
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
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Product Name | Release Date | ISBN | Pages |
Arms Law Claw Law | |||||
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1100 | Arms Law | 1980 | ? | ? 48 |
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1500 | Claw Law | 1980 | ? | ? 48 |
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1600 | Arms Law & Claw Law Box | 1982 | ? | 72 |
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1100 | Arms Law & Claw Law | 1989 | 1-55806-090-1 | 96 |
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6502 | Arms Law | 01-Feb-07 | 1-55806-620-9 | 119 |
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5801 | Arms Law | 1999 | 1-55806-551-2 | 124 |
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5810 | Arms Law | 03-Apr | 1-55806-598-9 | 80 |
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5813 | The Armory | 10-Dec-02 | 1-55806-595-4 | 64 |
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rmfw1P | Fantasy Weapons | 2003 | 16 | |
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5510 | Rolemaster 3 in 1 (AL, SL, RMSR) | 1997 | 1-55806-251-3 | 784 |
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5520 | Arms Law | 1994 | 1-55806-214-9 | 144 |
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Aamuzu Roo & Kuroo Roo: Bujutsu Taiten (Arms Law & Claw Law) | 1990 | |||
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159jp | Arms Law in Japanese | 18-Feb-09 | ||
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5810/5813h | Arms Law / The Armory | 08-Jun-07 | ||
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RMU-GCP-001 | Rolemaster Unified Core Law | 02 December 2022 | 283 | |
Rolemaster Box 1984 | |||||
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1000 | Rolemaster Box | 1984 | 0-915795-04-3 | ? 288 |
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1200 | Spell Law | 1984 | 0-915795-01-9 | 112 |
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1300 | Character Law & Campaign Law | 1985 | 0-915795-03-5 | 104 |