Your Own Population Centre Loyalty e Automatic InfYour 685 Steal Artifact a Hard StlArt
525 Influence Other’s Population Centre Loyalty e Average InfOthr 690 Steal Gold a Hard StlGold
530 Improve Harbour to Port e Easy Har2Por 731 Name New Character as Agent a, cap Automatic NamAgen
535 Add Harbour to Population Centre e Easy AddHar 905 Scout Army a, or a dwarf Average ScoArmy
550 Improve Population Centre e Average ImprPop 910 Scout Area a, or a dwarf Automatic ScoArea
555 Create Camp e Easy CreCmp 930 Scout for Characters a, or a dwarf Average ScoChar
Order # Description Restriction Difficulty Order Code 655 Demand Ransom for Hostage a Automatic RansDmd
580 Spread Rumours e Automatic SprdRum 915 Scout Hex a, or a dwarf Easy ScoHex
585 Uncover Secrets e Average Uncover 920 Scout Population Centre a, or a dwarf Easy ScoPop
Commander Orders Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 4 of 14
175 Change Allegiance c, cap Average ChAlleg 270 Destroy Ships c, com Automatic DstShp
180 Upgrade Relations c, cap Easy UpStNat
275 Scuttle Ships c, com Automatic ScttShp
185 Downgrade Relations c, cap Easy DnStNat
230 Attack Enemy c, com Automatic AttEnmy 280 Abandon Ships c, cap Automatic AbanShp
235 Attack Nation c, com Automatic AttNat
340 Transfer Food: Population Centre to Army c, with Automatic TrPo2Ar
240 Defend c, com Automatic Defend
250 Destroy Population Centre c, com Automatic DstPop 345 Transfer Food: Army to Population Centre c, with Automatic TrAr2Po
255 Capture Population Centre c, com Automatic CptrPop
347 Transfer Food: Army to Army c, with Automatic TrFood
260 Siege Population Centre c, com (of army) Average SiegPop
300 Change Tax Rate c, cap Easy to Average ChTaxRt 349 Transfer War Machines: Army to Army c, with Automatic TrWarMa
400 Recruit Heavy Cavalry c, with Automatic HvCvlry
351 Transfer Weapons: Army to Army c, with Automatic TrWpns
404 Recruit Light Cavalry c, with Automatic LtCvlry
408 Recruit Heavy Infantry c, with Automatic HvInfan 353 Transfer Armour: Army to Army c, with Automatic TrArmr
412 Recruit Light Infantry c, with Automatic LtInfan
355 Transfer Troops: Army to Army c, with Automatic TrTrps
416 Recruit Archers c, with Automatic Archers
420 Recruit Men-at-Arms c, with Automatic MenAtAr 357 Transfer Ships c, with Automatic TrShp
430 Put Troops on Manoeuvres c, with Automatic TrpsMan
370 Upgrade Troop Weapons c, with Automatic UpWpns
435 Put Army on Manoeurvers c, com Automatic ArmyMan
460 Remove Harbour c Easy RmvHar 375 Upgrade Troop Armour c, with Automatic UpArmr
465 Remove Port c Easy RmvPort
425 Retire Troops c, with Automatic RtrTrps
470 Destroy Population Centre Stores c Average DstStor
475 Destroy Bridge c Average DstBrdg 440 Make War Machines c, with Automatic MakWrMa
480 Remove Fortifications c Hard RmvFort
444 Make Armour c, with Automatic MakArmr
490 Build Bridge c Average BldBrdg
494 Fortify Population Centre c Average FortPop 448 Make Weapons c, with Automatic MakWpns
496 Build Road c, fa, k, e Hard BldRoad
452 Make Warships c, with Automatic MalWShp
498 Threaten Population Centre c, com Hard Threat
552 Post Camp c, com Average PosCmp 456 Make Transports c, with Automatic MakTShp
725 Name New Character c, cap Automatic NamChar 660 Offer Ransom for Hostage c, cap Automatic RansOff
728 Name New Character as Commander c, cap Automatic NamComm
765 Split Army c, com Automatic SplArmy
745 Create Company c, without Automatic CreCmpy
750 Disband Company c, company Automatic DsbCmpy 775 Disband Army c, with Automatic DsbArmy
770 Hire Army c, without Automatic HrArmy
780 Transfer Command c, com/company Automatic TrComm 794 Anchor Ships c, com Automatic AnchShp
950 Relocate Capital c, cap Easy ReloCap 798 Pick up Ships c, com Automatic PickShp
960 Increase Caravan Prices c, fa, k, e, cap Hard IncrCar
925 Recon Area c, or a dwarf Easy Recon
965 Reduce Caravan Prices c, fa, k, e, cap Hard SiegPop
Mage & Miscellaneous Orders Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 5 of 14
710 Prentice Magery m Automatic PrenMgy 205 Use Combat Artifact Automatic UsCbArt
737 Name New Character as Mage m, cap Automatic NamMge 210 Issue Personal Challenge Automatic IssPers
705 Research Spell m Varies RsrchSp 315 Purchase from Caravans Automatic PrchCar
850 Move Army com Automatic MovArmy 947 Nation Transport cap Automatic NatTran
860 Force March Army com Automatic ForcMar 948 Transport by Caravan cap or origin hex Automatic TranCar
870 Move Character & Join Army without Automatic MovJoin 990 One Ring (3rd Age 1650 & 2950 only) Automatic OneRing
Spells Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 6 of 14
Casting Proficiency Rank List Spell Difficulty Spell # List Spell Difficulty Spell # List Spell Difficulty Spell #
Resistance Mastery Protections Hard 110 Perceptions Perceive Mission Average 424
CONJURING (#330) M
SPELL RESEARCH F Resistance Mastery Force Walls Hard 116
Perceptions Perceive Secrets Hard 432
Fire Mastery Call Fire Easy 202 List Spell Difficulty Spell #
Mage Rank 10-40 have Fire Mastery Wild Flames Easy 204 Divinations Divine Army Easy 406
Easy a reasonable chance of Spirit Weakness Easy 502
learning the spell Fire Mastery Wall of Fire Easy 206 Mastery
Divinations Divine Allegiance Easy 410
Fire Mastery Fire Bolts Average 232 Spirit Sickness Average 504 Forces
Mastery
Divinations Divine Characters Average 417
Fire Mastery Fire Balls Average 234
Mage Rank 30-70 have Spirit Curses Hard 506 with Forces
Average a reasonable chance of Fire Mastery Fire Storms Average 236 Mastery
learning the spell Divinations Divine Nation Forces Average 419
Fire Mastery Summon Fire Spirits Hard 240 Conjuring Conjure Easy 508
Ways Mounts
Word Mastery Words of Pain Easy 208 Divinations Divine Army True Hard 426
Conjuring Conjure Average 510
Mage Rank 60+ has a Word Mastery Words of Calm Easy 210 Ways Food
Hard reasonable chance of Artifact Lore Research Artifact Easy 412
Conjuring Conjure Average 512
learning the spell Word Mastery Words of Paralysis Easy 212
Ways Hordes
Artifact Lore Locate Artifact Average 418
Word Mastery Words of Agony Average 220
Word Mastery Words of Stun Average 222 MOVEMENT (#825) M
Artifact Lore Locate Artifact True Hard 428
CASTING RANK F
Word Mastery Words of Command Average 224 List Spell Difficulty Spell # Scry Population
Scrying Easy 413
Word Mastery Words of Death Hard 242 Centre
1 Worst Proficiency Movement Long Stride Easy 302
Wind Mastery Call Winds Easy 214 Mastery Scrying Scry Hex Easy 414
Wind Mastery Wild Winds Easy 216 Movement Fast Stride Average 304
Mastery Scrying Scry Area Average 415
100 Maximum Proficiency Wind Mastery Wall of Wind Easy 218
Movement Path Hard 306
Wind Mastery Chill Bolts Average 226 Mastery Mastery Scrying Scry Character Hard 436
The proficiency rank in
Wind Mastery Frost Balls Average 228 Return Capital Easy 308
casting a particular spell will Hidden Reveal Production Easy 416
+1-5 Mastery Return
be improved by 1-5 points Wind Mastery Wind Storms Average 230 Visions
on successfully casting. Return Major Average 310 Hidden Reveal Character Average 420
Wind Mastery Summon Wind Hard 238 Mastery Return Visions
Spirits
Lost List Spells Dark Summons Fearful Hearts Average 244 Return Return True Hard 312 Hidden Reveal Character Hard 430
Mastery Visions True
Offensive Spells Dark Summons Summon Storms Average 246
Teleport Hidden Reveal Population
Teleport Average 314 Hard 434
Defensive Spells Dark Summons Fanaticism Average 248 Mastery Visions Centre
Population Centres & Fortifications Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 7 of 14
Population Centre Revenue at Recruits available Number of troops Approximate force Approximate force Defensive Cost to increase Percentage of resource
Map Icon
Size 100% Tax Rate per turn for armies which can be fed* needed to assault needed to threaten Value size (or build camp) production available
*: Infantry troops - cavalry troops require twice as much food as infantry, and so a population centre can only feed half as many cavalry troops.
**: If being created by an Emissary. The cost is 4000 if a Commander is posting the camp.
CAPITAL D
Castle 5000 5000 10000 4000 Each nation has one population centre designated as a
capital
Citadel 12000 12000 24000 9600 The fall of a nation’s capital will result in about a 1/5th
drop in loyalty for the other population centers
Production & Consumption Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 8 of 14
Village 1000
Cold 30% 60% 60% 60% 30% 30% 30% 60%
Cool 80% 100% 100% 100% 80% 80% 80% 100% Town 2000
City 6000
Hot 80% 80% 80% 80% 80% 80% 80% 80%
Leather Used for leather armour and cavalry saddles Leather Shore, Open Plains, Hills & Rough, Desert Wastes
Bronze Used for bronze armour and weapons Bronze Hills & Rough, Mountains
Steel Used for steel armour and weapons Steel Hills & Rough, Mountains
Food Consumed by armies, navies, and population centres under siege Food Shore, Open Plains, Hills & Rough, Mixed Forest
Used for construction of fortifications, bridges, ships, harbours, ports, and war
Timber Timber Hills & Rough, Mixed Forest
machines
Mounts Used for cavalry Mounts Shore, Open Plains, Hills & Rough, Desert Wastes
Gold Used to finance your nation’s activities Gold Hills & Rough, Mountains
Economy Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 9 of 14
To Create, Build, or Improve to Gold Cost Timber Cost Item Cost in Gold
Bridge over a Major River 5000 10000 Each Light Cavalry troop 3
Bridge over a Minor River 2500 5000 Each Heavy Infantry troop 4
Single-skilled Character (728, 731, 734, 737) 5000 - Each Port 500
Heavy Cavalry 6 2 Heavy Cavalry Average Good Poor Poor Average Poor Poor
Light Cavalry 3 2 Light Cavalry Good Good Average Poor Good Poor Poor
Heavy Infantry 4 1 Heavy Infantry Average Good Average Average Average Poor Poor
A War Machine is roughly equivalent to 50 Heavy Infantry, or 25 Tactic Best Against Worst Against Troop Type Best Tactic Worst Tactic
Heavy Infantry when threatening.
Heavy Cavalry 16 16
Surround Flank Hit and Run Light Infantry Hit and Run Charge
Light Cavalry 8 8 Hit and Run Surround Flank Archers Ambush Flank
Heavy Infantry 10 10 Ambush Charge Flank Men-at-Arms Hit and Run Charge
Tolerant -10%
Bronze 30 Bronze 30
ARMY MORALE E ARMY TRAINING E Neutral 0%
Steel 60 Steel 60
1 Lowest Morale 10 Worst Training Disliked +10%
100 Highest Morale 100 Elite Troops Hated +25% Mithril 100 Mithril 100
Combat Equations Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 11 of 14
It is recommended that you use the Combat Calculator in the JOverseer application to calculate possible battle outcomes. http://www.middleearthgames.com/gamingsoftware/
Infantry or Infantry
Terrain Cavalry Alone Terrain Navy Movement
+ Cavalry Mixed*
Rough with Minor River 7 (10) 5 (7) 5 (7) 3 (4) Others not allowed not allowed
Desert with Minor River 6 (8) 4 (6) 4 (6) 3 (4) Each army can have a maximum of 14 movement points (12 normal, 14 force march)
Navies have 14 movement points
Swamp with Minor River 8 (11) 5 (7) 7 (10) 5 (7)
Army & Navy movement costs are doubled if moving evasively
Mountains with Minor River Not allowed 8 (11) 14 (not allowed) 5 (7) Navies arriving in a hex with a shore, port, or harbour, complete their movement into that hex using
the final movement point(s) of the turn, which may cause them to be intercepted prior to movement
Major River Not allowed Not allowed Not allowed Not allowed
A home movement (a day of rest) costs 1 movement point, designated as ‘h” on the movement order
Seas/Coast Not allowed Not allowed Not allowed Not allowed * Infantry include Heavy Infantry, Light Infantry, Archers, and Men-at-Arms
Nations Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 13 of 14
3RD AGE 1650 N 3RD AGE 2950 O BATTLE OF THE 5 ARMIES Q KIN STRIFE S
Nation # Allegiance Nation Name Nation # Allegiance Nation Name Nation # Allegiance Nation Name Nation # Allegiance Nation Name
4 Free Peoples Arthedain 4 Free Peoples Dunadan Rangers 12 Free Peoples The Elves
5 Free Peoples Cardolan 5 Free Peoples Silvan Elves 3 Free Peoples Rhovanion
13 Free Peoples The Dwarves
6 Free Peoples Northern Gondor 6 Free Peoples Northern Gondor
10 Free Peoples Noldo Elves 10 Free Peoples Noldo Elves Nation # Allegiance Nation Name
6 Free Peoples Quendi
11 Dark Servants Witch-King 11 Dark Servants Witch-King
1 Free Peoples Northmen
12 Dark Servants Dragon Lord 12 Dark Servants Dragon Lord 11 Dark Servants Line of Castamir
3 Free Peoples Rohan
13 Dark Servants Dog Lord 13 Dark Servants Dog Lord
14 Dark Servants Cloud Lord 14 Dark Servants Cloud Lord 12 Dark Servants Line of Morlean
5 Free Peoples Sylvan
15 Dark Servants Blind Sorcerer 15 Dark Servants Blind Sorcerer
8 Free Peoples Dwarves 13 Dark Servants Line of Elendin
16 Dark Servants Ice King 16 Dark Servants Ice King
Food fo VICTORY CONDITIONS I 8 Market buy transactions take place (310 and 315)
Archers ar 9 Market sell transactions take place (320 and 325)
Timber ti Either the Free Peoples or the Dark Servants
have all been eliminated, whereupon the Food and other items (including transferring, but not picking up, of artifacts and prisoners) are
Men-at-Arms ma surviving allegiance are victorious. 10
Gold go picked up, transferred, conjured or otherwise moved
The One Ring has been found, and taken to 11 Food (and morale) is consumed by armies
ARMY MISCELLANEOUS Mount Doom (hex #3423), there to be either
12 Maintenance is charged
given to Sauron or destroyed.
Home Female f Check to see if nation’s tax rate is sufficient to cover maintenance costs. If not, tax rate is
h Other modules and variants may have
(stand still) increased to compensate.
additional ways of achieving victory. See 13
Male m
Northeast ne individual modules for any changes or If this raises tax rate to over 100%, bankruptcy will occur and the nation will be
differences in victory conditions. eliminated from play.
No n
East e
14 Other command orders take place
Yes y
Southeast se RELATIONSHIPS B
15 Emissary orders take place
Southwest sw Neutral n
Friendly 16 Agent orders take place
West w Evil e
Tolerant 17 Characters being held hostage attempt to escape
Northwest nw Good g Neutral 18 Other mage orders take place
Evasive ev None no Hated 20 Army and company orders (other than combat) take place