Page 6 Linrodeth Role Playing System
Resolving Combat
 Combat is a special case of skill comparison. Because of its dramatic effect on the characters and story, conflict is resolved in much more detail. As usual, combatants compare performance levels, but here several other factors are taken into account. Combat is divided into rounds. Each round covers a period of several seconds, during which all participants have one opportunity to attack their opponents.
 Movement
 During each round characters move, and then the combat which took place during that round is worked out. People normally move between 10 to 20 yards in a round. Once in a fight a character can only move if they outperform all their opponents. A character can break from combat but their opponents get one attack at their back.
 Attacks
 The success or otherwise of an attack is determined using the normal skill system. Everyone rolls once to determine their performance level for that round. Attacks take place in the order of the percentage dice role, with the highest roll going first.
 A person who outperforms their opponent inflicts fatigue damage of 5 FP times the difference in the performances. In hand to hand combat, succeeding by 4 or more performance levels causes a wound and additional fatigue loss.
 Archery & thrown weapons
 Missile effectiveness is calculated in the same way as for ordinary combat, with the target range providing the opponent's 'performance'. Missile attacks are assumed to be snap shots, rather than aimed shots. Aimed shots take an additional round to prepare. For bows the type of arrow used will also effect performance. The heavier arrows are significantly less accurate. For missile attacks a simple success is all that is required to hit and cause a wound.
 Calculating wound damage
 Using the tables on the opposite page, determine the location your character has hit and the number of wound points (WP) of damage caused to that location by the weapon. Besides the wound damage, the opponent also suffers 5 times the wound damage in fatigue point loss.
 Armour can reduce wound damage by absorbing some of the blow. However, because of its bulk, people wearing armour must reduce their performance in physical activities by a modifier shown in the table opposite. A shield provides extra armour on the arm that is holding it, and can also be used to cover either the head, chest or abdomen. You need to decide which. Armour does not reduce fatigue damage.
 Wounds
 If the WP on any one location reaches 0 then the character is disabled and may die. Roll a performance against constitution (CON). If the performance level is less than the total amount of damage sustained so far, the character has been killed. This CON survival roll is the only roll which is not fatigue capped. If the total wound points are reduced to 0 then the character is dead.

 Wound points may be regained at the rate of CON/20 per month on each wounded location. Skilled medical treatment can increase the rate of recovery to CON/10 per month on each location. The following table shows the number of WP for each body location.
Total WP Head Arm Chest Abdomen Leg
10 1 1 2 1 2
11 1 1 3 1 2
12 1 2 3 2 2
13 2 2 3 2 3
14 2 3 4 2 3
15 2 3 4 3 4
16 2 4 5 3 4
17 3 4 5 3 5
18 3 4 6 4 5
19 3 5 6 4 5
20 3 5 6 4 6
21 4 5 7 4 6
22 4 6 7 4 6
23 4 6 7 5 6
24 4 6 7 5 7
25 4 6 8 5 7
26 5 6 8 6 7
27 5 7 8 6 7
28 5 7 8 6 8
29 5 7 9 7 8
30 5 8 9 7 8
31 5 8 10 7 8
32 5 8 10 7 9
33 5 8 10 8 9
Horses
 Horses come in three types; farm, riding and war horses. A person and horse fight together, making one combined performance role with the horse adding to its rider's performance. The damage location table below is for foot troops attacking a horse and rider. If the attacker is also on horseback they can choose to use the horse melee or the normal melee location table.
Wound Points
NormalWar
Hindquarters911
Barrel911
Forequarters911
Hindquarters911
Combat Modifiers
SituationMod
On Farm Horse+1
On Riding Horse+2
On War Horse+5
Charging+3
Hit Location
Melee & MissileRoll
Hindquarters1-15
Barrel16-29
Forequarters30-45
Horse's Head46-49
Rider's Right Leg50-58
Rider's Left Leg59-67
Rider's Abdomen68-75
Rider's Chest76-84
Rider's Sword Arm85-91
Rider's Shield Arm92-98
Rider's Head99-00
Horses may be armoured in the same way as humans.
Armour EffectivenessCombat Modifier
Armour Type Absorbs Farm Riding War
Leather 1 -1 -0 -0
Scale 2 -3 -2 -1
Chain 3 -3 -2 -1
Superior Chain 4 -2 -2 -1
Horse Helm 3 -2 -1 0

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© Tina Monk and Chris Carrigan, November 1996. Version 4.0. ChrisandTina@wayland.demon.co.uk
This rule book may be freely copied and distributed for non-commercial use only. All other rights reserved.