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Arms Law & Claw Law Cover


Product Line: Rolemaster
Product Edition: RM2
Product Name: Arms Law & Claw Law
Product Type:
Author:
Stock #: 1100
ISBN: ?
Publisher: ICE
Page Count: 72
Release Date: 1984
Language: English

Format Cover Price Released
Softcover $12.00 1984

Purchase:
Arms Law & Claw Law at Noble Knight Games (Used)
Cover/Jacket Text:
The ROLEMASTER Arms and Animals combat systems combined, including: individual charts for 30 weapons; critical tables for different types of strikes; detailed creature attacks and, attack patterns
of beasts real and mythical. Also included are revised and integrated Martial Arts rules.
The ROLEMASTER System
The Fantasy Role-playing game system from Iron Crown Enterprises has just been completely revised and reformatted! ROLEMASTER includes the following:
SPELL LAW:
Assembled into a single 116 page book, SPELL LAW is now a single mighty tome, including over 2000 spells for three realms of power covering 15 character classes. Featured are: detailed alchemy rules; individual spell attack tables for elemental attacks; a workable spell point system; and rules for the use of magic items in a campaign.
CHARACTER LAW/ CAMPAIGN LAW: The complete character development and campaign guide has been reorganized, indexed and revised. Includes the unique trait development
system, allowing all characters to increase their ability in any area of skill. There are no absolute restrictions. Campaign Law includes handy reference material invaluable to any Gamesmaster: weather, encounter and price charts, guidelines for organizing politics, economics, realistic geographies and languages: running a campaign in a complex, living world.
The LOREMASTER TM Series
This series of campaign & adventure modules are designed specifically for use with the ROLEMASTER fantasy role playing game system.
The world of LOREMASTER is dotted with clusters of islands and small continents. Myriad cultures and peoples lie separated by sheer mountains, treacherous reefs, and the powerful but invisible Flows of Essence. Churning like ocean tides under the Five Moons, the Essence ebbs and flows, its eddys and currents dictating unseen barriers and centers of power. Some have learned to tap into that power. Travel across the world is perilous, though some have made it an art: the aloof navigators will transport anyone anywhere — for a fee. And of course, there are the mysterious, saged Loremasters, keepers of the old knowledge and consummate wielders of the Essence. It is they who lead the ongoing fight against the Unlife and its twisted servants.
The LOREMASTER Series:
THE CLOUDLORDS OF TANARA, THE SHADE OF THE SINKING PLAIN, and VOG MUR

Notes:
The “Fourth Edition” or printing of Arms Law combines Arms Law and Claw Law into a single book with a glossy cover. Technically this is a First Edition Rolemaster product, but most people lump it in with the Second Edition items. The pages containing the charts are printed on lighter weight cardstock pages than the previous versions, but are no longer perforated for easy removal. A section 10 is added that contained clarifications on Martial Arts, Critical Results, a Note on Canceling Actions, Effects of “Stun” Rounds, Position Bonuses, The Importance of Parrying, clarification on Missile Ranges, Optional Armor Damage Rule, and an Optional Shield Bash rule.

The Table of Contents shown below is from the fourth edition, but is similar in the previous editions.

For a detailed look at the various versions of Arms Law and Claw Law from 1980 to 2003, checkout my Evolution of Arms Law article.

Table of Contents:

CONTENTS (Arms Law)
1.0 INTRODUCTION 1
2.0 DEFINITIONS 1
3.0 TACTICAL COMBAT SEQUENCE 2
3.1 BATTLE ROUND SEQUENCE 2
3.11 Spell Phase 2
3.12 Spell Results Phase 2
3.13 Spell Orientation Phase 2
3.14 Missile Phase 2
3.15 Missile Results Phase 2
3.16 Movement Maneuver Phase 2
3.17 Melee Phase 2
3.18 Melee Results Phase 2
3.19 Final Orientation Phase 2
3.2 OPPORTUNITY ACTION 2
4.0 DEFENSIVE CAPABILITIES
IN COMBAT 3
4.1 ARMOR 3
4.11 Cloth-Skin Base 3
4.12 Pliable Leather Base 3
4.13 Rigid-Leather Base 3
4.14 Chain Mail Base 3
4.15 Plate Base 3
4.16 Armor Bonuses 3
4.17 Armor Penalties 3
4.2 SHIELDS 3
4.3 DEFENSIVE BONUS 3
4.31 Superior Armor 3
4.32 Shield 4
4.33 Defenders Quickness 4
4.34 Defenders Position 4
4.35 Magic Items 4
4.4 PARRYING OPTIONS 4
4.41 Melee Parry 4
4.42 Missile Parry 4
4.43 Parrying Limitations 4
5.0 DEFENSIVE CAPABILITIES
IN COMBAT 4
5.1 WEAPON/WEAPON COMBINATIONS 4
5.11 One-handed Weapon With/Without Shield 4
5.12 Two-handed Weapon 4
3.13 One-handed Weapon Combinations 4
5.2 OFFENSIVE BONUS 4
5.21 Superior Weapon 4
5.22 Physical Prowess 4
5.23 Expertise 4
5.25 Position 4
5.26 Magic Items 4
5.27 Offensive Penalties 4
6.0 RESOLUTION OF COMBAT 5
6.1 FIRST SWING DETERMINATION 5
6.2 SWING (AND MISSILE ATTACK) RESOLUTION 5
6.21 The Combat Roll 5
6.22 Result Determination 5
6.23 Concussion Hits 5
6.24 Critical Strike Types 5
6.25 Critical Strike Severity 5
6.26 Unusual Creature Critical Strike Tables 5
6.27 Critical Strike Interpretations 5
7.0 MANEUVERING, ORIENTATION, AND MOVING 6
7.1 MANEUVER RESOLUTION 6
7.11 Maneuver Roll 6
7.12 Maneuver Results 6
7.2 ORIENTATION ROLL 6
7.3 MOVEMENT CONFLICTS 6
8.0 TABLES 8-46
8.1 CRITICAL STRIKE TABLES 12-16
8.11 Slash Critical Strike Table 12
8.12 Puncture Critical Strike Table 13
8.13 Crush Critical Strike Table 14
8.14 Large Creature Critical Strike Table 15
8.15 Super Large Creature Critical Strike Table 16
8.2 MISCELLANEOUS TABLES 8-11
8.21 Fumble Table 10
8.22 Maneuver/Movement Table 11
8.23 Battle Round Sequence 8
8.24 Armor Table 8
8.25 Shield Parry Table 9
8.26 Defensive Bonuses and Penalties Table 9
8.27 Offensive Bonuses and Penalties Table 8
8.28 First Swing Determination Table 9
8.29 Maneuver Bonuses and Penalties Table 9
8.3 ONE-HANDED SLASHING WEAPONS 17-24
8.31 Dagger 17
8.32 Falchion 18
8.33 Handaxe 19 
8.34 Main Gauche 20
8.35 Scimitar 21
8.36 Rapier 22
8.37 Broadsword 23
8.38 Short Sword 24
8.4 ONE-HANDED CONCUSSION WEAPONS 25-30
8.41 Bare Fist 25
8.42 Club 26
8.43 War Hammer 27
8.44 Mace 28
8.45 MorningStar 29
8.46 Whip 30
8.5 MISSILE WEAPONS 31-37
8.51 Bola 31
8.52 Composite Bow 32
8.53 Heavy Crossbow 33
8.54 Light Crossbow 34
8.55 Longbow 35
8.56 Short Bow 36
8.57 Sling 37
8.6 TWO-HANDED WEAPONS 38-42
8.61 Battle Axe 38
8.62 Flail 39
8.63 War Mattock 40
8.64 Quarter Staff 41
8.65 Two Handed Sword 42
8.7 POLE ARMS 43-46
8.71 Javelin 43
8.72 Lance, Mounted 44
8.73 Pole Arm 45
8.74 Spear 46
9.0 SECOND AND THIRD EDITION RULES 70-71
9.1 MOUNTED COMBAT 70
9.2 POLE ARM'S OPTIONS 70
9.3 THROWN WEAPONS AND MISSILE'S IN MELEE 70
9.4 TWO WEAPON COMBINATIONS 70
9.5 BOW PREPARATION TIME 70
9.6 CHANGES TO TABLES 70
9.7 CLAW LAW 70
9.8 CONVERSION NOTES 71
9.9 THIRD EDITION MODIFICATIONS 71
10.0 FOURTH EDITION CLARIFICATIONS AND OPTIONAL RULES 71
10.1 MARTIAL ARTS 72
10.2 CRITICAL RESULTS 72
10.3 CANCELING ACTION 72
10.4 EFFECTS OF STUN ROUNDS 72
10.5 POSITION BONUSES 72
10.6 THE IMPORTANCE OF PARRYING 72
10.7 MISSILE RANGES 72
10.8 ARMOR DAMAGE 72
10.9 SHIELD BASH 72

CONTENTS (Claw Law)
11.0 CLAW LAW
11.1 ANIMAL ATTACK TABLES 47-54
11.11 Beat/Pincher Attack Table 47
11.12 Bite Attack Table 48
11.13 Claw/Talon Attack Table 49
11.14 Grapple/Grasp/Envelope/Swallow Attack Table 50
11.15 Horn/Tusk Attack Table 51
11.16 Ram/Butt/Bash/Knockdown/Slug Attack Table 52
11.17 Stinger Attack Table 53
11.18 Tiny Animal Attack Table 54
11.19 Trample/Stomp Attack Table 55
11.2 MISCELLANEOUS ATTACK TABLES 56-58
11.21 Fall/Crush Attack Table 58
11.22 Martial Arts Striking Attack Table 56
11.23 Martial Arts Sweeps and Throws Attack Table 57
11.3 CRITICAL STRIKE TABLES 59-63
11.31 Critical Strikes for Grappling 59
11.32 Critical Strikes for Martial Arts Strikes 60
11.33 Critical Strikes for Martial Arts Sweeps and Throws 61
11.34 Critical Strikes for Tiny Animals 62
11.35 Critical Strikes for Unbalancing 63
11.4 WEAPON STATISTICS
11.41 Guidelines for Use of Weapon Statistics 64
11.42 Summary of Historical Weapons 65
11.43 Summary of Fantasy Weapons 65
11.5 ANIMAL STATISTICS
11.51 Guidelines for Use of Animal Statistics 64
11.52 Summary of Animal Combat Capabilities 66
11.6 MONSTER STATISTICS
11.61 Guidelines for Use of Monster Statistics 64
11.62 Summary of Monster Combat Capabilities 67
11.7 MARTIAL ARTS STATISTICS
11.71 Guidelines for Use of Martial Arts 68
11.72 Summary of Martial Arts Combat Capabilities 69

Related Products:

Cover Stock
Number
Product Name Release Date ISBN Pages
Arms Law Claw Law
1100 Arms Law 1980 ? ? 48
1500 Claw Law 1980 ? ? 48
1600 Arms Law & Claw Law Box 1982 ? 72
1100 Arms Law & Claw Law 1989 1-55806-090-1 96
Aamuzu Roo & Kuroo Roo: Bujutsu Taiten (Arms Law & Claw Law) 1990
5520 Arms Law 1994 1-55806-214-9 144
5510 Rolemaster 3 in 1 (AL, SL, RMSR) 1997 1-55806-251-3 784
5801 Arms Law 1999 1-55806-551-2 124
5813 The Armory 10-Dec-02 1-55806-595-4 64
5810 Arms Law 03-Apr 1-55806-598-9 80
rmfw1P Fantasy Weapons 2003 16
6502 Arms Law 01-Feb-07 1-55806-620-9 119
5810/5813h Arms Law / The Armory 08-Jun-07
159jp Arms Law in Japanese 18-Feb-09
Rolemaster Box 1984
1200 Spell Law 1984 0-915795-01-9 112
1000 Rolemaster Box 1984 0-915795-04-3 ? 288
1300 Character Law & Campaign Law 1985 0-915795-03-5 104


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