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ARMS Law & CLaw Law Designers: S. Coleman Charlton, Kurt H. Fischer, Peter C. Fenlon Jr. Terry K, Amthor, Bruce R. Neidlinger, Bruce C. Shelley, Leonard "Swamp" Cook Cover Art: Angus McBride Interior Art: Shawn Sharp Additional Art & Graphics: Richard H. Britton, Gail Mcintosh Project Specific Contributions: Editor: Coleman Charlton; Layout: Eileen Smith, Cheryl Kief, Andrew Christensen; Cover Graphics: Cheryl Kief; Pagemak- ing: Kevin Williams, Suzanne Young, Leo LaDell, Coleman Charlton; Editorial Contributions: Kevin Barett,Pee Fenlon, Terry Amthor, Proofreading: Chet "Uh, that's Chad" Brinkley, Eileen Smith, Andrew Christensen, Cheryl Kief, Kevin Williams. ICE MANAGEMENT — Production Manager: Terry Arathor: Sales & Customer Service Manager: Deane Beeiebing: Art Director. Richard Briton: Eulting & Development Manager? Coleman CChaslion; Presiden: Peter Fenlon; Marketing Manager: Yohn Morgan: CEO: Bruce Neidinger; Controller: Kurt Rasmussen, ICE STAFF — Licensing: Kurt Fischer, Print Buyer: Bill Dowas: Production Superisor: Suzsone Young: Art & Graphics Sta Haypes Spront; Editing & Development Staf: Tery Amor, Kevin Baret, Rob Bell, Andrew Christensen, Pete Fenlon, Jessica Ney, John Ruemmler, Chad Brinkley; Production taf: Larry Brook, Kevin Dalton, Cheryl Kief, Jennifer Kleine, Leo LaDell, Paula Petes Eileon Smith, Laura Tuley, Kevin Williams, Suzanne Young. Operations Saf: Mare Rainey: Sales & Customer Service taf John Brunkhan, Heidi Heffner, Becky Pope, Shipping Staff Jon “Fra” Breckenridge, Rober "Crennie” Crenshaw, David "Big Dave Johnson, Corey "EU" Wicks. PLAYTESTING — Olivia H. Johnston, Larry B, Simms, Bruce C ‘Shelly, Heike Kubasch, Charles P. Goforth Jr, David B. Sweet, Stephen E. Moffat, Ward Hagar, Sheldon Price, Gary Eiserman. David Carer, William Stafford, Brenda G. Spielman. Jessica Ney. “Mark Sirovnik, Ruth Sochard, Bill Bingham, Polly Dixon, Mark & Deane Bepiebing, Suzy Maroney, Irie Coons, Jane Halvorsen, Steven and An Ch SPECIAL CONTRIBUTIONS — Olivia Johnston, Lt. Col. Rishard Bailey (USA), Steven E. Moff, Jahn David Rumrale, Meliss A, Johnson, Bruce C. Shelley, Tom Williams, David Wagner, Howard Huggins, Cand Swinky. Copyright 1980, 1984, 1989 © by Iron Crown Enterprises Inc... Al rights reserved. ‘Second US. Edition, September 1989. M No reproduction without auther’s permission Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1606, Charlatesvile, VA 22902, Stock # 1100 ISBN 1-55806-090-1 CONTENTS 1.0 Introduction 1.1 ROLEMASTER 4 1.2 OTHER FRP SYSTEMS eb 1.3 DICE ROLLING CONVENTIONS... 5 2.0 Definitions 3.0 The Tactical Combat Sequence 3.1 THE BATTLE ROUND SEQUENCE 3.2 EXCEPTIONS 3.3 ORIENTATION ROLLS. 3.4 MOVEMENT CONFLICTS 3.5 CANCELING ACTION ..... 3.6 HASTE AND SPEED 4.0 Defensive Capab 4.1 ARMOR ... 4.2 SHIELDS 4.3 PARRYING 4.4 DEFENSIVE BONUS 4.4.1 Armor Quality... i 4.4.2 Quickness Stat Bonus iva ED © econ 4.43 Adrenal Defense 13 4.4.4 Position and Cover -.rnnnsnnnen 13 4.455 Spells. cass 4.46 Special Items ee 4.4.7 Shields... : vena 1D 4.4.8 Partying 13 2 ARMS LAW & CLAW LAW 5.0 Offensive Capabilities 5.1 WEAPON COMBINATIONS «occ tA 5.2 OFFENSIVE BONUG...... so 14 5.2.1 Skill — Expertise 15 5.2.2 Stats — Physical Prowess. 15 5.2.3 Level (Experience) ...reurmsnnnerneeene tS 5.2.4 Weapon Quality... si 16 9.2.5 Spall... oo seven 16 5.2.6 Special Items 16 5.2.7 POSIHION snnnnesntsnnnesnnesnnnionnnnnnie 5.28 Status serena AB 5.2.9 Partying sn 16 5.2.10 Left-hand Use...... 16 5.2.11 Range 16 5.2.12 Reloading .. soon 1B 5.2.19 Armor Missile Attack Penalti€S so. 16 5.3 MOUNTED COMBAT 16 6.0 Combat Resolution 6.1 INITIATIVE DETERMINATION... 17 6.2 ATTACK RESOLUTION - 17 6.3 FUMBLE RESULTS 18 6.4 NON-FUMBLE/FAILURE RESULTS 18 6.4.1 ConcUSSION Hits... nnmnnnnneennnn TB 6.4.2 Critical Strikes . 18 6.4.3 Criticals against Large and Super-Large Creatures .....csssns 19 6.4.4 Critical Interpretations. 219 7.0 Maneuvering and Movement 7.4 MANEUVERING : 20 7.2 MOVEMENT... ea En cd 7.2.1 Movement 21 7.2.2 Encumbranee ... 22 7.2.3 Exhaustion oe 7.2.4 Summary ... a ao) 8.0 Arms Law Tables 8.1 ARMS LAW CRITICAL STRIKE TABLES .....80-84 8.1.1 Slash Critical Strike Table soneceerseeees BO 8.1.2 Puncture Critical Strike TABIE w.sunsnnennn'81 8.1.3 Krush Critical Strike Table 82 8.1.4 Large Creature Critical Strike Table 83 8.1.5 Super-Large Creature Critical Strike Table .84 8.2 MISCELLANEOUS TABLES ....... - 90-93 8.2.1 Fumble Table leven 90 8.2.2 Maneuver/Movement Table. 91 8.2.3 Battle Round Sequence us 92 8.2.4 Armor Table 92 8.25 Shield-Parry Table stn 88 8.2.6 Defensive Modifications Table............. 92 8.2.7 Offensive Modifications Table 92 8.2.8 Initiative Determination Table .... jeveeee BB 8.2.9 Maneuver Modifications Table. 93 8.3 ONE-HANDED SLASHING WEAPONS... 8.3.1 Dagger Attack Table 8.3.2 Falchion Attack Table 8.3.3 Handaxe Attack Table 38-45 41 8.3.4 Main Gauche Attack Table 8.3.5 Scimitar Attack Table 42 8.3.6 Rapier Attack Table 43 8.3.7 Broadsword Attack Table 44 8.8.8 Short Sword Attack Table....... 45 8.4 ONE-HANDED CONCUSSION WEAPONS... 46-51 8.4.1 Armored Fist Attack Table 46 8.4.2 Club Attack Table 8.4.3 War Hammer Attack Table 48 8.4.4 Mace Attack Table 48 8.4.5 Moming Star Attack Table ... 50 8.4.6 Whip Attack Table 51 8.5 MISSILE WEAPONS 52-58 8.5.1 Bola Attack Table 82 8.5.2 Composit Bow Attack Table 53 8.5.3 Heavy Crossbow Attack Table 54 8.5.4 Light Crossbow Attack Table... 55 8.5.5 Long Bow Attack Table 56 8.5.6 Short Bow Attack Table... 57 8.5.7 Sling Attack Table. a. 8.6 TWO-HANDED WEAPONS. 5963 8.6.1 Batlle Axe Attack Table 59 8.6.2 Flail Attack Table .. 60 8.6.3 War Mattock Attack Table 61 8.6.4 Quarterstaff Attack Table 62 8.6.5 Two-Hand Sword Attack Table crag 68 8.7 POLE ARMS 6467 8.7.1 Javelin Attack Table 64 8.7.2 Lance, Mounted Attack Table 65 87.3 Pole Arm Attack Table..... 66 8.7.4 Spear Attack Table 67 9.0 Optional Rules 9.1 CHANGING TARGETS 24 9.2 MISSILE WEAPONS IN MELEE..... 25 9.3 FIRE WHILE MOVING 25 9.4 RELOADING 25 9.5 CHANCE FOR INITIATIVE DETERMINATION ..25, 9.6 SHIELD BASH 25 9.7 WEAPON BONUSES FOR MISSILE WEAPONS 25 9.8 OPTIONAL ARMOR DAMAGE RULE enn 26 9.9 BARE HAND ATTACKS 26 9.10 ADDITIONAL EFFECTS OF "STUN" ROUNDS 00. 26 10.0 Non-Rolemaster GM Guidelines 10.1 HEALING GUIDELINES ... 27 10.2 AD&D® CONVERSION NOTES 27 10.3 MARTIAL ARTS GUIDELINES... 28 11.0 Claw Law Tables 11.1 ANIMAL ATTACK TABLES 68-76 11.1.1 Beak/Pincher Attack Table eee | 11.1.2 Bite Attack Table 69 11.1.3 Claw/Talon Attack Table... 70 11.1.4 Grapple/GrasprEnvelop/Swalow Attack Table non a 11.1.5 Horn/Tusk Attack Table 72 14.1.6 Ram/Butt/BashvKnock Down/Slug Attack Table... . 73 11.4.7 Stinger Attack Table ast 14.1.8 Tiny Animal Attack Table ose 75 11.1.9 Trample/Stomp Attack Table 76 11.2 MISCELLANEOUS ATTACK TABLES .....77-79 11.2.1 Fall(Crush Attack Table 7 11.2.2 Martial Ars Striking Attack Table 78 11.2.3 Martial Arts Sweeps & Throws Attack Table .. 79 11.3 CLAW LAW CRITICAL STRIKE TABLES ...85-69 11.3.1 Grapple Critical Strike Table .....eenne85 11.8.2 Martial Arts Strikes Critical Strike Table ....86 11.3.3 Martial Arts Sweeps&Throws Critical Strike Table 11.3.4 Tiny Animal Critical Strike Table..... 11.8.5 Unbalance Critical Strike Table . 12.0 Additional Weapon Statistics 13.0 Animal and Monster Statistics 18.1 ANIMAL STATISTICS 32 18.2 MONSTER STATISTICS........ son 82 13.3 DETERMINING THE TYPE OF ATTACK .......33 13.4 CONVERTING AND CREATING CREATURES 33 14.0 Questions and Answers ARMS LAW & CLAW LAW 3 ES SS |.) Ba INTRODUCTION ‘Arms Law & Claw Law ® deals with the integration of armed and tunarmed combat into a fantasy role playing environment. It is designed to be used as as one of the three comerstones of the Rolemaster™ system or as the melee and missile combat system for other FRP games. In the latter case, it can be used as a whole ‘orinparts. Now reformatted and reorganized, 2nd Edition AL&CL can add flavor, realism, and depth to your campaign without sacrificing playability. AL&CL has been designed to provide a logical, detailed, manageable procedure for resolving combat between individuals ‘and small groups. Although this system may be unwieldy for melees involving more than 30 combatants, the guidelines can easily be simplified for such situations In addition to the comprehensive set of standard rules, optional rules are provided to provide even greater detail and depth. A Gamemaster should examine each of these rules to determine i it is appropriate for his game and world system, Certain simplifications and organizational devices have been used to increase playability. Nonetheless, consistence and flavor are emphasized. Afterall, the world of combat isa exciting one indeed. Key Fearui + A fantastic medieval melee and missile combat system with individual attack tables for thirty weapons and statistics for dozens more. + Adozenattack tables thatintegrate the size, instincts, and fighting patterns of a wide variety of animals, monsters, and practitioners, Of the martial arts. + Ten Critical Strike Tables for: Slashing, Puncturing, Krushing, Grappling, Unbalancing, Tiny Animal Attacks, Large Crea~ tures, Super-Lange Creatures, Martial Arts Striking, and Martial ‘Arts Sweeps & Throws. +A Fumble table and a Moving Maneuver table. + Comprehensive rules cover every essential aspect of armed and unarmed combat in a FRP environment: fumbles, parrying. ‘moving, maneuvering, critical damage, initiative determination, orientation, armor, and much more. Tue Tantes ‘The Arms Lan tables are organized by a numbering system that begins with "8,"; while the Claw Lave tables are organized by a numbering system that begins with "I." This numbering system is the result ofthe fact thatthe two parts were originally published a separate products: AL in 1980 and CL. in 1982. This 2nd Edition of Arms Law d& Claw Law maintains that numbering system even though all of the tables are grouped together by type: i.e., all critical tables together, all attack tables together, etc. In addition, all ofthe tables are found in back of this product for ease of use. We decided to maintain the original ‘numbering scheme because most of the ICE products in print refer to these tables by the original numbering scheme. In order to help alleviate some of the problems caused by this organization, we have provided a Table Index found on the lastfew pages and the Table of Contents found on pages 2 and 3, 4 ARMS LAW & CLAW LAW 1.1 ROLEMASTER Rolemaster (RM) is ICE's complete fantasy role playing sys- tem, combining Arms Law & Claw Law (AL&CL), Spell Law® (SL), and Character Law & Campaign Law™ (ChL&CaL). The non-boxed” rules in ALCL are designed to be used with the standard Rolemaster system. The rules in ChL&CaL are intended tocoordinate and combine all ofthe individual RM systems. Thus the rales in CiL&Cal. should take precedence over the rules inthe other individual products when the complete RM system is used Rolemaster has 5 separately indexed sets of rules: Arms Law & Claw Law (AL or AL&CL) Spell LAW osname sa BLY Character LAW nn . (Cit) Campaign Law. (Cat or Cpl) Rolemaster. (RM) Ingeneral,a specific rules “section” in Rolemasteris referenced by using the abbreviation for the appropriate set of rules, the word "Section", and the appropriate section number (or numbers or range of numbers). Forexample, thistextis in AL&CL Section 1.0. Ifa section is referenced without an abbreviation, that section can be found inthe same setofrules.asthe reference. Forexample, this text isin Section 1.0. i > —>— ga Rovemaster SuppLeMENTARY MATERIAL Rolemasteris supported by avariety of play aids, Such products can decrease the time and effort required for the creation of an exciting game, and increase the amount of realism and detail obtained during play. ‘These play aids include: Creatures & Treasure™ (C&T) —ICE'scompendium of informa- tion and statistics for three key elements of fantasy role playing: creatures, treasures, and encounters. Italso includes guidelines and statistics for dozens of new races. ‘The Rolemuaster Companions™ (RMCs)—Compendiums ofnew spell lists, new professions, new races, new monsters, and a variety of other optional material, rules, and guidelines, ‘The Shadow World™ Series — Modules and adventures in a rich, self-contained fantasy environment designed specifically for use with for RM, but which can be used as isolated or hidden areas in any GM's campaign world ICE's Middle-earth ® Series — A wide variety of rules, guidelines, and modules for use with fantasy role playing in J.R.R. Tolkien's, Middle-earth, Note: For readability purpases, these rules use standard English grammar when referring to persons of uncertain gender: Le., masculine pronouns. In such cases, these pronouns are intended to convey the meanings: shethe, his! her, etc 1.2 OTHER FRP SYSTEMS If you wish to use AL&CL with another FRP system, just read the material given in the Boxed sections like this one found throughout the rules. These Boxed sections give suggested guidelines and information that are useful when integrating AL&CL into your non-Rolemaster FRP game. In addition, Section 10.0 provides further guidelines for rnon-Rolemaster GMs; specifically role players who use the ADED® system®, AD&D "is TSR's trademark for fantassrte lasing prs and these rfereneesarein noveasmenn to indicate hat ICE hasaticensesiom TSR tei regard othe oF an of oar prods. 1.3 DICE ROLLING CONVENTIONS Each die used in ALCL is 20-sided dice which gives a result between Oand9. If two of these dice are used, a variety of results ‘can be obtained, However, results between I and 100 are the primary basis of the AL&CL system (ie., RM is a “percentile” system). Note: 20-sided dice can be obtained at your focal hobbyand game stores Percenrie ("1-100") Routs 1-100 Roll — Most of the rolls in Rolemaster are "1-100" rolls, (also called "D100" tolls). To obtain a 1-100 result rll two dice together — one die is treated as the "ten’s" die and the other as the “one's” die (clesignate before rolling, please). Thus random result between OL and 100 (a"00" is treated as 100) is obtained. Example: The GM asks a player to make a 1-100 roll, The wo dice are rolted: the ten's die isa "4" and the one's die is a°7". Thus the result is "47", Low Open-ended Roll —To obtain a "low open-ended roll" first make a 1-100 roll. A roll of01-05iindicates aparticularly unfortunate occurrence fortheroller. The dice arerolled again and the resultis subtracted from the firstroll. Ifthe second roll is 96-00, then a third roll is made and subtracted, and so on until a non 96-00 roll is made. The total sum of these rolls is the result of the low open-ended roll Example: The GM asks a player to make @ low open ‘ended roll, and the initial rollis 04 (i.e, between 01 and 05). A second roll is made with a result of 97 (te. between 01 and 05); soa third roll is made, resulting in 2.03. Thus, the low open-ended roll that the GM re- quesied is 96 (= 04 - 97 - 03), High Open-ended Roll — To obiain a “high open-ended roll" firstmakea 1-100 roll, A oll of 96-00 indicates a particularly fortunate occurrence for the roller. The dice are rolled again and the result is added tothe first roll. [f the second roll is 96- 00, then a third roll is made and added, and so on until a non 96-00 roll is made. The total sum of these rolls is the result of the high open-ended roll Example: The GM asks a player to make a high open- ended roll.and the initial roltis a 99 (t.., berween 96and 100). A second rofl is made with a result of 96; so. third roll is made with a result 04. Thus, the high open-ended roll that the GM requested is 199 (= 99 + 96 + 04) Open-ended Roll — An open-ended roll is both high open- tended and low open-ended, \ Noy-"1-100" Rotts 1-10 Roll —In instances when a result (roll) between | and 10s required, only one die isrolled. This gives a result between Oand 9, but the 0s treated asa 10. Such a rol is referred to as "I-10" or "DIO" 1-5 Roll — Roll one die, divide by 2 and round up ("IDS"), 1-8 Roll — Roll one die; if the result is 9 or 10, reroll until a 110 8 result occurs (°1D8"). 2-10 Roll —Roll wo dice, divide each result by 2 round up)-and then add the two results to obtain the "2-10" ("2DS") result, Other Required Rolls — Any other required rolls are variants of the above Unmopirtep Rotts (UM) Certain resultson somerolls indicate an immediate effectand no modifications are considered. ‘These rolls are marked on the appropriate charts with a UM. For example, all weapon attacks result in a fumble ifthe initial unmodified 01-100 roll Falls within the fumble range of the weapon, ARMS LAW & CLAW LAW 5 Lea ee) 2.) a DEFINITIONS ‘Themajority of unique terms found in AL&CL are not described below: rather they are usually described when they are used in the text, The terms defined below are frequently used or they are very important for using and understanding AL&CL. Action: An action isthe activity whieh a character may perform during a round (10 seconds). Attack Roll: A "Roll" that is used to determine the results of a melee or missile attack, Chance: Often in AL&CL an action or activity has succeeding or occurring, and this chance is usually given in the form of #%. This means that fa roll (1-100)is made (see below) and the result is less than #, then the action or activity succeeds (oroccurs): otherwiseit fails. Alternatively, youcan oll (1-100) and add the result o the ifthe result is greater than 100, then the action or activity sueceeds (or occurs); otherwise it fails. Combat Roll; See “Attack Roll.” Concussion Hits: See “Hits Critical Strike: Unusual damage due to particularly effective elemental atacks. Note: The term "eritical” will often be used instead of “critical strike" Defensive Bonus (DB): The total subtraction from the combat roll due to the defender's advantages, including bonuses for the defender’s quickness, shield, armor, position, and magic items. Dice Roll: See “Roll.” Experience Level (Level): A character's level is a measure of his current stage of skill development, and usually is representative of his capabilities and power. Fires To make a missile attack (verb) or missile attack(s) (noun). Fumble: An especially ineffective attack or mishandling of a ‘weapon which yields a result that is disadvantageous for the attacker. Gamemaster (GM): The gamesmaster, judge, referee. dungeon- master, etc, The person responsible for giving life toa FRP game by creating the seiting, world events and other key ingredients He interprets situations and rules, controls nonplayer characters, and resolves conflicts its (Concussion Hits): Accumulated damage, pain and bleeding, that can lead to shock, unconsciousness, and sometimes death (also called Concussion Hits). Each character can take a certain number of hits before passing out (determined by his "Body Development” skill Initiative: The factor that determines which the order in which combatants resolve their attacks, i.e. the combatant with the highest initiative attacks first Level: See "Experience Level. Maneuver Roll: A rol! that is used to determine the results of a maneuver. Maneuver: An action performed by a character that requires ‘unusual concentration, concentration under pressure, or a risk (c-g..climbing a rope, balancing on aledge, picking a lock, ete). Maneuvers requiring movement are "Moving Maneuvers" (MM). and other maneuvers are called "Static Maneuvers” (SM), “Melee: Hand-to-hand combat (i.c., combat not using projectiles, spells, oF missiles) where opponents are physically engaged — be ita fistfight, a duel with rapiers, ora wrestling match. 6 ARMS LAW & CLAW LAW Missile weapon: In Rolemaster this indicates a low velocity airborne projectile, usually froma manually fired weapon. Such ‘weapons include an arrow from a bow, a quarrel from a eross- bow,astone froma sting, ete. Thrown weaponsarealso included inthis area. Normally, missile weapons do not inelude projec- les fired by explosions or otherhigh-velocity propulsion means (eg, guns are "projectile weapons") Offensive Bonus (OB): Each character has an “offensive bonus ‘when he is using a weapon — this OB includes bonuses forthe character's stats, superior weapon, skill rank, magic items etc This OB is added to any attack rolls that are made when he i using that weapon, Orientation Roll: A rol! representing a character's degree of ‘control following an unusual action or surprise Parry: The use of part of acharacter'soffensivecapability effect ‘an opponent's atack, Profession (Character Class): A character’ profession isa rellec- tion of histraining and thought pattems; in game terms, itaffects hhow much effort is required to develop skill in various areas of expertise, ‘weapon: Asopposed toa missile weapon, this indicates lly fires a high-velocity projectile Realm: All spells and the power required 0 cast spells are classified inthe three "realms" of power: Essence, Channeling, and Mentalism, Resistance Roll (RR): A dice roll which determines whether ornot a character successfully resists the effect of a spell, poison, disease, or some other form of adversity. Roll: In AL&CL two different colored 20-sided dice are used to ye any activity requiring a*Roll"; such dice are available in most hobby and toy stores. Each ofthese dice has two setsof the numbers: 0,1.2,3.4 and 9, These dice can be used to obtain a variety of results. These various results are described in Section 1.3 Round: The time (10 seconds) requited to perform one action, Self-reloading: Refers to any weapon which reloads (or re- charges) itself and is ready for another shot almost immediately (ie. it is capable of two attacks in the same round). Most projectile weapons fall into this category, while normal bows and thrown weapons do not. Normally self-reloading weapons only occur in FRP games in the form of magic items. Shot: A missile attack, Skill: Training in an area which influences how effectively a character isable to perform a particular action oractivity. "Skill Rank” is a measure of the effectiveness of a specific skill. Stat (Characteristic): One of 10 physical and mental attributes ‘which are considered most important to an adventurer in a FRP gaine, Stats dictate how well a character develops his skills, moves. fights, takes damage, absorbs information, etc. Static Action (Static Maneuver): An action performed by a character which requires unusual concentration, jor thought under pressure, and does not involve pronounced physical movement Swing: A melee attack (noun) oF to make a melee attack (verb). ‘Target: The term "target(s)" refers to the being(s), animals), ‘bjeci(s) and/or material that a melee attack, missile attack, or spell attempts to affect. Eee ) 0) Sa THE TACTICAL COMBAT SEQUENCE ‘The Rolemaster tactical combat sequence is based on a time frame of 10 second battle rounds and one minute turns (ie., 6 rounds equal one turn). Normally, each combatants allowed one autack ol perround, whether ithe aspell, missle (bow and thrown fire), or melee. The rationale behind allowing missile and melee combatants only one rollevery ten secondsisthat, though he orshe ‘may actually swing or fire more often than this, only one effective ack is made in a given round. The other swingvshots are ssumed to be nullified by a shield, movement, a Weapon, and/or fate. The basic principle to Keep in ming is that each action percentage of a round to complete. For example, one can physical attack asa least a 50% activity, casting a spell as a 75% activity, preparing a spell as a 90% activity, and movement 0-100% activity. ‘Thus someone that casts spell may not make another atack ‘The time allotted to each round may vary with the game system and the preference of the GM, but the following sequence of action is recommended with rounds or turn segments of 6 to 10 seconds ea Cances From Ist Eprtion AL&CL 2nd Edition AL&CL and Rolemaster assume that missile (bow and thrown weapon) attacks take 50% activity as opposed to the normal 75% for Ist Edition RM. Forconsistency, both 2nd Edition RIM and ICE's science fiction RPG, Space Master, use this 50% figure with very specific “reloading” times. Eventhough they arenot normally encountered in an FRP game, allowances have been made for multi-shot (ie., self-reloading) ‘weapons like revolvers, submachine guns, and plasma repeater rifles. Afterall, certain magic items might have this capability. ‘The RM “Missile” phases are now called “Fire” phases, and there are now two Fire Phases (and of course, two Fire Result Phases), Only hand weapons which do not require reloading may fire in both phases (e.g., not a bow, crossbow, or single shot firearm). Examples are revolvers, automatic pistols, and assault rifles rom our world, These weapons can be fired more easily and frequently, and are thus offered two rolls during the round se- quence, Details of exactly how self-reloading weapons are to be Used are found later in this

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