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Arms Law Cover


Product Line: Rolemaster
Product Edition: RMC
Product Name: Arms Law
Product Type: RPG Rules
Author: ICE
Stock #: 6502
ISBN: 1-55806-620-9
Publisher: ICE
Page Count: 119
Release Date: 01-Feb-07
Language: English

Format Cover Price Released
PDF $12.00 01-Feb-07
Softcover $20.00 11-May-07
Hardcover $20.00 11-May-07
LE Hardcover $40.00 11-May-07
Cloth Bound $35.00 20-Mar-08
PDF $12.00 03-Mar-11

Purchase:
Arms Law at RPGNow
Arms Law at Noble Knight Games (Used)
Cover/Jacket Text:
Get Critical
Arms Law is about FRPG combat – the kind that leaves you shaking an bragging to your friends about your character’s exploits. If you prefer safe, ho hum, by-the-numbers RPG combat then Arms Law is not for you. If you are looking for FRP combat that leaves you breathless, your quest ends here.
Arms Law is a fantasy combat system designed to be used with ICE’s Rolemaster Classic rules or the rpg system of your choice.
What makes Arms Law special? Criticals and Fumbles.
From the ‘E’ Puncture Critical Table:
“Strike through foe’s kidneys. Foe dies after 6 rnds of very intense agony”.
Two-Handed Arms Fumble:
“Stumble over an imaginary dead turtle. You lose two rounds of attack, but can still parry.”
Arms Law includes 30 individual weapon attack tables, 13 special attack table, and dozens of critical strikes and fumbles.
Remember… it’s not the bruises that kill!
Critical damage is what wastes your enemies.

Table of Contents:

1.0 Introduction. ............................... 5
What is Arms Law? ............................. 6
Key Features ........................................ 6
Optional Rules ................................... 6
1.1 A Word From The RMC Team. ....... 6
1.2 Rolemaster. ..................................... 7
1.3 Die Rolling Conventions. .............. 7
Percentile (“1-100”) Rolls .................... 7
Non-“1-100” Rolls .............................. 8
1.4 Definitions. ..................................... 8
2.0 How To Use Arms Law. .............10
2.1 Armor. ............................................. 12
Cloth-Skin Base ................................ 12
Soft Leather Base .............................. 12
Rigid Leather Base ............................ 12
Chain Mail Base ............................... 12
Plate Base .......................................... 12
2.2 Defensive Bonus. .......................... 13
Parrying............................................. 14
2.3 Offensive Bonus. ........................... 15
2.4 Weapon & Attack Bonuses
& Modifications. ............................ 18
Unarmed Combat............................. 19
Natural Attacks ............................... 20
Martial Arts ..................................... 20
Unusual Weapons ............................ 21
Improvised Weapons ...................... 22
3.0 The Tactical Combat Sequence. ... 24
3.1 Initiative. ....................................... 24
3.2 Combat Resolution ...................... 25
Step 1: Declare Initial Action(s) ....... 25
Step 2: Roll Initiative ...................... 26
Step 3: Resolve Actions ................... 26
3.3 Special Situations. ....................... 27
Mounted Combat............................ 29
Movement Guidelines .................... 30
Simultaneous Actions ...................... 31
Surprise ............................................. 33
3.4 Combat Example .......................... 34
4.0 Maneuvering And Movement. .. 37
4.1 Movement. .................................... 38
Pace ................................................... 40
Movement Maneuvers ..................... 41
Encumbrance .................................... 41
Exhaustion ........................................ 41
Summary .......................................... 42
Movement Process Summary ......... 43
5.0 Combat Resolution. .................. 44
5.1 Resolving Attacks. ........................ 44
Attack Declaration........................... 44
Attack Resolution ............................ 44
Fumble Results ................................ 45
Non Fumble-Results ....................... 45
Concussion Hits .............................. 46
5.2 Critical Strikes. ............................ 47
Criticals Against Large And
Super-Large Creatures ............... 47
Large Creature Critical Strikes ....... 48
Super-Large Creature
Critical Strikes ............................ 48
Slaying Criticals .............................. 48
Holy Criticals ................................... 48
Magic and Mithril Criticals ........... 48
5.3 Critical Interpretations. ............... 48
Overall Guideline ............................ 48
5.4 Critical & Fumble Results. .......... 49
5.5 Attacks on Helpless,
Unconscious or Sleeping Targets. .. 52
5.6 Damage to Structures. ................. 52
6.0 Animal And
Monster Statistics. .................... 110
Animal Statistics ............................. 110
Monster Statistics ............................ 111
Determining the Type of Attack ..... 111
Converting and
Creating Creatures .................... 112
Larger/Smaller Than
Normal Animals ......................... 113
Attacks by Groups of
Small Animals ............................ 113
Appendix: Web Extras. ................... 116
Conversions .................................... 116
Rolemaster 2nd Edition
Tactical Sequence ...................... 116

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 1984 ? 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
5810/5813h Arms Law / The Armory 08-Jun-07
159jp Arms Law in Japanese 18-Feb-09


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