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Terrain & Map Icons Version 1.1, 23 June 2018 http://bit.

ly/mepbmaid Page 1 of 14

MAP TERRAIN TILES J POPULATION CENTRES J RIVERS & ROADS J


Population River & Road
Results Sheet JOverseer Terrain Type Results Sheet JOverseer Results Sheet JOverseer
Middle-earth PBM Centre Type Type

Camp Minor River


Player Aid Open Seas

Village Major River

Coastal Waters
Version 1.1
Town Road
23 June 2018
Shore

Major Town Bridge

Open Plains City Ford

FORTIFICATIONS J MISCELLANEOUS J
Hills & Rough
Fortification Miscellaneous
Results Sheet JOverseer Results Sheet JOverseer
Type Type

Tower Harbour
Mixed Forest

Created by Fort Port

Raven Zachary Desert Wastes

Icons vary by
Good Armies
Castle unit type and
raven@rinzai.com nation color
Free Peoples

Fens & Swamp


Icons vary by
Evil Armies
Keep unit type and
Dark Servants
nation color

Letters in the tables indicate the Icons vary by


Mountains
A section of the Middle-earth Guide to Citadel unit type and Neutral Armies
review for more details on this topic. nation color
Characters Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 2 of 14

CHARACTER TITLES BY RANK C ORDER TYPES C CHARACTER LIMIT C PERSONAL COMBAT G


Once per character per turn, The maximum number of Step 1 Calculate Challenge Rank for Each Character
Rank Commander Agent Emissary Mage
except for Misc Orders characters allowed per nation

Rank 10-19 Veteran Journeyman Envoy Apprentice Command Orders Turn 1-5 12 • Random D100 die roll added to both
characters’ challenge rank.

Agent Orders Turn 6-10 15 • If D100 is 1-5, a second D100 number is


Rank 20-29 Hero Footpad Kingsman Acolyte generated and subtracted from the
Turn 11-15 17 character’s challenge rank.
Rank 30-39 Commander Agent Emissary Mage Emissary Orders Step 2 • If D100 is 96-100, a second D100 number is
Turn 16-20 19 generated and added to the character's
Mage Orders challenge rank.
Rank 40-49 Captain Cutpurse Ambassador Mystic Turn 21+ 21 • The character with the lower result loses
health randomly between 1 and number
Movement Orders
Rank 50-59 Lord Burglar Warden Enchanter This character limit does not apply to Kinstrife. equal to each character's higher result minus
(+ Movement Spells)
the lower result.
Rank 60-69 Regent Rogue Banneret Warlock Repeat step 2 until the health of one character
Healing Spells MOVEMENT C Further
reaches zero or less and dies. The remaining
Rounds
Rank 70-79 Warlord Spy Curate Conjurer Maximum number of hexes character is victorious.
Combat Spells
12 allowed for characters using
Rank 80-89 General Thief Proclamator Sorcerer regular movement
Conjuring Spells CHALLENGE RANK C
Rank 90-99 Marshal Assassin Legate Wizard Lore Spells STEALTH C 100% of highest skill rank challenge rating

+
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 +

Challenge Rank Artifact Bonuses


Issue Personal Challenge gains the victor +1-15 Skill Points of their highest challenge rank skill HEALTH C
+
+1-5 Skill Points: Attack Enemy, Attack Nation, Defend, Destroy Population Centre, Capture 0 Death
Population Centre, Siege Population Centre, Put Army on Manoeuvres, Fortify Population Special Ability Bonuses
Centre 100 Full Healed
Commander
+1-7 Skill Points: Put Troops on Manoeuvres CHALLENGE RATING C
Healing per turn (some
+1-10 Skill Points: Threaten Population Centre +14 characters have a special
ability to heal at a faster rate) 100% of the command rank
Commander
+1-5 Skill Points: Prentice Magery (+ command artifacts)
Mage
Casting a spell will increase the mage casting rank for that spell
ORDER DIFFICULTY C
+1-5 Skill Points: Counter Espionage, Guard Location, Guard Character, Interrogate 100% of the mage rank
Skill Ranks 20-40 have Mage
Hostage (+ mage artifacts)
Easy a reasonable chance of
Agent success
+1-10 Skill Points: Assassinate Character, Kidnap Character, Rescue Hostage, Sabotage
Bridge, Sabotage Fortifications, Sabotage Harbour or Port, Sabotage Production Stores, Skill Ranks 40-60 have 75% of the agent rank
Steal Artifact, Steal Gold Agent
Average a reasonable chance of (+ agent artifacts)
success
+1-10 Skill Points: Recruit Double Agent. Bribe/Influence Character, Influence Your Own
Skill Ranks 60-100 have
Emissary Population Centre Loyalty, Influence Other's Population Centre Loyalty, Improve Population 50% of the emissary rank
Hard a reasonable chance of Emissary
Centre, Create Camp (+ emissary artifacts)
success
Emissary & Agent Orders Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 3 of 14

ORDERS RESTRICTION LEGEND L AGENT SKILL ORDERS L


c Command skill only with Characters with an Army or Navy Only Order # Description Restriction Difficulty Order Code

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

EMISSARY SKILL ORDERS L 665 Sabotage Bridge a Hard SabBrdg

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

560 Abandon Camp e Easy AbanCmp


AGENT MISCELLANEOUS ORDERS L
565 Reduce Population Centre e Easy ReduPop
Order # Description Restriction Difficulty Order Code
734 Name New Character as Emissary e, cap Automatic NamEmis
625 Release Hostage a Automatic Release
942 Move Turn Map fa, c, e, cap Average MvTnMap
640 Take Custody of Hostage a Automatic Custody
949 Transfer Ownership e Easy TrOwner
645 Imprison Hostage a Automatic Imprsn
EMISSARY MISCELLANEOUS ORDERS L 650 Execute Hostage a Automatic Execute

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

COMMAND SKILL ORDERS L COMMAND MISCELLANOUS ORDERS L


Order # Description Restriction Difficulty Order Code Order # Description Restriction Difficulty Order Code

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

MAGE ORDERS L MISCELLANEOUS ORDERS L


Order # Description Restriction Difficulty Order Code Order # Description Restriction Difficulty Order Code

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

215 Refuse All Personal Challenges Automatic RfsPers


MAGE MISCELLANEOUS ORDERS L
285 Reaction to Encounter Automatic ReacEnc
Order # Description Restriction Difficulty Order Code
290 Investigate Encounter Automatic InvEnc
700 Forget Spell m Automatic ForgtSp
310 Bid from Caravans Automatic BidCar

705 Research Spell m Varies RsrchSp 315 Purchase from Caravans Automatic PrchCar

320 Sell to Caravans Automatic SellCar


SPELL ORDERS L
325 Nation Sell to Caravans cap Automatic NatSell
Order # Type Description Restriction Difficulty Order Code
360 Transfer: Artifacts to Character Automatic TrArt
120 Healing Cast Heal Spell m Varies CstHlSp
363 Transfer: Hostages to Character Automatic TrHost
225 Combat Cast Combat Spell m Varies CstCbSp
740 Retire Character Automatic RtrChar
330 Conjuring Cast Conjuring Spell m Varies CstCjSp
755 Join Army Automatic JnCmpy

940 Lore Cast Lore Spell m Varies CstLoSp


760 Leave Company without Automatic LvCmpy

785 Join Army without Automatic JnArmy


MOVEMENT ORDERS L
790 Leave Army without Automatic LvArmy
Order # Description Restriction Difficulty Order Code
792 Drop Artifact Automatic DropArt
810 Move Character without Automatic MovChar
796 Pick Up Artifact Easy PickArt
820 Move Company c, company Automatic MovCmpy
805 Use Movement Artifact Automatic UsMvArt
825 Cast Movement Spell m, without Varies CstMvSp
900 Find Artifact Hard FindArt
830 Move Navy com Automatic MovNavy
935 Use Scrying Artifact Automatic UsScArt
840 Stand and Defend com Automatic Stand
945 Use Hiding Artifact Automatic UsHiArt

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

SPELL CASTING F COMBAT (#225) M HEALING (#120) M LORE (#940) M

Casting Proficiency Rank List Spell Difficulty Spell # List Spell Difficulty Spell # List Spell Difficulty Spell #

Barrier Mastery Barriers Easy 102 Healing Minor Easy 2


+ Perceptions Perceive Allegiance Easy 402
Mastery Heal
Barrier Mastery Deflections Average 106
Healing Heal True Hard 8
Random D100 die roll Perceptions Perceive Relations Easy 404
Barrier Mastery Shields Hard 112 Mastery
Barrier Mastery Barrier Walls Hard 114 Healing Ways Major Easy 4 Perceptions Perceive Nationality Easy 408
= Heal
Resistance Mastery Resistances Easy 104
Healing Ways Greater Average 6 Perceptions Perceive Power Average 422
100 or higher, spell is successful Resistance Mastery Blessings Average 108 Heal

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 SIZE FACTORS D

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

Camp 0 100 0 100 100 200 2000** 100

Village 2500 200 200 150 200 500 4000 80

Town 5000 300 1000 400 1000 1000 6000 60

Major Town 7500 400 2500 900 2500 2500 8000 40

City 10000 500 5000 2100 5000 5000 10000 20

*: 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.

FORTIFICATION COSTS D POPULATION CENTRE LOYALTY D

Approximate number of 1 Lowest Loyalty


Fortification Type Map Icon Gold Cost Timber Cost Defensive Value
troops needed to overcome

Risks downgrading in size or being


15 or less
Tower 1000 1000 2000 800 taken over by an enemy emissary

100 Fanatical Loyalty

Fort 3000 3000 6000 2400

CAPITAL D

Castle 5000 5000 10000 4000 Each nation has one population centre designated as a
capital

If a capital is lost, another city or major town will


automatically take over as the nation’s capital
Keep 8000 8000 16000 6400
If no alternate is available, the player will be eliminated at
the end of that turn

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

PERCENTAGE OF PRODUCTION BY CLIMATE TYPE D SIEGE FOOD CONSUMPTION D


Size of Population Food consumed per turn
Climate Leather Bronze Steel Mithril Food Timber Mounts Gold
Centre under siege

Polar 10% 30% 30% 30% 10% 10% 10% 30%


Camp 500

Severe 20% 40% 40% 40% 20% 20% 20% 40%

Village 1000
Cold 30% 60% 60% 60% 30% 30% 30% 60%

Cool 80% 100% 100% 100% 80% 80% 80% 100% Town 2000

Mild 90% 100% 100% 100% 90% 90% 90% 100%


Major Town 3500

Warm 100% 100% 100% 100% 100% 100% 100% 100%

City 6000
Hot 80% 80% 80% 80% 80% 80% 80% 80%

PRODUCTION D PRODUCTION BY TERRAIN D

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

Mithril Used for mithril armour and weapons Mithril 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

INITIAL COSTS X MAINTENANCE COSTS H

To Create, Build, or Improve to Gold Cost Timber Cost Item Cost in Gold

Hire Army 5000 - Each Heavy Cavalry troop 6

Bridge over a Major River 5000 10000 Each Light Cavalry troop 3

Bridge over a Minor River 2500 5000 Each Heavy Infantry troop 4

Create a Camp 2000 - Each Light Infantry 2

Post a Camp 4000 - Each Archer 2

Castle 5000 5000 Each Men-at-Arms 1

Multi-skilled Character (725) 10000 - Each Harbour 250

Single-skilled Character (728, 731, 734, 737) 5000 - Each Port 500

Citadel 12000 12000 Each Warship or Transport Ship 50

City 10000 - Each Fortification (per level) 500

Fort 3000 3000 Each Character (per skill point) 20

Harbour 2500 5000


TAX RATE IMPACT ON GOLD COLLECTION H
Keep 8000 8000
Size of Population Centre Gold Raised
Major Town 8000 -
Camp none
Port 4000 7500
Village 25 x tax rate
Relocate Capital 25000 -
Town 50 x tax rate
Tower 1000 1000
Major Town 75 x tax rate
Town 6000 -
City 100 x tax rate
Transports 1000 1500

Village 4000 - ECONOMY ORDER OF EVENTS H

War Machines - 500 1 – Combat 2 – Voluntary tax changes

3 – Population centre production, tax revenue 4 – Market buy transactions


Warships 1000 1500
5 – Market sell transactions 6 – Maintenance is charged, forced tax rate change
Weapons Other: 1 unit of product per weapon
7 – Some orders which may require gold (< 690) 8 – Agents steal gold (order 690)
Armour Other: 1 unit of product per person 9 – Some orders which may require gold (> 690) 10 – Nations send gold
Armies & Battles Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 10 of 14

ARMY MAINTENANCE COSTS E TROOP TERRAIN PERFORMANCE G


Cost in gold per Cost in food per
Troop Type Troop Type Shore Plains Rough Forest Desert Swamp Mountains
troop per turn troop per turn

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

Light Infantry Average Average Good Average Average Average Average


Light Infantry 2 1

Archers Average Good Good Average Good Poor Average


Archers 2 1

Men-at-Arms Average Good Good Average Average Average Average


Men-at-Arms 1 1

Heavy Cavalry: 2 leather and 1 mount per troop recruited.


TACTIC VS. TACTIC G TROOP PREFERRED TACTICS G
Light Cavalry: 1 leather and 1 mount per troop created.

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.

Charge Hit and Run Ambush Heavy Cavalry Charge Ambush


BASIC TROOPS COMBAT VALUE E
Flank Ambush Surround Light Cavalry Surround Ambush
Troop Type Strength Constitution
Standard Flank Charge Heavy Infantry Flank Surround

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

Light Infantry 5 5 RELATIONS COMBAT EFFECT G WEAPON RANKS E ARMOUR RANKS E


Relations towards
Archers 6 2 Effect on Combat Strength Weapon Type Value Armour Type Value
Enemy Army

Friendly -25% Wood 10 Wood 10


Men-at-Arms 2 2

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/

ARMY COMBAT EQUATION G COMBAT EQUATION FOR ASSAULTING POPULATION CENTRES G


Calculate Army Constitution For Each Side Siege
Step 1 • For each troop type, multiply the # of troops by the troop base constitution, then Step 1 • The population centre becomes sieged, and will remain that way for the rest of the turn,
increase by a % equal to the armour value of that troop type regardless of the result of the assault.
• Add together the constitutions for each troop type to calculate the total army constitution Calculate Army Constitution
Calculate Army Strength For Each Side • For each troop type, multiply the number of troops by the troop base constitution, then in
Step 2
• Base Strength: For each troop type, multiply the # of troops by the individual troop crease this by a % equal to the armour value of that troop type.
strength to obtain the base strength for each type of troop in the army. • Add together the army constitutions for each troop type to calculate the total army constitution.
Step 2 • Modifier: Add the following numbers together, divide them by four, and apply the result Calculate Army Strength
as a % to the base strength of each troop type in the army.
• Training Rank, Weapon Rank, Troop Terrain Modifier, Troop Tactic Modifier • Base Strength: For each troop type, multiply the number of troops by the individual troop
strength to obtain the base strength for each type of troop in the army.
• Add the modified base strength for each troop type together to calculate the army’s total • Modifier: Add the following numbers together, divide them by four, and apply the result as a %
strength. Step 3
to the base strength of each troop type in the army.
Apply Ongoing Combat Bonuses For Each Side • Training Rank, Weapon Rank, Troop Terrain Modifier, Troop Tactic Modifier
• Modifier: Add the following numbers together, divide them by four, and apply the result • Add the modified base strength for each troop type together to calculate the army’s total
as a % to the army’s total strength. strength.
• Command Rank, Climate, Terrain, Army Morale Apply Ongoing Combat Bonuses to Army Strength
Step 3
• Tactics: If the army’s tactic is best against the opposing army’s tactic, their army • Modifier: Add the following numbers together, divide them by four, and apply the result as a %
strength is increased, otherwise the reverse is true. The exact % is hidden, but is
to the army’s total strength.
approx. +/- 10%. Step 4
• Relations: The relation of the army’s nation to the opposing nation affects the army’s • Command Rank, Climate, Terrain, Army Morale
strength by a %. • Relations: The relation of the army’s nation to the opposing nation affects the army’s strength
by a %.
Apply Round One Combat Bonuses For Each Side
Apply Round One Combat Bonuses to the Army Strength
• Offensive Magic: Add the amount of damage being dealt by offensive magic to the
strength of the character’s army. • Offensive Magic: Add the amount of damage being dealt by offensive magic to the strength of
the character’s army.
• Defensive Magic: Subtract the amount of damage being avoided by defensive magic
from the strength of the opposing army to the character. Step 5 • Combat Artifacts: Add the value of any combat artifact being used to the strength of the
Step 4 owner’s army.
• Combat Artifacts: Add the value of any combat artifact being used to the strength of the
owner’s army. • Dragons and NPCs: Each dragon adds somewhere in the region of 20,000 or more points to
the army’s strength. Other NPCs and creatures may also lend strength to the army.
• War Machines: Each war machine adds 50 points to the army’s strength.
• Dragons and NPCs: Each dragon adds somewhere in the region of 20,000 or more War Machines
points to the army’s strength. Other NPCs and creatures may also lend strength to the • If there are war machines present in the army, compare the number of war machines
army. multiplied by 200 to the defensive value of the population centre’s fortifications.
Combat Resolution
Step 6 • If the number of war machines multiplied by 200 is greater than the fortification value, all
• Each army will take as damage the total strength of the opposing army, which is fortifications are destroyed.
removed from their troops’ constitution in the following manner: • If the number of war machines multiplied by 200 is less than the fortification value, the
• Calculate what % of the total army constitution has been taken as damage. fortifications are reduced by the proportion of the war machines multiplied by 200 to the
Step 5 fortification value.
• Each troop type’s total constitution is reduced by this %. Then divide the remaining
total constitution by the troop’s individual constitution to determine how many Calculate Population Centre Defensive Value
troops are left.
• War machines may be damaged and lost, in approximate proportion to the number of Step 7 • A population centre has a single defensive value, which is used both to inflict and resist
damage. The is determined by adding the basic defence of the population centre to the
troop losses. defensive value of any remaining fortifications, and adding the loyalty as a %.
Further • Repeat steps 1, 2, 3, and 5 until one army no longer has any troops remaining (but not
Combat Resolution
Rounds step 4 – these bonuses only apply to the first round of the first battle fought by an army
of in a turn). Step 8 • Please consult the Combat Equation for Assaulting Population Centres table in Section G of
the Middle-Earth Guide. (too long to include here)
Combat • If the victorious army has less than 100 troops remaining, it will disband.
Army & Navy Movement Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 12 of 14

ARMY MOVEMENT COSTS E NAVY MOVEMENT COSTS E

Infantry or Infantry
Terrain Cavalry Alone Terrain Navy Movement
+ Cavalry Mixed*

Normal Cost Road Cost Normal Cost Road Cost


Name Hex Name Hex Fed Costs Unfed Costs
(Unfed Cost) (Unfed Cost) (Unfed Cost) (Unfed Cost)

Shore 3 (4) 2 (3) 2 (3) 1 (2)


Hex with a major river hex-side 1 2
Plains 3 (4) 2 (3) 2 (3) 1 (2)

Hills & Rough 5 (7) 3 (4) 3 (4) 1 (2)

Mixed Forest 5 (7) 3 (4) 5 (7) 2 (3)


Seas 1 2
Desert Wastes 4 (6) 2 (3) 2 (3) 1 (2)

Fens & Swamp 6 (8) 3 (4) 5 (7) 2 (3)

Mountains 12 (not allowed) 6 (8) 12 (not allowed) 3 (4) Coast 1 2

Shore with Bridge/Ford 4 (6) 3 (4) 3 (4) 2 (3)

Plains with Bridge/Ford 4 (6) 3 (4) 3 (4) 2 (3)


1, and ends movement 2, and ends movement
Shore with no major river hex-side
(all remaining points) (all remaining points)
Rough with Bridge/Ford 6 (8) 4 (6) 4 (6) 2 (3)

Forest with Bridge/Ford 6 (8) 4 (6) 7 (10) 3 (4)

1, and ends movement 2, and ends movement


Desert with Bridge/Ford 5 (7) 3 (4) 3 (4) 2 (3) Hex with port but no major river-side
(all remaining points) (all remaining points)
Swamp with Bridge/Ford 7 (10) 4 (6) 6 (8) 3 (4)

Mountains with Bridge/Ford Not allowed 7 (10) Not allowed 4 (6)


Hex with harbour but no major river 1, and ends movement 2, and ends movement
Shore with Minor River 5 (7) 4 (6) 4 (6) 3 (4) hex-side (all remaining points) (all remaining points)

Plains with Minor River 5 (7) 4 (6) 4 (6) 3 (4)

Rough with Minor River 7 (10) 5 (7) 5 (7) 3 (4) Others not allowed not allowed

Forest with Minor River 7 (10) 5 (7) 7 (10) 5 (7)

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

1 Free Peoples Woodmen 1 Free Peoples Woodmen


10 Dark Servants The Goblins 1 Free Peoples Line of Eldacar
2 Free Peoples Northmen 2 Free Peoples Northmen
11 Dark Servants The Warg Riders
3 Free Peoples Éothraim 3 Free Peoples Riders of Rohan 2 Free Peoples Rebels of Ered Lithui

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

4 Free Peoples Horselords


7 Free Peoples Southern Gondor 7 Free Peoples Southern Gondor 14 Free Peoples The Northmen

8 Free Peoples Dwarves 8 Free Peoples Dwarves


UNTOLD WAR OF THE RING R 5 Free Peoples Kingdom of Arnor
9 Free Peoples Sinda Elves 9 Free Peoples Sinda Elves

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

17 Dark Servants Quiet Avenger 17 Dark Servants Quiet Avenger


10 Free Peoples Noldo
14 Dark Servants Southron Kingdoms
18 Dark Servants Fire King 18 Dark Servants Fire King
11 Dark Servants Witch King
19 Dark Servants Long Rider 19 Dark Servants Long Rider
15 Dark Servants Hithlum
20 Dark Servants Dark Lieutenants 20 Dark Servants Dark Lieutenants
12 Dark Servants Dragon Lord
21 Neutral Corsairs 21 Neutral Corsairs 16 Dark Servants Witch-realm of Angmar
13 Dark Servants Dog Lord
22 Neutral Haradwaith 22 Neutral Rhun Easterlings

23 Neutral Dunlendings 23 Neutral Dunlendings 21 Neutral Line of Tirkhor


18 Dark Servants Fire King
24 Neutral Rhudaur 24 Neutral White Wizard
24 Dark Servants White Wizard 22 Neutral Khazad
25 Neutral Easterlings 25 Neutral Khand Easterlings
Miscellaneous Version 1.1, 23 June 2018 http://bit.ly/mepbmaid Page 14 of 14

ABBREVIATIONS K NATION ELIMINATION B GENERAL SEQUENCE OF EVENTS L


End a turn with no major towns or cities: your Order Events
GOODS TROOPS nation must have a capital, and only major
towns and cities can be capitals. (You can
1 Characters heal naturally and healing spells are cast
Mounts mo lose your last major town or city during a turn
Heavy Cavalry hc but still remain alive if by the end of the turn 2 Allegiance and relation changes take place
you have gained another major town or city
Leather le
which can then become your capital.) 3 Personal challenges between characters take place
Light Cavalry lc
Bronze br Bankrupt your nation by forcing your tax rate 4 Combat (navy, army and population centre) takes place and combat spells are cast
above 100%, upon which your subjects, with
Heavy Infantry hi 5 Encounters are reacted to
Steel st some justification, rebel.
6 Voluntary tax changes take place, loyalties may be affected
Have all your characters killed or kidnapped.
Mithril mi Light Infantry li 7 Population centre production, tax revenue is received, loyalties change according to tax rate

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

Normal no Wood wo Disliked 19 New characters are created

Evasive ev None no Hated 20 Army and company orders (other than combat) take place

21 Ships and artifacts are picked up and dropped


Play Middle-earth PBM: http://www.middleearthgames.com MEPBM Forums: http://mepbm.com
22 Character and army movement takes place
This Middle-earth PBM Player Aid was created by Raven Zachary in Portland, Oregon, USA, based on the 23 Scouting takes place, lore spells are cast
information provided by Game Systems International in the Middle-earth Guide v1.23 available online.
24 Population centres are hidden
Please make this MEPBM Player Aid better by sending your corrections & ideas to raven@rinzai.com.
25 Goods are transported (947 and 948)
Middle-earth PBM is copyright 2006-2018 by Game Systems International Limited. All rights reserved. 26 Population centres are transferred, voluntary capital moves take place
“The Hobbit”, “The Fellowship of the Ring”, “The Two Towers”, “The Return of the King” and “The Lord of the 27 New market prices, maintenance costs and revenues are calculated
Rings” and the names of the characters, events, items, and places therein, are trademarks of The Saul
Zaentz Company d/b/a Tolkien Enterprises and are used, under license, by Game Systems International Ltd. 28 The One Ring order attempts take place

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