The Landshut Rules v2
The Landshut Rules v2
Landshut Rules
No�bert G. Matausch
Cha�acter Creation If you a�e playing a
published rpg setting
Write down a few words about your
character.
Note one special power that allows you Roll attributes. Write down only
to do things others can't. Special extremely low and extremely high
powers are defined before play by the stats.
ref and the player. By design, this is
open to interpretation. Pick 5 or 10 skills from the rulebook
(if the game uses skills).
Your character has no stats, but you
may write down "strong", "agile", Pick 2d6 pieces of regular
"tough", "charming", "smart" or equipment/gear from the book, then
"wise". If this helps you in a situation, lose 1d6 of them.
add +1 to the roll.
Pick 2 "Powers": special equipment,
Your character can get hit/injured a spells, special abilities, connections,
certain number of times; the exact special backgrounds etc.
number of hits is determined by the
referee. In combat, if the winning
result is really high (again, the referee
has the final say in this), or your
actions leading to this situation were
stupid enough, it is entirely possible
Basic Rolls
that your character is severely injured
or even dies. (Note for referees: a good
number is four hits: after the first hit, When the ref calls for it, roll 2d6:
you're stunned, after the second, High = good (10+)
lightly injured, after the third, severely Middling = does not change the
injured, after the fourth, mortally situation, or negotiated/mixed results
wounded. Armor gives the character a (fleeting success, success with a
number of "free hits" – think damage downside, failure with an upside)
sponge – before they start getting Low = bad (5-)
hurt).
The ref can also roll his 2d6 against
In mass combat, you count as four the player's. Higher result wins and
men. gets to say what happens.
Mass combat If the unit rolls higher than the its morale
number, it is routed and immediately turns
in the opposite direction and moves as far
back as it can. It will continue to do so till
it reaches the end of the playing field; at
Melee is simultaneous. Only the first row that moment, itʻs considered defeated.
of combatants can attack, except for
polearm/spear attacks from the second Morale numbers: under fire
row. Civilians: 3, Soldiers: 4, Veterans/Elite
Soldiers: 5, Heroes: 6
Each figure may move up to one length of
a pen in normal terrain. Difficult terrain Morale numbers: routing/other
halves movement. Very difficult terrain Civilians: 2, Soldiers: 3, Veterans: 4, Elite
allows movement of up to 1/4 of a pen. Soldiers: 5, Heroes:
Fast or slow combatants move farther or
shorter than one pen -- come up with your A leader might be able to rally fleeing
own rulings here. troops; roll 1d6 and stay at or under the
leaderʻs Leadership Skill (1=uninspired,
First, Missles are fired, second, spells are 2=typical, 3=talented, 4=superb, 5=tactical
started, third, combatants move, fourth, genius).
spells started in step 1 now take effect;
fifth, archers who didnʻt move and havenʻt Modifiers to Morale:
been engaged in melee may fire again, Attacked in flank -1
sixth, Melee Attacked from behind -2
Leader close by +1
Using light weapons: roll 1d6 for every 3 Double ranks (formation wider than
men deeper) +1
Triple ranks (formation wider than
Using medium weapons: roll 1d6 for every deeper) +2
2 men Lost half or more figures in unit -2
Witnessed the loss if their leader in this
Using heavy weapons: roll 1d6 for every turn -2
man Lost a general -3
2019