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GCPGCPGuild CompanionPublications Ltd

Guild CompanionPublications Ltd

Arms Law

Public Playte st

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Arms LawPublic Playtest-Only Version 1.0For Registered Playtesters Only

Copyright Aurigas Aldebaron LLC 2012. Produced, published and distributed by Guild Companion Publications Ltd.

Rolemaster Character Law Copyright © 2012 Aurigas Aldebaron LLC. Produced, published and distributed by Guild Companion Publications Ltd. All rights reserved. Playtesters may print one copy from the pdf solely for the purposes of playtesting. All other reproduction, sell-ing and (re)distribution of this work is strictly and expressly forbidden without written permis-sion from Guild Companion Publications Ltd.

Iron Crown Enterprises, I.C.E., ICE, Rolemaster, Rolemaster Classic, Rolemaster Standard System, Rolemaster Fantasy Role Playing and all products related thereto, are all trademark and copyright © properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. All rights reserved. Material derived from Rolemaster and associated products is used in this product under license from Aurigas Aldebaron.

Guild Companion Publications Ltd is registered in England and Wales under No 7094505. Registered office: 77 Speedwell Close, Cambridge CB1 9YS

Director: Nicholas HM Caldwell

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Contents1. Introduction 4

1.1. Rolemaster 41.2. The Basics 6

2. The Tactical Round 7

2.1. Declarations 72.2. Initiative 72.3. Action Phases 82.4. Upkeep 102.5. Combat Examples 11

3. Actions 12

3.1. Movement 123.2. Special Situations 14

4. Combat 16

4.1. Attack Resolution 164.2. Melee 194.3. Ranged Attacks 214.4. Special Situations 214.5. Special Attacks 22

5. Weapons 25

5.1. Weapon Types 255.2. Improvised Weapons 285.3. Weapon Summary 28

6. Armors & Shields 29

6.1. Armor Types 296.2. Piecemeal Armor 316.3. Shields 31

7. Criticals & Injuries 33

7.1. Critical Effects 337.2. Injuries & Healing 357.3. Life & Death 377.4. Recovery from Injuries 38

8. Attack Tables 39

8.1. Melee Weapons 39•Dagger 39

•Short Sword 40•Rapier 41•Longsword 42•Broadsword 43•Scimitar 44•Falchion 45•Two-handed Sword 46•Mace 47•Club 48•2-H Club 49•Quarterstaff 50•War Hammer 51•War Mattock 52•Hand Axe 53•Battle Axe 54•2-H Axe 55•Flail 56•Heavy Flail 57•Whip 58•Spear 59•Halberd 60•Pole Axe 61

8.2. Unarmed Attacks 62•Sweeps & Throws 62•Unarmed Strikes 63•Beak 64•Bite 65•Claw 66•Grapple 67•Horn 68•Ram 69•Stinger 70•Trample 71•Crush 72

8.3. Ranged Weapons 73•Sling 73•Short Bow 74•Long Bow 75•Light Crossbow 76•Heavy Crossbow 77•Bola 78•Javelin 79•Dagger (Thrown) 80•Hand Axe (Thrown) 81•Spear (Thrown) 82•War Hammer (Thrown) 83

8.4. Elemental Attacks 84•Fire Bolt 84•Ice Bolt 85•Water Bolt 86•Lightning Bolt 87•Cold Ball 88•Fire Ball 89•Lightning Ball 90

9. Critical and Fumble Tables 91

9.1. Criticals 91•Cold Critical Strike

Table 91•Electricity Critical

Strike Table 92•Grapple Critical

Strike Table 93•Heat Critical Strike

Table 94•Impact Critical

Strike Table 95•Krush Critical Strike

Table 96•Puncture Critical

Strike Table 97•Slash Critical Strike

Table 98•Unbalance Critical

Strike Table 99•Holy Critical Strike

Table 100•Subdual Critical

Strike Table 1019.2. Fumbles 102

•Ranged Fumbles 102•Melee Fumbles 103

10. Appendix 104

10.1. Standard Long Combat Example 104

10.2. Open Rounds Long Combat Example 107

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1. Introduction

The original Arms Law was originally published in 1980 as a modular combat system that could be used in other Role-Playing Games (RPGs). With unique and varied attack and critical tables, Arms Law brought a

depth and perceived realism to RPG combat. It was possible to break limbs, bleed, and die from a gruesome and fatal blow. Of course, it is still a game, and realism is not the goal. No one really wants to play a hero who gets a tiny cut on his finger and then dies 10 days later from gangrene. What Arms Law did provide, and continued to provide over the following 30 years, was the gritty feel of realism. Combat is never a guaranteed win or loss. In an RPG, this translates to a greater sense of immersion and tactical choices that lead to real rewards or consequences.

There have been several versions of Arms Law since that first ground-breaking version, but none of them ventured too far from the original design. There were 20 Armor Types, weapon-specific attack tables (although sometimes representing a group of weapons), escalating severities of criticals, and a built-in mechanic for parrying.

This new Arms Law builds upon the original designs, preserv-ing those things that were uniquely part of Rolemaster’s Arms Law, but improving those things which have been criticized over the years, removing rules which were found unnecessary, and adding rules for those things which were found to be missing. The mechanics have been streamlined, although there remain just as many or more choices in combat. The Armor Types have changed to represent a greater variety of possible armor types from a historical and fantasy context. The attack tables them-selves have been improved to create real, consistent differences against different armors based on our understanding of how they historically performed. However, most importantly, Arms Law remains a modular and extensible system, easily modified for the purposes of your own game.

1.1. RolemasterRolemaster is a revision of Iron Crown Enterprise’s original Rolemaster game system published in 1982. Rolemaster was orig-inal designed to be used as a complete fantasy role-playing (FRP) system or as individual modular components. This new version is no different, providing a modular and easy to modify core system

that can be built upon to create a detailed RPG ruleset for any setting. Unlike many modern RPG’s which focus on easy and simple rules, Rolemaster geared towards players who are looking for a realistic, yet playable RPG. There are five core books:

Arms Law (AL) is well known for tactical combat amongst indi-viduals and small groups using a detailed simulation of weapons and armor. Its detailed combat system covers the mechanics of attacks from weapons and animals to elemental attacks. Colorful critical and fumble results make every combat interesting and memorable.

Character Law (CL) is a set of rules for creating rich and detailed characters with a complete and comprehensive skill system. Also included are mechanics for creating races, cultures, professions as well as rules for environmental effects such as fatigue, poison, disease and other hazards.

Creature Law (CrL) contains stats for hundreds of monsters and fantastical creatures. As fantasy settings are often home to a va-riety of beasts, Creature Law contains rules for creating new ones for new and unusual settings.

Spell Law (SL) is a magic system with thousands of spells organ-ized into three realms of magic. This provides characters with a wide variety of spell-using options for all types of professions. Spells are organized into lists, which are related in theme.

Treasure Law (TL) is a book of treasure, equipment and com-merce; an important part of any RPG. Rules for crafting

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mundane objects as well as magical items are included along with the Alchemist profession.

Die Rolls2 – 20 (2d10): Roll two dice and add the two results to obtain a result between 2 and 20.

1 – 100 (d100): Rolemaster primarily uses two 10-sided dice to get a result between 1 and 100, referred to as ‘percentiles’. Each of the 10-sided dice gives a result between 0 and 9 — one die is treated as “tens” die and the other as the “ones” die. These may be distinguished by color or other marking (in which case it must be made clear which die is to be read as the tens before rolling; a fixed convention for your gaming table is recommended), or one may use a pair of percentile dice where one is marked “10, 20, 30, ... , 00”. (It is also possible to roll a novelty hundred-sided die, but most gamers find these impractical.) Thus a random result between 01 and 100 (a “00” is treated as 100) is obtained.

1 – 100 Open-ended (d100OE): An open-ended roll means that there is no absolute minimum or maximum. First make a 1-100 roll; a roll of 96-00 indicates that the dice are rolled again and the result added to the first roll. If 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 open-ended roll.

If the first roll is a 01-05 the dice are rolled again and the result subtracted from the first roll. If the 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 of these rolls is the result of the low open-ended roll. A roll of 01-05 on anything other than the first roll does not cause one to roll again.

Some rolls, such as attacks and spell casting rolls are open-ended high only, which means that a 01-05 on the first roll has no effect. These rolls instead have unmodified ‘fumble’ or ‘failure’ ranges.

›Example: The GM asks a player to make an open-ended roll, and the initial roll is a 99 (thus between 96 and 100). A sec-ond roll is made with a result of 96, so a third roll is made with a result of 04. Thus, the high open-ended roll that the GM requested is a 199 (= 99 + 96 + 04).

›Example: The GM asks a player to make an open-ended roll, and the initial roll is a 04 (thus between 01 and 05). A second roll is made with a result of 97 (thus between 96 and 00), so a third roll is made, resulting in a 03. Thus, the low open-ended roll that the GM requested is a -96 (= 04 - 97 - 03).

Unmodified Rolls (UM)Certain results on some rolls indicate an immediate effect and no modifications are considered. These rolls are marked with a “UM.”, such as “01-04 UM” For example, all weapon attacks re-sult in a fumble if the initial unmodified d100OE roll falls within the fumble range of the weapon. If a roll falls into the UM range, then no modifiers are applied to the roll and the unmodified re-sult is applied (such as a fumble or spell failure).

Optional RulesIn these rules, you will see rules separated out in boxed text, like the box this text is in. Boxed rules are optional or advanced rules, you can ignore them if you choose and the rules will work fine as is. These rules apply or do not apply at the GM’s discretion, so if you are a player ask the GM if any particular boxed text rule is being used.

Power LevelRolemaster is a very open roleplaying game, and is built that way on purpose to allow for a wide variety of gaming experiences to be possible within the rules. Power level can vary widely between two gaming groups, or even between two different campaigns run by the same GM. Rule elements may be over-powered and game breaking in one campaign, but necessary or even casual elements in another campaign. In order to allow for a broad range of power levels, the power levels listed below are used in some sections of the rules to identify more powerful elements, to help GMs decide what they want to allow in play. The GM may even decide to use different power levels in different parts of the rules, such as using a Heroic power level for generating characters but an Average power level when dealing with magic.

• Average – The player characters are average people. Training in skills will be the single most important factor in play, rather than exceptional statistics or innate quirks or talents.

• Superior – The player characters are all exceptional, in the top 10% of the population. Training in skills is still a very strong factor, but the PCs will stand out as better than people of the same profession and level due to their individual superiority and natural talent. (Whenever power level comes up in these rules, this is the assumed, default level).

• Heroic – The player characters are highly exceptional, in the top 1% of the population. While training in skills is still important, the characters are all cream of the crop, Olympic quality level in their chosen fields; their innate ability makes them stand well out above the average.

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• Legendary – The players characters at this power level are now once in a generation prodigies. Training in skills gets a giant push from innate talent. They now not only stand out in the crowd, the crowd has a hard time keeping up.

• Epic – The player characters at epic power levels exceed the av-erages by so much they no longer really fit into the same frame. They are pushing into superhuman or demigod like levels of innate ability.

These power levels are given to help GMs, not to tie them down or hamper them, so as always the GM can choose to allow some-thing the rules indicate belongs in a higher power bracket. At least with these benchmarks given, the GM has a clearer view of where the lines are before they choose to cross them.

1.2. The BasicsIn Arms Law, combat is divided into a series of rounds, each 10 seconds long, in which many actions can take place. The round is measured out in time, with activities taking a certain % of the round (i.e., 10% = 1 second), and actions resolve as they are com-pleted. Melee itself is abstracted, with a round of melee combat representing a series of back and forth blows and parries.

Combatants attack by making a high open-ended d100 Attack Roll and adding their skill bonus (called the Offensive Bonus, or OB). Subtracted from this roll is the defender’s Defensive Bonus, or DB. There can also be additional modifiers to one’s Offensive and Defensive Bonuses based on a variety of factors such as weap-on quality or cover.

All attacks also have a Fumble Range. If the unmodified attack roll falls within the Attack Fumble range (e.g., 1-7), then the at-tack Fumbles. A roll is made on the proper Fumble table based on the attack type. If the attack is not a Fumble, the resulting total is looked up on the attack table for the attack/weapon, using the column for the defender’s Armor Type (AT). The result will either be a miss, concussion hits of damage, or concussion hits plus a critical. The attack type determines the type of critical done. Exact results of a critical are determined by a second roll, which is not open-ended and usually does not have any modi-fiers. Criticals cause injuries which can have both temporary and lasting effects such as bleeding or broken bones. Different types of injuries can be healed in different ways, but most still require time to recover.

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2. The Tactical Round

Rolemaster combat occurs over short time periods and is broken into a series of rounds to simplify tracking of durations for spells, injuries, and other effects. Round are 10 seconds long, however since many

actions take less than 10 seconds to complete, a percentage of the round is given to each action from 10% to 100% (Chapter 2: Actions). Characters normally may use up to 100% activity in a round unless the character is the target of a speeding or slowing effect, such as a spell. Should a character use less than 100% activity in a round he is considered to be idle or waiting for that portion of the round.

The Rolemaster tactical round simulates second by second ac-tions by ordering the character’s actions, depending on when they should roughly resolve (i.e., complete), into 3 phases: I, II, and III. Within each of the three phases, combatants go in initiative order and resolve actions that have been completed in that phase. If a combatant’s action is too long to resolve within a phase, then he starts the action and is in the process of performing it during that phase, while the action will ultimately be resolved in a later phase. Continuous actions (primarily movement) should be bro-ken across the phases so that a portion of the whole is conducted during each phase.

Melee is abstracted, with a round of combat representing a series of back and forth blows and parries, and so it is an exception to the normal resolution. Rather than resolving a melee action when it reaches the end of its activity percentage, it resolves halfway through. Thus, a 100% melee action resolves at the 50% point (in Phase II).

Combat rounds should always be used when anyone declares an attack, but the GM may decide to start using rounds for other time-sensitive situations (e.g. if a character has 40 seconds to slide down a drain pipe, sneak down the alley, pick the lock on the door, and slip inside before the patrolling guard comes back).

The combat round is played out in 4 steps: Declarations, Initiative, Action Phases, and Upkeep.

2.1. DeclarationsDuring this step all combatants decide what they will be doing for the round. All players declare their actions, and the GM decides on actions for all NPCs. The total activity for each participant can be no more than 100% unless some sort of spe-cial effect is in place. If any attacks are declared, targets must be selected, and if a melee attack is declared, parry must be allocated (Section 4.2: Melee). Any combatant using a shield must declare who they are using it against. (Section 6.3: Shields). Casters must declare any spells cast (and the target, if any), but do not need to declare a spell for a “preparing to cast” action declaration.

2.2. InitiativeAs conditions can change over a combat, initiative is rolled every round and determines the order in which combatants resolve their actions during the action phases. Modifiers to the initiative roll are given on Table 2-1. Ties for initiative mean that actions of those tied are resolved simultaneously.

2d10 + Quickness Bonus + Modifiers

Simple RoundAs an alternative to the normal tactical round, the Simple Round is for less emphasis on simulating tactical situa-tions. In the Simple Round, the Declarations, Initiative, and Upkeep steps are as described. However for actions, the whole round counts as a single long phase. Counting down as normal, when a combatant’s initiative is reached he performs all of his actions for the entire round until he is out of activity, then action moves on to the next combatant in the initiative order.

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For the “Penalty to all actions” modifier, sum up all penalties that apply to all actions, including spell effects, wounds, fatigue, loss of hits, encumbrance, etc. and then divide the total penalty by 5 to come up with the initiative modifier.

Table 2-1: Initiative Modifiers

Status Mod Notes

Surprised -20

Penalty to all actions -1 per -5 -1 for every -5 penalty

Conditional Action +20

›Example: Athlon is in a bad state, he has a sprained ankle -25, he is at half hits -20, he is fatigued -25, and encumbered -5. This is a total of 25 + 20 + 25 + 5 = -75 to all actions. 75 / 5 = 15, so Athlon will be at -15 to initiative checks while under the effects of -75 penalty to all actions.

SurpriseMost combats begin with both sides aware of each other and prepared for combat, but if one or both sides are unaware of the other’s presence, or not expecting combat, then surprise will have a dramatic effect in the first round of combat.

If a combatant was not expecting combat, but was aware of the attacker’s presence, or was unaware of the attacker, but wary of being attacked, then the combatant is merely surprised. Apply the -20 initiative penalty to that combatant in the first round, but he may act in the first round of combat.

If a combatant was not expecting combat and was completely unaware of the attacker until combat started, then he is caught flatfooted, and cannot declare actions at all in the first round.

›Example: If you walk up to someone and ask for the time, then punch him in the face while he checks his watch, that is surprise, as they are aware of you, but not wary of attack. If you are successfully hiding in the bushes and jump out to attack a wary patrol riding by, that is surprise as they were unaware of you but wary about being attacked. If you are successfully hiding in a doorway and attack an unwary person walking by, you have caught them both unwary of attack and unaware of your pres-ence, and he should be considered flatfooted for initiative in the first round.

Surprised or flatfooted combatants get normal initiative at no penalty on the 2nd round.

It is possible for people on the same side to have different surprise statuses at the start of combat, if they had different viewpoints or perception check results in the round before combat started.

Someone who sneaks into an ongoing combat (say using invisibil-ity) cannot surprise anyone or affect initiative in that manner, everyone is already in combat and acting accordingly, so the ben-efit gained is in attacking people unaware from an unexpected direction, but cannot provoke initiative penalties on anyone in the combat.

›Example: Gauth, Pogs and Athlon walk into a tavern and sit at a table. Pogs gets up to go get drinks. Athlon, ever suspi-cious, scans the crowd (rolls a perception maneuver and succeeds) and sees the three Baylor brothers pushing through the crowd toward them. Remembering they had beaten the Baylor broth-ers in a brawl the week before, and that the brothers had sworn revenge, Athlon knows this is trouble and says “Fight” as he starts to stand. The GM declares combat is starting as the three Baylor brothers get close enough to declare attacks. Athlon is aware of the attackers and wary, so he is not surprised and rolls initiative normally. Gauth has been alerted to trouble by Athlon’s comment, but has no idea what the problem is or who is attacking. Since he is wary, but unaware of his attackers, he is surprised and suffers a -20 to initiative. Pogs, walking back toward the table with three beers in his hands, is relaxed and not wary, and is unaware of his attackers, so he is caught flatfooted and does not get to roll initiative or declare actions in the first round. Parco, a patron of the tavern standing between the Baylor brothers and our heroes’ table, is looking at the Baylor brothers and so aware of them, but is not expecting the attack as they shove him out of the way, so he is aware of his attacker but unwary, so surprised and at -20 to initiative.

2.3. Action PhasesThe three Action Phases represent portions of the round when declared actions are resolved.

Phase I (0 – 30%): Starting with the combatant who won initia-tive, begin resolving actions with his first declared action. If that action is 30% or less activity, it resolves immediately. If his first action requires less than 30% activity, repeat this process until he reaches 30% total activity performed. If the action (plus any previous action) exceeds 30% activity, then it starts, but does not resolve until it gets to the end of its activity percentage in a later phase. Thus, the combatant is in the process of performing any partially completed action as Phase I ends. (For movement, just break the movement action into parts so that it fits into the phase, and resolve the distance traveled within the phase, then push the rest of the movement off into the following phase.) Start the process again with the next combatant in the initiative order and repeat until everyone has completed Phase I.

Phase II (31 – 70%): Starting with the combatant who won initia-tive, start resolving actions, picking up from where he left off on his declarations at the end of Phase I. If the cumulative activity is

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70% or less, it resolves immediately; if the cumulative activity ex-ceeds 70%, then declared action starts, but does not resolve until it gets to the end of its activity percentage in Phase III. Thus, the combatant is in the process of performing that action as his Phase II ends. If his actions have used less than 70% activity, repeat this process until he reaches 70% total activity performed. Start the process again with the next combatant in the initiative order and repeat until everyone has completed Phase II.

Phase III (71 – 100%): Starting with the combatant who won ini-tiative, start resolving actions, picking up from where he left off on his declarations at the end of Phase II. Resolve the remainder of his actions until he completes all of his actions and 100% activ-ity. Start the process again with the next combatant in the initia-tive order and repeat until everyone has completed Phase III.

Cancelling ActionsA combatant may cancel his action at any time during the round. He loses all remaining actions in the current phase, and may then re-declare his actions for the later phases in the round. If a combatant cancels in Phase I, he re-declares Phase II and III (a total of 70% activity); if he cancels in Phase II, he re-declares Phase III (30% activity). If he cancels in Phase II, he must wait for next round.

However, once a combatant has parried an attack, the amount of activity devoted to melee attack actions is locked. He can cancel upcoming melee attacks to declare new melee attacks or to stand idle, but he cannot convert those melee attacks to other actions (it is common to benefit from a parry early in the round, while the necessary activity % is spent later in the round).

“Second-by-second” RoundsSome GMs may want a more granular round, where the length of actions matters far more than initiative, and can-celling to change actions carries far less penalty. To do this, use the rules as above, but execute the round in ten phases of 10% action each.

Conditional ActionsA conditional action is a held action that will be triggered when certain conditions are met. Any action can be chosen, including a movement action. The character declares the held action, and the specific trigger, at the beginning of the round.

A character begins to prepare a conditional action on his initiative in the phase he declared he would begin preparing it. Conditional

actions usually start in Phase I of the round, but might start later in the round if the character chose some other action before the conditional action.

A conditional action is fully prepared on the character’s initiative in the phase during which the conditional action would normally have been completed (with no penalty). Once the conditional ac-tion is fully readied, it will be resolved as soon as the triggering event occurs (or by the character choosing to cancel the conditional action). Once set and prepped, if the action is a 90% or less action, then the character may move 10% at a walking pace or less per round without cancelling the conditional action.

A fully prepared conditional action gives the combatant a +20 to initiative for that action (and only the prepared conditional action) in the phase in which it resolves.

›Example: Finrulin declares a conditional action to brace his spear in anticipation of Leskin’s charge attack (execute a 100% attack with his spear on Leskin if he charges). Leskin spends two whole rounds hurling insults at Finrulin and urging him to flee or die before charging him. At the end of Phase III of the first round of insult hurling, Finrulin has reached the 100% activity needed to fully prepare his action. On round 3, phase I, on Leskin’s initiative, he begins his 100% charge and attack, which will resolve on round 3, phase III. It is remotely possible that Leskin might get to roll his attack first, but the +20 initiative bonus for a fully prepped condi-tional action means Leskin will need to beat Finrulin’s initiative by 20 or more to get first strike.

However, if a character begins to prepare a conditional action, and has reached the minimum activity level for the action, but has not reached the maximum activity percentage when the trig-gering event occurs, then either: the conditional action is resolved early, albeit at a penalty or the conditional action is cancelled. This may cause a character’s action to go off “out of order” after the action that provoked it.

›Example: Zed declares a conditional action to shoot the first person to step through the door he was told to guard. He declares a 60% missile attack with his short bow on anyone coming through the doorway. In Phase I, the conditional action starts to prepare, but will only reach 30% at the end of the phase. The goblin on the other side of the door declares they will walk through the door on phase I, and melee attack the human he saw run in there last round in phase III (30% move, 70% melee).

If Zed lost initiative to the goblin walking through the door, then the goblin acts before Zed can get ready to shoot, and is inside melee range when Zed’s action starts in phase I. Zed can cancel his action and re-declare phases II and III.

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If Zed won initiative vs. the Goblin, then he has 30% prepared his 60% attack when the goblin passes through the door on its phase I action. Zed can fire at the end of phase I at -30, or wait for his action to reach full preparation in phase II, or cancel his action and re-declare phases II and III.

If the goblin had happened to enter the doorway on phase III or later, then Zed’s fully prepared bow attack would allow him to fire at no penalty and +20 initiative.

Phases when Hastened & SlowedAs noted in Section 2.2, being hastened or slowed results in hav-ing a total % activity greater than or less than 100%. In these cases, the % activity the combatant has available during each phase of the round changes. Use Table 3-2 to determine how much activ-ity is available in the three Phases given a total % activity.

Table 2-2: Haste & Slow

% Action Phase I Phase II Phase III

25% 0 - 5% 6 - 20% 21 - 25%

50% 0 - 15% 16 - 35% 36 - 50%

75% 0 - 20% 21 - 55% 56 - 75%

100% 0 - 30% 31 - 70% 71 - 100%

110% 0 - 35% 36 - 75% 76 - 110%

120% 0 - 35% 26 - 85% 86 - 120%

130% 0 - 40% 41 - 90% 91 - 130%

140% 0 - 40% 41 - 100% 101 - 140%

150% 0 - 45% 46 - 105% 106 - 150%

160% 0 - 45% 46 - 115% 116 - 160%

170% 0 - 50% 51 - 120% 121 - 170%

180% 0 - 50% 51 - 130% 131 - 180%

190% 0 - 55% 51 - 130% 131 - 190%

200% 0 - 60% 61 - 140% 141 - 200%

›Example: Athlon has a ring that, when activated, gives him 150% action for three rounds. A normal round has three phases of 30/40/30 activity, but at 150%, Athlon can declare 45/60/45. On his first round of combat he declares: Throw left hand dagger at foe 60%, draw short sword in left hand 20%, throw right hand dagger 60%, move up into melee 10%.

Phase I (0-45%): Throw left hand dagger 60% begins in this phase, but is longer than the phase, so it will complete and be rolled in the next phase.

Phase II (46-105%): The 60% left hand dagger throw completes at the 60% mark in phase II, then the short sword left hand draw for 20% takes total activity used to 80%. This leaves 25% unused which is not enough to complete the right hand dagger throw 60%, so it is started but will resolve in phase III.

Phase III (106-150%): The 60% right hand dagger throw com-pletes at the 140% mark in this phase, then the 10% move into melee completes the phase and the round at 150% activity.

Open RoundsSome GMs may allow actions to cross over into the next round. Subtract the % action spent this round from the total required. The action is ‘resumed’ the following round and resolves in the proper phase.

›Example: After moving and firing using up 80% of his action, Vega starts reloading his bow (a 40% action) with his remaining 20%. He starts the action and will have to spend 20% the following round, where it will complete in Phase I.

For melee actions, the attack resolves at the halfway point where it should resolve, taking into account where that would land once the action is broken into two parts (e.g., a 60% melee attack resolves at the 30% mark. If that is broken to 20% at the end of round 1, then 40% in round 2, then the melee action resolves at the 10% mark in round 2). As normal, a combatant may only parry in the phases in which he is performing a melee action.

2.4. UpkeepThe last step in the round is to account for ongoing effects. During upkeep, the players and the GM should perform the following for all combatants:

• Subtract hits due to bleeding.• Reduce the remaining duration of all spells or other effects by

1 round.• Reduce stun effects (Dazed, Stunned, etc.) by 1 round, start-

ing with the most severe effect, if the combatant has not acted for more than 50% of the round before being stunned. If the stunned combatant had acted more than 50% of the round already, then the stun effect does not decrement this round.

• If the combatant has acted less than 50% before being stag-gered, the effect wears off in this upkeep, if they were staggered after acting 50% or more this round, then the stagger effect carries over into next round.

• Advance any environmental or other effects (rising tide, bomb timer, etc.)

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2.5. Combat Examples ›Example: Jakor declares a 20% move action (to run around

a corner for cover against some archers) followed by a conditional melee attack against any pursuers. In Phase I, he completes his movement and starts the conditional action. If a pursuer follows Jakor around the corner at this point, Jakor’s conditional action is cancelled. At Jakor’s initiative in Phase II, he has completed 50% of his readied attack. If a pursuer moves around the corner now, Jakor’s attack will be made at -50. At Jakor’s initiative in Phase III, he has readied 80% of the attack.

›Example: Somarl decides to run (20% activity) to get a clear shot with his bow (60% activity) against a goblin. Because he stops running before he starts his attack, there are no modifiers to his attack against the goblin. Later in the fight, Somarl decides to make a quick shot (50% activity) and then move behind cover (50% activity). Because he devoted less than 60% activity to his attack, he suffers a penalty (-10).

Eventually, the remaining goblin decides to run away. By now, Somarl has his broadsword out and chases his target. Both the goblin and Somarl are running. Somarl’s modifiers include -20 for attacking while running and +35 for attacking the goblin’s rear facing for a total of +15. Unless the goblin can get help, he will eventually be cut down.

(There are long, multiple round combat examples in Appendix 10.1.)

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3. Actions

Actions include any activity the character performs including movement, spell-casting, melee, or retrieving items from a backpack. Some actions require a fixed percentage, while others are given a

range, such as 30% - 60%, to represent that they can be performed quicker than normal at a penalty. Characters are allowed to use any % activity in the range, but using less than the full percentage gives a penalty of -1 for every 1% below the maximum % for that action. Table 3-1 gives the % activity for all standard actions.

›Example: Taor has a long bow (missile attack) which requires 30% to 60%. Taor may fire using 60% activity with no penalty or with 50% activity at a -10, down to a 30% minimum (-30).

3.1. MovementEvery character and creature has a Base Movement Rate (BMR), given in feet/round, which is the rate at which they walk. For reference, the average human has a BMR of 50’/round. One can move slower or faster, up to x5 the BMR, assuming they are not limited by encumbrance. Full rules for movement and encum-brance can be found in Character Law.

While movement is a continuous action, possibly spanning mul-tiple rounds, it is resolved each phase in the round (see Chapter 3: The Tactical Round). If a movement action is declared to start in a phase, but is too much percentage action to fit the phase, break it into two actions, resolve the portion that is inside the phase and then resolve the other portion when the character’s initiative in the next phase comes up.

Movement can be combined with other actions or attacks. A warrior may want to draw his weapon while advancing, or a ma-gician might cast a spell while moving backward. The pace penal-ty shown on Table 3-2 applies to the action (casting a spell, making an attack, etc.), if a roll is required for that action. Alternatively, movement and other actions can be performed sequentially to avoid the penalty. Characters can backward up at up to Brisk pace, but the penalty to actions for pace moved is doubled.

The Minimum Move on Table 3-2 represents that when declaring a given pace, a minimum percentage of activity must be declared to movement during the movement action in order to use that

Table 3-1: % Activity

Action %

Movement Movement 10 - 100%

Swim/Climb 50 - 100%

Crouch <-> Stand 10%

Prone <-> Crouch 20%

Mount/dismount 20 - 50%

Combat Charge 100%

Melee Attack 50 - 100%

Point & Shoot Ranged 10 - 40%

Bow/Thrown 30 - 60%

Dodge 100%

Partial Dodge 50%

Magic Cast Spell/Use Item 60 -90%

Instantaneous Spell 10%

Spell Preparation 90%

Concentration special

Inventory Management Drop item 0%

Shift weapon 10%

Draw weapon/ammo 20%

Change weapon 50%

Get item from pouch 20%

Get item from ground 30%

Ingest herb 20%

Drink potion 40%

Load Light Crossbow 170%

Heavy Crossbow 230%

Other String Bow 80%

Perception 10 - 50%

Other 10 - 100%

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pace. This requirement reflects the time and effort spent getting up to or maintaining this level of speed (you cannot suddenly Dash for just 10% action).

Table 3-2: Pace

Pace BMR Penalty Min Move

Creep* x1/2 -5 10%

Walk* x1 -10 10%

Brisk* x1.5 -20 10%

Jog x2 -30 20%

Run x3 -50 30%

Sprint x4 -70 40%

Dash x5 -100 50%

* Can move backward at x2 penalty

›Example: Mordryn (with a BMR of 50’/round) needs to move 50’ to get his target within range of his spell. He starts walk-ing for the first 10% of the round, then casts (while continuing to walk) for the remaining 90% of the round, with a modifier of -10 to the spell casting roll.

For a combatant’s primary movement type (Athletic-Movement: Running, Flying, Swimming), maneuver rolls are not required for normal movement at any pace, although encumbrance can limit the maximum pace one can move (and one cannot move back-wards faster than Brisk). A maneuver roll is required for unusual movement or difficult terrain. For example, a combatant who is running in a zigzag toward an enemy outpost should make a maneuver roll; likewise a maneuver roll is called for if a com-batant is moving across boulders, broken terrain, or other simi-lar obstacles.

Movement can be combined with a melee attack as with other ac-tions, and the combatant applies the Pace Penalty to his Offensive Bonus (OB). There are several situations in which this can occur.

ChargingA Charge is a 100% action that combines movement with a melee attack. A charging combatant must declare the target, the pace they will move, and the OB/DB parry split (see Section 4.2 “Parrying”). A charging combatant must move directly to-ward the opponent he has declared the charge melee attack on. Moreover, the charging character must be moving at a speed that would allow that character to travel 100’ in a full round, and his attack suffers the normal penalties for Pace.

The character does not actually need to be 100’ away to charge, but just needs to be moving at a pace that would allow 100’ of movement in one round, and the minimum distance required is set by the minimum move listed for the pace in table 03-02. An average human with a BMR of 50’ must be moving using at

least jogging pace to charge, as the x2 multiplier for jogging pace provides 100’/round speed. The minimum percentage move for a jog is 20%, so the minimum range for a 50 BMR jogging charge is 50 x 2 = 100 x 20% = 20 feet. A character with 100 BMR could execute a walking charge from 100 x 1 = 100 x 10% = 10 feet mini-mum distance.

Table 3-3: ChargingSpeed (ft/round) Size100’/round +1250’/round +2500’/round +3

Charging sacrifices accuracy (reflected in the Pace penalty) in favor of power, for a successful charge increases the size of the attack (Section 4.1: Attack Resolution) based on the charger’s speed as shown in Table 3-3. Charging also reduces the attacker’s DB due to their forward momentum and predictable path, this penalty is equal to the pace penalty for their rate of movement. Thus, a jog-ging charge would impose a penalty of -30 to the OB of the attack, and -30 to the DB of the attacker.

Pole arms can be braced against a charge, thereby gaining the same bonus to size for the counterattack (using the charger’s speed to determine the size increase).

ChaseIn a chase situation, one combatant is pursuing the other. The person being chased makes a movement action (usually at 100% activity). In order to attack, the pursuer needs to be able to move at least as fast as the person being chased (possibly faster if the pursuer did not begin the round in melee range and the attacker needs to catch up). The pursuer will get an attack, but suffers the normal movement penalties for pace. However, the pursuer is likely to benefit from a rear attack (see below). The person being chased is going to have problems declaring an attack as the pursuer is behind the pursued (Section 4.2: Melee), and even if the individual being chased does declare an attack, he will have to overcome combined facing and pace penalties.

Press & WithdrawOne combatant can retreat from combat by moving backwards at up to a Brisk pace. He suffers a penalty of x2 the Pace Modifier for moving backwards while fighting. If his opponent chooses to press the attack, the opponent will need to advance and will suffer normal movement penalties, giving them an advantage. If the withdrawing combatant wants to move faster, he must turn around and break off, in which case it will become a chase.

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Running FightIn a running melee, both combatants are fighting while mov-ing in parallel paths, rather than one chasing the other (e.g., two warriors riding side by side along a road attacking each other). Both combatants suffer the normal penalties for movement, and both must be willing to stay within melee range of one another. If one party tries to break off, the running fight becomes a chase.

3.2. Special SituationsConcentrationConcentration is different than other actions described, as it is spread throughout the round taking focus away from everything else. Thus, rather than treating Concentration as its own action, all other actions performed while concentrating take twice the % activity. Many spells and some skills require Concentration; including using dodging or using a shield to defend against ranged attacks. One can concentrate on two things at once, but when doing so you can only declare movement, the activity level of that being multiplied by 4 (so a combatant with 100% available activity could at most move 25%). Concentrating for a long time will pro-voke fatigue checks, and a failed check will cause concentration to be lost (Character Law Section 12.4)

If under the effects of haste or slow, Concentration still doubles the % activity of all other actions, so it is always half the round. This represents the fact that if slowed or sped up, concentrating still takes half your attention and effort.

Directed SpellsDirected spells are treated as casting a spell (60% - 90%), but the Directed Spell attack is included in this action (often a ranged at-tack such as Shock Bolt). Any penalty for using less than the maxi-mum of 90% for casting is applied to both the spell casting roll and the attack roll.

Haste & SlowCertain spells or abilities may speed up or slow down combat-ants. A hastened character is granted additional activity (e.g. 120% or 160%, total) for the round, while a slowed character has reduced activity (e.g. 25% or 50%). If a slowed character does not have enough activity to perform a given action, then the GM may allow that action to be spread over multiple rounds (see ‘Round to Round Actions’ below).

MeleeMelee is an unusual action in the tactical round because it does not represent a single discrete action but rather a series of back and forth blows and parries. A melee action represents being in melee, whether that be with a single opponent or with multiple opponents, and only one melee action is ever performed in a round (a combatant cannot perform two successive 50% melee actions in a round, they would just perform a single 100% melee action). A melee action may include multiple attack rolls, such as multiple attacks against a single or multiple foes (Section 4.5: Special Attacks).

A combatant under a Speed or Haste effect can declare more than 100% action for a melee action, but it is still considered a single action. The % action used in excess of 100 is treated as a bonus to Combat Expertise: Multiple Attacks that can offset the penalties for multiple attacks (Section 4.5: Special Attacks).

›Example: In a combat against 3 bandits, Burkin chokes down a magic herb that hastens him by 50% for 3 rounds. Instead of making three 50% melee actions against the bandits, which is not allowed, he performs a single 150% hasted melee action and gets +50 to Combat Expertise: Multiple Attacks, which will allow him to make multiple attacks during the melee.

Round to Round ActionsA few actions may require more than 100%, such as donning or removing armor, or picking a complicated lock. These actions take multiple rounds to complete and must usually be performed uninterrupted by other actions (although they may be combined with other actions such as movement). It is up to the GM if an ac-tion can be resumed later, or if it must be started from the begin-ning (e.g. removing armor could be done over multiple actions).

Spell PreparationSpell preparation and casting is not a multi-round action. Instead, each round of preparation is a separate 90% action and casting a spell is a separate 60% - 90% action. A caster need not declare ahead of time how many rounds of preparation he will take, nor what spell he is preparing. The activity consists of gathering mag-ical force and focusing the mind to cast. (The spell must be declared when a casting action is declared). Any round spent neither pre-paring nor casting causes the caster to forfeit any accumulated preparation rounds.

Multiple Spells in a RoundMultiple spells may be cast in a single round if a character has enough activity. Spells are normally a 60% - 90% action, while

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instantaneous spells are 10%. Each additional spell cast in a round is at a cumulative -25 penalty. Therefore the second spell is at -25, the third -50, fourth -75, etc. In addition, if they are not instanta-neous, the later spells will not have any preparation rounds and thus will carry a further penalty!

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4. Combat

Combat in Rolemaster can involve ranged attacks or close combat, which work differently. A ranged attack is usually a single shot, with a single attack roll. In contrast, a melee attack consists of a series of

strikes, blows, and parries that are represented by a single attack roll (each combatant has one opportunity to land a solid blow per attack roll during the round even if it took multiple swings to get that one shot in).

Attacks that hit beat down the target’s body and their will to fight (Concussion Hits) and may also cause specific acute injuries (Criticals). Defenders can avoid these injuries through avoidance, parrying or armor, but attackers will be applying their skill to inflict them.

4.1. Attack ResolutionAn attack roll is resolved like other skills: a d100 open-ended roll is made and the skill bonus, called the Offensive Bonus, is added. However, the target’s Defensive Bonus is then subtracted from the total roll. There are a variety of modifiers to both the attacker’s OB and the defender’s DB.

Attack Total = d100OE + OB + modifiers - DB

Unlike normal skill rolls, the attack roll is open-ended high only, meaning that if you roll a 1-5 you do not roll again and subtract it. Instead, all attacks have a chance of fumbling on a natural low roll as detailed below. If the attack does not result in a fumble, total the roll and modifiers. Each weapon table consists of one column for each Armor Type (AT). Cross-reference the attack total with the defender’s AT to determine the result. If the attack table lists a number, the defender loses that many concussion hits. If the attack table also lists letters, the attacker inflicts a critical. The first letter is the severity of the critical, from ‘A’ to ‘E’, with ‘E’ being the most severe. The second letter indicates the type of critical inflicted, with the full names indicated on the table. (S = Slash, K = Krush, etc.)

When choosing which attack table to use for a given weapon, size should be disregarded. Instead, select the attack table based on how the weapon is used. A giant who picks up a short sword would use it like a dagger, not a short sword. So, the dagger table would be used, with increased hits and critical severity when at-tacking smaller targets (see Size below).

Some attacks may cause multiple critical on a single target. The additional criticals always use the same roll, often using a differ-ent table and with reduced severity. For a given critical roll, all critical tables and severities affect the same location on the target (so a flaming sword will cut and burn the target’s arm, rather than cutting their arm and burning their foot).

When an area affect causes criticals to multiple targets, each tar-get should be rolled separately, so it is possible for a fireball to burn one target’s arm, and another target’s foot. The GM may choose to roll a single time for a large group, or for sections of a large group, to save time. (i.e., if boiling water pours over a hundred soldiers inflicting a B critical on each of them, the GM may choose to roll one B for all 100, or perhaps five Bs for groups of 20 to keep some variation.)

FumblingEach type of attack or weapon is given a Fumble number which represents the chance of Fumbling. For example, a Fumble num-ber of 8 means the weapon will Fumble on a natural roll of 1-8. Only the natural, unmodified roll is used to determine if an at-tack has fumbled or not. If the roll is less than or equal to the attack’s Fumble number, then a roll is made on the appropriate Fumble table.

Skill in the weapon or attack can reduce the chance of a Fumble. For every +20 Offensive Bonus in the weapon reduce the Fumble number of the weapon by 1 (count OB used as parry toward this OB). Unarmed/natural attacks can have a Fumble of 1; however a weapons Fumble can never be reduced below 2.

›Example: Xarn is wielding a mighty flail (Fumble range 1-10), with which he has a skill of +87. His skill reduces the Fumble of the weapon by 4 so it has a Fumble range of 1-6. Unfortunately his natural attack roll is 4. His attack misses, and he must immediately roll on the appropriate Fumble table.

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Offensive Bonus (OB)Table 4-1: Melee OB Modifiers

Positional

Flank Attack +15

Rear Attack +35

To Flank -30

To Rear -70

Restricted Quarters

Close -25

Cramped -50

Tight -75

Confined -100

Target Status

Surprise Attack +20

Stunned Target +20

Downed Target +50

Prone Target +30

Other

2nd Rank Pole Arm -30

Off-hand -20

Higher Ground +10

Called Shot -50 to -10

Table 4-2: Ranged OB Modifications

Status Mod Notes

Stunned Target +20

Downed Target* -10 +20 at Point-blank range

Prone Target* -30 0 at Point-blank range

Off-hand -20

Range Mod Distance

Point-blank varies 10’

Short 0 x1 Range Increment

Medium -10 x2 Range Increment

Long -25 x3 Range Increment

Extreme -50 x4 Range Increment

Absurd -100 x5 Range Increment

A character’s base Offensive Bonus is his skill bonus with his weapon or attack, subject to various modifiers. The modifiers vary depending on whether it is a melee attack or a ranged attack as given in Tables 4-1 and 4-2. In addition to these modifiers, all of the normal modifiers to one’s skill apply as well:

• Penalties due to injury (e.g., losing more than 25% of one’s con-cussion hits or suffering a penalty to all actions due to a critical) reduce the attacker’s OB.

• If the attacker uses less than the maximum % for his attack, he suffers the normal penalty of -1 for each 1% less than the maximum used.

• If the attacker is moving while attacking, he suffers a Pace Penalty (Section 3.1.).

Defensive Bonus (DB)Table 4-3: Defensive Bonus

Quickness 3xQu

Flying +10

Magic varies

Shield varies

A combatant’s Defensive Bonus represents dodging, parrying, shield use, and tactical advantages. A combatant’s Defensive Bonus is determined by the factors in Table 4.3. A flying combat-ant gets a bonus to its DB, even in melee, as the extra dimension of movement is useful in dodging attacks. As long as a combatant is aware of the attack and able to move it always get its DB from Quickness and Flying. To use a shield, the combatant must be aware of the attack and be using the shield to defend against it. If the combatant is unaware, or is unable to move, then it will only get its DB due to magic or armor bonus due to quality/magic.

Attack Rolls over 150All of the attack tables have a maximum result of 150. If a combat-ant’s total attack roll is over 150 then he gets a bonus to the critical roll of +1 for every 10 above 150, rounding down. This stacks with any other critical modifier (Slaying attacks and Ambush).

›Example: Ghirin, confronted by the merciless Lord Golan and his guards, in a last act of desperation, grabs a nearby pole axe and swings wildly at Golan. Ghirin rolls a 100, followed by a 98, followed by an 89, for a total of 287. His unskilled melee skill of -25, stat bonus of -5, and Golan’s DB of 23 brings the total attack to 234. Ghirin gleefully rolls his ‘E’ slash critical: an 87 + 8 bonus (234 is 84 points over 150, adding +8 to the critical roll) results in a 95 ‘E’ critical. Lord Golan is no more.

CoverWalls, curtains, fog and other combatants can all make it diffi-cult to target an enemy. Cover can provide DB modifiers against both melee and ranged attacks and are given in Table 4-4. Double all of the modifiers versus ranged attacks.

Hard cover consists of anything that can stop the attack outright (e.g., walls and trees) or deflect the shot (e.g., fences and bushes). Soft cover consists of anything that obscures vision, but does not interfere with the attack (e.g., fog, darkness, curtains). The GM is the final arbiter on how much cover an obstacle offers, and if the

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cover is hard or soft cover, based on the nature of the attack and the obstacle being used for cover.

To determine the amount of cover, consider how much of the defender is blocked from the attacker’s view by the cover. If the attacker cannot see a quarter of the target, it’s partial cover, if they cannot see half of the target, it’s Half Cover, and if the target is 90% or more obscured then it qualifies as full cover.

Another combatant (enemy or ally) counts as hard cover if some-one attempts to attack past one combatant to strike another combatant. The amount of cover is based on positioning and the relative size of the combatants. If a combatant is actively provid-ing cover to an ally (with a Shield or his body) then use the rules for Protect (Section 4.4: Special Situations).

Table 4-4: Defensive Cover

Melee Ranged

Soft Hard Soft Hard

Partial Cover +10 +20 +20 +40

Half Cover +20 +40 +40 +80

Full Cover +50 +100 +100 +200

DodgingDodging generally involves forgoing everything else and trying to avoid a melee attack. This provides a bonus to one’s DB for the round against all attacks from one foe. It is far harder to dodge multiple attackers, but possible. If Dodge is declared against more than one attacker; the DB bonus is divided evenly between all attackers the dodging character is trying to pay simultaneous at-tention to. One can also perform a less effective partial dodge, In this case, the dodge acts as Concentration for purposes of % activity.

To dodge, the combatant makes a Medium (full dodge) or Extremely Hard (partial dodge) Acrobatics maneuver and looks up the result on the Percentage Maneuver table. A numbered re-sult is the DB bonus, all other results occur as normal.

As with other actions, combatants can also combine dodging with moving, in which case it works as described in Section 2.1:

Movement. For example, a full dodge (100%) can be combined with a 100% move but the Acrobatics maneuver suffers the ap-propriate penalty due to pace. A partial dodge may be combined with any other activity.

EvasionRanged attacks cannot be dodged directly, however a combatant may move evasively in order to make himself more difficult to hit. Evasion requires Concentration and can be combined with movement or other action. An evading combatant gets +25 to his DB vs. all ranged attacks.

SizeMost games are centered on Medium sized characters, which range from halflings to elves. However creatures and races both large and small are common in most fantasy settings. Table 4-5 is used to determine what size category a combatant is based on weight. Heights are listed for reference and are based on a hu-manoid body type, they could also be lengths for non upright shapes, but keep in mind that weight is the primary considera-tion for Size.

Table 4-5: Sizes

Size Weight Height Example

Diminutive <1 < 6” mouse

Tiny 1-10 6” - 1’ cat

Small 11-75 1’ - 4’ dog

Medium 76-500 4’ - 8’ human

Large 501-4,000 8’ - 25’ horse

Huge 4,001-32,000 25’ - 75’ elephant

Gigantic > 32,000 > 75’ blue whale

All attack tables assume combatants of equal size (like a medium sized attacker vs a medium sized defender). When the two combat-ants are of different sizes, the hits and critical severity inflicted are adjusted, as shown in Tables 4-6 and 4-7. It is the relative size difference between the combatants that is important. A Large creature attacking another Large creature results in no adjust-ment and the attack table results are used as is.

Table 4-6: Hit Adjustment due to Size

Diminutive Tiny Small Medium Large Huge Gigantic

Diminutive - x 1/2 x 1/3 x 1/4 x 1/5 x 1/6 x 1/7

Tiny x2 - x 1/2 x 1/3 x 1/4 x 1/5 x 1/6

Small x3 x2 - x 1/2 x 1/3 x 1/4 x 1/5

Medium x4 x3 x2 - x 1/2 x 1/3 x 1/4

Large x5 x4 x3 x2 - x 1/2 x 1/3

Huge x6 x5 x4 x3 x2 - x 1/2

Gigantic x7 x6 x5 x4 x3 x2 -

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If a critical is reduced below an ‘A’ severity, then an ‘A’ is still rolled and a modifier applied. Criticals increased beyond ‘E’ do multiple criticals, although the same roll is used for all criticals. Criticals increased more than 6 steps beyond ‘E’ continue the pattern as shown in Table 4-8. The types of criticals done for the secondary, and possibly tertiary criticals, are indicated on the attack table.

›Example: A human (Medium) attacks an ogre (Large) for a 22C result. The hits are multiplied by 1/2 to 11, and the critical is reduced by 1 level from C to B, for an 11B result. The ogre attacks the human for a 22C result. The hits are multiplied by 2 to 44, and the critical is increased by one from C to D, for a 44D result.

Table 4-8: Very Low and Very High Criticals

A - 1 Roll-25 E + 1 E + A

A - 2 Roll-50 E + 2 E + B

A - 3 Roll-75 E + 3 E + C

A - 4 or less zip E + 4 E + D

E + 5 E + E

E + 6 E + E + A

4.2. MeleeThe abstract nature of melee and the 10 second round mean that a combatant’s position is not precisely defined. Whereas it is con-venient to represent a combatant’s location as a point in space, a combatant actually occupies or controls an area around that point. A character’s Combat Zone is defined as a circle whose radius is equal to the character’s height. This Combat Zone rep-resents the set of locations that a character might occupy at any given time during a melee round.

Melee range represents the locations that a character can target with a melee weapon. A combatant’s melee range is equal to the radius of the character’s Combat Zone plus the length of the character’s weapon. For example, a 6’ tall character wielding a 3’ axe will have a 9’ melee range. A character can make a melee attack against a target as long as the defender’s combat zone is within the attacker’s melee range.

Melee PositionsEach combatant has four facings: front, flank (left and right), and rear. A character will normally only attack (or defend against) an opponent in his front facing, although with a hefty penalty he can attack other facings. For humanoids facing equal sized oppo-nents there are 6 positions around a combatant: 3 front, 2 flank, and a single rear.

If a character is moving, his front facing is (generally) determined by the direction of travel. If a character is making an attack, his facing is usually determined by the position of the target (i.e., as the target moves, the character will continue to track the target). If a character is defending against an attack (e.g., with a shield or parry), he can similarly change facing to keep that attacker in his front facing. When facing multiple opponents, a character can choose which one to follow. Otherwise, a character can choose his facing during the declaration phase, subject to common sense (e.g., a character probably needs to face a locked door in order to pick it, exposing his rear and flanks to attack).

When executing attacks on flatfooted or surprised foes, the attacker gets a +20 OB for Surprise. The attacker will also fre-quently get a flank or rear bonus (assuming the attacker would chose to attack from the flank or behind). If a combatant is caught flatfooted he does not get his DB due to his Quickness bonus, and cannot benefit from a shield, although any magical or armor quality bonuses would still apply.

›Example: Ord, an assassin of vile disposition, has become angered during a card game with the ever-cheerful Taor. Determined to have his revenge, Ord bides his time and ambushes Taor in the dead of night as Taor walks home, catching the slightly drunk Taor completely flatfooted. Ord gets a rear attack bonus of +35 and a +20 surprise attack bonus for a total of +55! Taor, normally very quick, does not see the attack coming so he loses his +30 DB due to his Quickness. Fortunately for the ever-lucky Taor, poor Ord rolls an unmodified 2 and fumbles his sword, dropping it on his foot and alerting Taor. Foiled again!

Table 4-7: Critical Adjustment due to Size

Diminutive Tiny Small Medium Large Huge Gigantic

Diminutive - -1 -2 -3 -4 -5 -6

Tiny +1 - -1 -2 -3 -4 -5

Small +2 +1 - -1 -2 -3 -4

Medium +3 +2 +1 - -1 -2 -3

Large +4 +3 +2 +1 - -1 -2

Huge +5 +4 +3 +2 +1 - -1

Gigantic +6 +5 +4 +3 +2 +1 -

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ParryingCombat in Rolemaster is quite deadly, and using parry is one of the best ways for a combatant to stay alive. Combatants who always go full OB and never parry will be quite dangerous for the short time before they take a lethal critical result and die. Generally only mindless or berserk combatants will complete-ly disregard danger in order to strike out at a foe with 100% of their OB.

In most cases, combatants will not simply make all-out offensive attacks. Instead, they will trade offensive capability for defense by trying to parry their opponent’s attacks. During the declara-tion phase, a character can shift any, or all, of his OB to parrying, thereby increasing his DB. For every point taken out of offense (OB) the character gains one point of defense (DB). If combatants are not in melee during the declaration phase, but enter melee during the round, they must still declare how much OB will be used to parry in declarations, otherwise they are assumed to not be parrying.

A character can only parry an opponent he has declared as a target with a melee attack. The parry bonus applies to all of his opponent’s melee attacks against him. Conversely, if a character is making multiple attacks, his OB for all attacks is reduced by the same amount, although it is added to the DB only once.

The amount of parry cannot exceed the character’s OB, includ-ing any modifiers (e.g., penalties due to injury or positional bonuses). When fighting with multiple weapons, a character’s parry is lim-ited by the smallest OB. The character must make an attack to gain a parry bonus, even if that attack is at +0, as there is still a chance to fumble or to get in a lucky strike.

›Example: Talen is fighting a wolf with two attacks (bite and claw). Talen’s OB is +80 with his broadsword. He chooses to parry the wolf with 30. As a result, his OB is reduced to +50, but his DB increases by 30 against both attacks. Unfortunately, his parry is useless against the goblin riding the wolf.

›Example: Talen is fighting with a sword and dagger (Section 4.5: Special Attacks) and wishes to parry 30. Both of his attacks would be reduced by 30 from parrying, and his DB would go up by 30. Of course, Talen needs to have an OB of at least +30 (after applying the penalties associated with multiple attacks) to parry with 30. If Talen attacks the wolf with one weapon and its rider with the other weapon, his DB increases by 30 against all attacks by both opponents.

Restricted ParryingIn some situations it can be very difficult to parry, such as an unarmed opponent parrying someone with a weapon. Anyone affected by Restricted Parry gets only 1 point of DB for every 2 points of OB put into parry (rounding down). All other parry rules apply as normal. The following situations use Restricted Parrying:

• An unarmed combatant parrying against someone with a weapon, unless the unarmed combatant has an item or armor with which to parry (e.g., bracers, small shield).

• A combatant fighting an invisible foe, because he cannot see blows coming, so he can only guess at where to parry to cover vital areas.

• A combatant fighting an incorporeal foe because blocking is ineffective and he can only rely on motion to avoid getting hit.

• GM discretion: The Gamemaster may rule additional situa-tions that restrict one’s ability to parry (e.g., a medium sized halfling with a dagger parrying a gigantic dragon claw attack).

›Example: Xavier, having just broken his heirloom sword, is left with nothing but his own hands and his skill at martial arts strikes when he is set upon by a fearsome war mattock-wielding ogre! Because he has nothing with which to parry, Xavier is restricted in his parrying. He decides to parry 80, which gives him +40 DB instead of the normal +80. If he had been more thought-ful he might have held onto the hilt of his broken sword; it might have been enough to use for more effective parrying with his unarmed skill.

Flank AttacksOne on one combatants usually face each other, however when there are multiple combatants they may be able to attack a foe’s flank (+15 OB) or rear (+35 OB). They receive a bonus for such an attack, and in addition, the foe cannot use a shield against the attack.

Sometimes, however, a combatant may wish to attack or parry against an opponent to his flank or even rear facing. For example, a combatant might find himself stuck between a swordsman and an archer. He can choose to face the archer (to gain the benefits of his shield) while attacking the swordsman now in his rear facing. Attacks made to the flank or rear suffer a penalty of twice the positional modifier (to the flank is -30, to the rear is -70.)

The Combat Expertise: Reverse Strike skill can be used to offset the penalties to attacks declared against targets to the flank or rear or can reduce the positional bonus an enemy would receive when attacking at a ratio of 2:1 (for every +2 bonus in Reverse Strike the positional modifier can be reduced by 1). If used against multiple

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foes, divide the character’s skill by the number of foes (round-ing down).

›Example: Jakor has a Reverse Strike skill of +70 and being attacked by one thief from behind, but cannot turn around because he stepped into a glue trap on the floor. Jakor could reduce the thief ’s rear facing bonus of -35 and use his remaining 35 skill to reduce his -70 penalty for attacking to the rear by 70 –(35 / 2 ) = -53, or Jakor could instead choose to let the thief get the full rear bonus, and reduce his own attack penalty by 70 – (70 / 2) = -35, or any combination therof.

4.3. Ranged AttacksRanged attacks use an attack roll to represent a single shot and do not involve parrying. As the distance between an attacker and his target increases, ranged attacks become more difficult and incur greater penalties. The ranged weapon and elemental attack tables indicate the ranges.

Positional modifiers do not apply to ranged attacks as they do in melee. However, if the defender is prone, the attacker suffers a -30 penalty to his OB unless he is adjacent to the target. Thus, when the target is down (a more severe form of stun), the total modifier is -10 (+20 from stun and -30 for being prone).

Firing into MeleeThere is nothing preventing a combatant from firing or throw-ing a weapon into melee, whether to hit a foe amongst allies or pick out a specific foe in a battle. Based on the position of the attacker, defender, and other combatants the defender may gain cover from the other combatants.

›Example: Two characters are in melee. An archer is trying to shoot past his ally to hit an enemy. The GM decides that the target has partial hard cover based on the positions of the three combatants, and this gives the target +40 to DB vs this attack.

If a ranged attack misses its intended target then the attack may randomly hit one of the combatants that provided cover. In this case, make a second attack roll at +0 skill OB (Full magical or quality bonuses) against the secondary target. The new defender does not gain the benefit of any cover modifiers (although he does still get his own DB). Fumbles are ignored on the second attack roll.

4.4. Special SituationsCombat PerceptionAs a general rule, a human-like combatant will be aware of eve-rything going on within a 10’ radius hemisphere that is directly to his sides and in front of him. Helmets can restrict this field of view, while spells or abilities can increase it. Combatants are not automatically aware of what is going on in the distance or to their rear or flanks. The perception action (i.e., taking a few mo-ments to look around) allows the character to discern more than his immediate surroundings (as shown in Table 3-1, this takes 10-50% activity).

Mounted CombatBeing mounted provides an enormous tactical advantage. Mounted combatants benefit from the animal’s speed when charging, as well as a higher ground bonus when they are fight-ing similarly-sized opponents on foot. The mount and rider are considered separate combatants, with separate initiative and both can declare actions each round. Fumbles made in mounted combat should be rolled on the “Mounted Combat” column.

However, riders attacking from a moving mount are subject to the normal Pace Penalties based on the pace of the mount. These penalties can be reduced with the Combat Expertise: Mounted Combat skill.

Controlling the mount is assumed to be a negligible activity, but keep in mind that the mount is an NPC and susceptible to fear or morale effects (Character Law Section 13.6) and must make its own RRs. If a combatant is directing his mount into a situation that might frighten it, make a morale check for the mount, using the rider’s Riding skill in place of the Leadership skill, to determine if the mount does as the rider wants or not. If a morale check is failed, the rider can attempt a 75% action to regain control of the mount (using the rally followers rule in Character Law, substituting Riding for the Leadership skill).

ProtectIn some cases a character may want to parry or use a shield to protect an ally (e.g., to protect a mage preparing a devastating spell attack). He can do so by taking a penalty to his OB, as he sacrifices some offensive capability to impose himself between the other combatants. When protecting, the DB gained applies to attacks made by the attacker declared vs the protector or the target.

There are three participants in this maneuver: the attacker, the target, and the protector. If the protector is between the attacker

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and the target the penalty to this maneuver is -25. Conversely, if the target is between the attacker and the protector, the pen-alty is -100. Otherwise, the penalty is -50. The protector must be within melee range of the attacker and the target. The Combat Expertise: Protect skill can offset these penalties.

Table 4-9: Protect

Scenario Modifier

Defender between Attacker and Target -25

Target between Attacker and Defender -100

All other situations -50

›Example: Kregon and Talen are facing a massive ogre with an OB of +150. They both allocate 80 to parry, which is probably not enough to stop the ogre’s blow. However, when the ogre attacks Talen, Kregon can protect Talen. Kregon has +25 in Protect skill, offsetting half of the protection penalty. Thus, Talen’s DB will be 135 (80 from his own parry + 80 from Kregon – 50 for protecting + 25 Protect skill). Talen now has a decent chance to survive!

Restricted QuartersAs a general rule, if a combatant is fighting in an area smaller than his melee range, he should suffer a penalty due to restricted quarters. This is due to a smaller area to maneuver in, difficulty in swinging a weapon, etc. Clearance is not as important as one’s ability to maneuver, but for some long weapons it can be a more serious problem.

It is ultimately up to the Gamemaster to determine the pen-alty based on how restricted the combat is, taking into account the size of the room or area, allies, foes, ceiling height, furni-ture, weapon type being wielded, etc. There are 4 categories of Restricted Quarters: Close (-25), Cramped (-50), Tight (-75), and Confined (-100). The Restricted Quarters penalties could also apply to ranged weapons, such as trying to use a sling in a low cave. The Combat Expertise: Restricted Quarters Fighting skill can be used to offset these penalties.

›Example: Jakko, a human warrior, chases some goblins into a cave. Jakko is 6’ tall with a 4’ sword, so his melee range is 10’. At first the 10’ cave is fine, but as he continues to chase the goblins, it narrows to 6’ high and wide. Now his head is brushing the ceiling, he cannot raise his sword over his head, and he has to be wary of clipping walls. The GM decides this is “close” and imposes a -25 penalty. Chasing the goblins further into a 4’ high and wide sec-tion, Jakko is now crouched over, and his swing is further impeded to “cramped” and -50. Further on he enters into a 3’ high and wide section, and is now half crawling and reduced to waving his blade in narrow arcs for “tight” or -75. . .finally he crawls into a 2’ high and wide section, he moves on his belly, and he is reduced to cramped stabbing motions, so the GM rules the conditions

“confined” or -100. Note that the goblins would likely have no problems in the 6’ section (unless wielding long pole arms), but even they would be struggling with restricted quarters by the time the cave is reduced to 2’.

4.5. Special AttacksDisarmA disarm attack seeks to force an opponent to drop his weapon, or even take it from him. Some weapons are more suitable to disarming than others. A disarm attack is the same as a normal attack (including DB and parry) except the modifiers in Table 4.10 apply based on the type of weapon or attack used. The result of the disarm attempt is based on the total attack roll. On a failure, the attack is resolves as normal on the attack table, although often missing or inflicting minimal damage since the result can be no larger than 100.

Table 4-10: Disarming

Attack Type Modifier

Unarmed -50

Grapples/Crushing -50

Blades -75

Piercing -100

Missile* -100

Specific Weapon* varies

* in addition to other penalties

Learning techniques to disarm can help in the disarming attempt. Combatants can use the Combat Expertise: Disarm skill bonus to reduce the penalties in the above table, to a minimum penalty of 0. Thus, a combatant with a bonus of +200 could disarm with piercing ranged attacks at no penalty.

Attempts to disarm targets armed with a weapon that requires two hands (2HD, Pole Arms) suffer an additional -25 penalty.

Table 4-11: Disarming Results

Roll Result

< 100 Attack result as normal

101+ Disarmed

176 + Take opponents weapon or cause it to be thrown 10’ in direction of your choice.

Called ShotsSometimes a combatant may wish to attack a specific location on the body, such as the head. The 5 locations on the critical ta-bles are head & neck, arms, chest, groin & abdomen, and legs. Furthermore one can specify a specific limb (right or left on a

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humanoid, or a specific limb on other shaped targets). If the attack is successful then the attack has hit the specified location. If a criti-cal is inflicted, then make the critical roll as normal, but use the result of the next lowest row that corresponds to the specified lo-cation. If there is no such lower row, then use the first row on the table (it still hits the desired location adjust prose to fit). The Groin & Abdomen result on a ‘66’ cannot be obtained by this shift (it may still be used if rolled naturally). Use the 26-35 result instead.

Against same-sized humanoids, a called shot incurs a penalty of -25 to the attack roll. The GM may decide in some circumstances to impose a greater or lesser penalty (from -50 to -10). For example melee attacking a giant’s right leg with a dagger may only be a -10, while attacking his head may be -50.

Multiple AttacksMost often, a character is wielding a single weapon and attack-ing a single opponent. However, on occasion, a character may be wielding multiple weapons or want to attack multiple opponents with a single weapon. Any combatant can choose to do this, al-though it is accompanied by large penalties.

Table 4-12: Multiple Attack Penalties

# Attacks Penalty

2 -50

3 -75

4 -100

5 -125

6 -150

7 -175

8 -200

A combatant can only attack a given opponent once each round with a weapon or attack. Every combatant can attack one target with a maximum of once per arm +1 unarmed attack. Therefore, a human wielding a one-handed weapon could make three at-tacks on one target: a weapon attack and two different unarmed attacks. If he was wielding a sword and dagger he could use the sword, dagger, and unarmed attack against his opponent. An oc-topus could make up to 8 tentacle attacks and one bite.

When attacking multiple opponents, a combatant can choose to use varied attacks on the targets, or one attack type against them all. Thus, a human with a dagger and sword fighting three bandits could choose to attack all three bandits with his sword, or attack bandit 1 with the sword, bandit 2 with the dagger and bandit 3 with an unarmed attack (or any combination therof).

For two attacks, there is a penalty of -50 to each attack. For each attack beyond two, this penalty increases by -25, as shown in Table 4.12. Furthermore, there is a penalty of -20 for each op-ponent beyond one, also applied to all attacks. Thus, two attacks

against a single opponent are at -50 each. If each attack is against separate opponents they are at -70. The penalty for using less than 100% action is subtracted from all attacks. If more than 100% ac-tivity is used, then the amount of activity over 100% is added to the attacker’s Multiple Attacks skill.

The penalties for multiple attacks (including the multiple oppo-nent penalty) can be offset by the character’s Combat Expertise: Multiple Attacks skill. Divide the total skill in Multiple Attacks by the number of attacks and that is how much each penalty is reduced (round down). For example, if one has +50 in Multiple Attacks they can reduce two attacks by 25 each or three attacks by 16 each.

›Example: Xavier has a +80 skill bonus in CE:MA skill and he wants to 100% attack one target with two attacks. There is no penalty due to the amount of action, but two attacks are made at -50 each. The 80 Multiple Attack skill divided by the two attacks is 40, so the two attacks are made at -50 + 40 = -10 each. If his Multiple Attacks bonus were +100, he could reduce the penalties to 100 / 2 = 50 + -50 = 0.

Slaying AttacksSome magic or holy items may be ‘Of Slaying’, or some attacks may be Slaying due to a vulnerability of the target (fire attacks vs. an ice elemental may be treated as Of Slaying.) Slaying is far more deadly than normal criticals, as it is one of the few effects that give a direct bonus to the critical roll. Magic Items will be given a Slaying Type, and vulnerabilities of creatures will give a Slaying Type.

Table 4-13: Slaying

Type Crit Bonus

I +5

II +10

III +15

IV +20

›Example: A Sword +5 of Orc Slaying II will get +10 to any critical rolls against Orcs.

›Example: A Fire Elemental takes Slaying IV from cold attacks, thus all cold based attacks get +20 to the critical roll.

SubdualSometimes a character wants to subdue his opponent without running the risk of killing that opponent. A Subdual attack uses the attack’s normal table, inflicting concussion hits as normal, but instead of the normal critical a Subdual critical is inflicted.

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However, if multiple criticals are inflicted, because the size of the attack increases a critical above E or because a flaming sword was chosen as the weapon used, the additional criticals will be the normal additional criticals as if it were a lethal attack. Although the Subdual critical table inflicts more non-lethal injuries, there is still a risk of seriously injuring or killing the opponent.

Some weapons are more suitable for use in subduing than others. A subdual attack is the same as a normal attack, except that the modifiers in Table 4.12 apply based on the type of weapon or at-tack used. If the attacker is unfamiliar with the anatomy of the target, an additional -50 applies. Assume most humanoids share a common anatomy.

Table 4-14: Subdual

Attack Type Modifier

Unarmed, blackjack, sap -25

Crushing (mace, club) -50

Blades (with flat side), claws -75

Piercing (bite, stinger) -100

Missile* -50

Unfamiliar Anatomy* -50

* in addition to other penalties

Learning to use more precise blows, combined with knowledge of target anatomy can help render an opponent immobile or un-conscious. Combatants can use their Combat Expertise: Subdual skill bonus to reduce the penalties in the above table, to a mini-mum penalty of 0. Thus, a combatant with a Subdual skill bonus of +150 could make any subdual attack (even a ranged piercing at-tack) at no penalty. The “Unfamiliar Anatomy” penalty cannot be reduced in any way, except by studying the target’s anatomy until the GM decides it is no longer considered unfamiliar.

Touch AttacksAny attack that inflicts concussion hits is considered to have touched the target. If a touch must touch bare skin, then the at-tack must inflict a critical to be considered an effective touch. (Most spells and touch attacks merely require contact, but a con-tact toxin on the finger of a glove may require direct skin contact to be made.)

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5. Weapons

A rguably, technological advances have always been driven by military applications: making better weapons. From advanced man-made weaponry to improvised items from the surroundings, there are a

virtually limitless number of weapons possible. Mixed with magical forms of attack and the myriad forms of attacks from animals and fantasy creatures, these provide many interesting ways in which to attack and defend, to kill and to die.

5.1. Weapon TypesThe terms weapon and attack are often used interchangeably, even though natural attacks (e.g., martial arts, claws, etc.) are not weapons per se. Although weapons are trained individually, they fall within general categories.

• Unarmed (Ag/SD/St): Includes all forms of barehanded fight-ing (e.g., boxing, karate, or wrestling) as well as any natural melee attacks of animals and creatures such as biting, clawing, etc.

• Melee (St/St/Ag): This includes all types of weapons that one may wield in close combat, from swords and baseball bats to flails and pole axes. They rely heavily on wielder strength and size.

• Thrown (Ag/Ag/St): Any weapon that is thrown, such as a dart, dagger, or hand axe. This also includes natural ranged attacks.

• Missile (Ag/Ag/St): Ranged weapons that use a device to pro-pel missiles include bows, crossbows, slings, and blowpipes. These are more ‘primitive’ ranged weapons as compared to black powder firearms and more modern weapons. These mis-sile weapons still have a strength component to their use.

• Directed Spells (Ag/SD/Em): Spells that resolve as attack rolls vs. a single target are called Directed Spells, such as elemental bolts or an Illusionist’s phantasms that make attacks against a foe. This also includes supernatural ranged attacks. (This does not include ball or cone attacks.)

• Siege Weapons (Re/SD/In): Siege weapons are very large weap-ons, such as the trebuchet, catapult, cannon, and modern or futuristic field artillery. These weapons require the use of math and skill more than brute force. Siege weapon tables are not included in Arms Law.

• Firearms (Ag/St/SD) & Energy Weapons (Ag/Ag/SD): Arms Law is part of a fantasy rule set so does not include tables and

rules for firearms and modern or sci-fi weaponry. However, some campaigns may use these types of weapons.

Unarmed or Natural AttacksUnarmed attacks include all melee attacks made without the use of a weapon such as punching, kicking, head butts, knees, elbows, etc. Natural attacks include everything from Bites and Claws to Trampling and Stinging. Some creatures may have natural at-tacks that allow unrestricted parrying, using an armored or inert body part (e.g., elephant tusks or crab claws). Similarly, unarmed combatants may use a small shield or wear bracers or greaves in order to parry attacks. If the unarmed combatant does not have anything to parry with, then attempting to stop other weapons with your body is similar to being struck, thus he is subject to the Restricted Parry rule explained in Section 4.2.

Unarmed can be divided into three different types:

• Strikes: Punches, kicks, elbows, knees, head-butts, and other striking attacks.

• Sweeps & Throws: Sweeps, trips, throws, and other such un-balancing attacks.

• Grappling: Grabbing and holding attacks.

Some creatures may use the unarmed attacks listed above, the most common one being Grappling. However, many natural and fantastic creatures have many types of specialized attacks:

• Beak: Beaks, pinchers.• Bite: All types of bites, the most common natural attack.• Crush: Crushing attacks such as falling or thrown stones.

Falling is treated as an attack where the feet fallen is added to the attack roll.

• Claw: Claws, talons.

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• Horn: Horns, tusks.• Ram: Ram, bash, butt, knockdown, slug.• Stinger: Small piercing stingers are often used to deliver poison.• Trample: Trampling and stomping.

Melee WeaponsAll weapons that are wielded in hand to hand combat are melee weapons. Melee weapons can be used to parry normally and even provide a bonus when full parrying or not attacking with it, treating it similarly to a shield (Section 6.3: Shields).

Pole ArmsPole Arms include a variety of different weapons (e.g., halberd, bill hook, glaive) that range from 6’ to 12’ or more. This allows them to be used to attack foes from a second rank, behind al-lies. Attacking from the second rank incurs a penalty of -30. A Pole Arm’s effective length, used to determine melee range, is half the length of the Pole Arm. Pole Arms can also be braced against charges (Section 3.1: Movement).

Table 5-1: Weapons

Typical values for Range

Weapon

Fum

ble

Stre

ngth

Leng

th

Weig

ht

(lbs)

Shor

t (0)

Med

ium

(-1

0)

Long

(-2

5)

Extr

eme

(-50)

Abs

urd

(-100

)

Notes

One-handed Dagger 2 74-86 .75’-1.5’ 0.5-1.5 10’ 20’ 30’ 40’ 50’ Variety of short stabbing weapons

Main Gauche 2 65-75 1’-1.5’ 1-2 10’ 20’ 30’ 40’ 50’ Parrying Dagger

Short Sword 2 74-86 1.5’-2’ 2-4

Rapier 4 38-42 3’-5’ 1.5-3

Longsword 3 64-76 3’-5’ 1.5-3 Straight, medium (thrusting)

Broadsword 3 75-86 2’-3.5’ 3-5 Straight, medium (slashing)

Scimitar 4 56-64 2.5’-4’ 3-5 Curved medium blade

Falchion 5 74-86 2’-3’ 3.5-5 Heavy 1-H blade

Mace 3 60-70 1’-3’ 3.5-8

Club 2 30-40 3’-5’ 3-7

Hand Axe 4 50-60 2’-3’ 4-6 15’ 30’ 45’ 60’ 75’

Battle Axe 4 50-60 2.5’-4’ 5-9

War Hammer 4 60-70 1.5’-4’ 4-7 10’ 20’ 30’ 40’ 50’

Flail 8 60-70 2.5’-4’ 4-8

Whip 6 35-45 6’-9’ 2-5

Two-handed Spear 5 37-43 5’-10’ 3-8 15’ 30’ 45’ 60’ 75’

Halberd 7 50-60 6’-12’ 6-9

Pole Axe 7 50-60 6’-15’ 5-12

War Mattock 6 50-60 3.5’-5’ 4-8

2-H Club 4 35-45 4’-6’ 4-9

Quarterstaff 3 50-60 5’-7’ 3-5

2-H Axe 5 55-65 3’-5’ 6-10

Heavy Flail 9 55-65 2.5’-4’ 4-8

2-H Sword 6 69-81 3.5’-6.5’ 5-12

Ranged Bola 7 27-33 3’-6’ 2-6 20’ 40’ 60’ 80’ 100’

Javelin 4 38-42 4’-7’ 3-5 25’ 50’ 75’ 100’ 125’

Sling 6 90-100 1.5’-3’ 0.5-1 45’ 90’ 135’ 180’ 225’

Short Bow 4 75-85 2.5’-3.5’ 1.5-2 60’ 120’ 180’ 240’ 300’

Long Bow 5 80-90 5’-7’ 2-3 100’ 200’ 300’ 400’ 500’

Light Crossbow 4 70-80 2’-4’ 4-8 70’ 140’ 210’ 280’ 350’ Point-blank: +15

Heavy Crossbow 4 75-85 3.5’-4.5’ 8-12 80’ 160’ 240’ 320’ 400’ Point-blank: +30

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ShieldsUsing shields defensively is detailed in Section 6.3, however shields can also be used as a weapon. When using a shield to bash an opponent it is treated as a weapon in all respects, including the ability to parry. The combatant uses his Shield skill bonus as his OB. (When a shield is being used to attack, it no longer offers defensive benefits beyond the OB put into parry.)

Ranged WeaponsThis includes all weapons that are thrown (e.g., dagger, bola) as well as devices that propel missiles (e.g., bows, firearms). Ranged at-tacks benefit from the fact that they cannot be parried, although the defenders benefit from shields and cover. Arm armor can re-strict the attacker’s freedom of movement and impose a penalty to all ranged attacks (see Section 6.2), so archers may choose to use lighter arm protection that impedes ranged attacks less.

As the distance between an attacker and his target increases, ranged attacks become more difficult. The ranged weapon and el-emental attack tables indicate the ranges for Short (+0), Medium (-10), Long (-25), Extremely Long (-50), and Absurd (-100).

Balls, Bolts, and Breath Attacks‘Bolt’ and ‘Ball’ attacks are most commonly the result of spells (e.g., Shock Bolt, Fire Bolt), although they could also be the result of a natural breath attack, innate magical power, or a more unusual source. Breath attacks are treated as Bolts, if they are directed against a single opponent, or as Balls or Cones, if they are used as an area attack (See Creature Law).

Bolts are treated like any other ranged attack, and they can be fumbled. If the bolt is produced by a spell, the caster has a chance to fail the spell, but then also a chance to fumble the bolt, al-though this is a low chance for most bolts.

Balls are not treated as a typical attack. There is no skill added to the attack roll, since the attack covers an area, and thus aim-ing is of little importance. There can be penalties based on range, and DB applies as normal from Quickness and armor. Shields and cover only apply if they are between the center point of the area attack and the defender for ball attacks. When a ball or cone attack is declared, one target is specified as the primary target. While multiple combatants may end up in the area of effect, the primary target of a ‘Ball’ or ‘Cone’ attack is subject to an attack of +1 Size larger than normal.

Table 5-2: Natural and Elemental Attacks

Range

Attack

Fum

ble

Shor

t (0)

Med

ium

(-10

)

Long

(-25

)

Extr

eme (

-50)

Abs

urd

(-100

)

Notes

Sweeps & Throws 1

Unarmed Strikes 1

Beak 1

Bite 1

Claw 1

Grapple 1

Horn 1

Ram 1

Stinger 1

Trample 1

Crush 1

Fire Bolt 2 25’ 50’ 75’ 100’ 125’ Higher level bolts higher ranges

Ice Bolt 2 25’ 50’ 75’ 100’ 125’ “

Lightning Bolt 2 25’ 50’ 75’ 100’ 125’ “

Water Bolt 2 25’ 50’ 75’ 100’ 125’ “

Cold Ball 2 25’ 50’ 75’ 100’ 125’ “

Fire Ball 2 25’ 50’ 75’ 100’ 125’ “

Lightning Ball 2 25’ 50’ 75’ 100’ 125’ “

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5.2. Improvised WeaponsPlayers often need to use a mundane item as an improvised weap-on (e.g., lengths of chain, cooking knives, firewood). When wishing to use a new weapon, use an existing chart and impose a pen-alty. If appropriate, also adjust the type of critical inflicted, the Fumble Range, and Range Modifiers. If the combatant does not know the skill for that type of attack the penalty for Similar Skills (Character Law Section 12.5) are applied as well.

›Example: Somarl is unarmed and chased into the kitchen at the back of the inn; he looks around desperately for a weapon. The GM considers the items likely to be found and declares a kitchen knife should be considered a dagger -15. A length of firewood is a -15 club and an iron soup ladle a -50 mace. Somarl has +55 skill with club, so he selects a likely piece of firewood and turns to face his pursuers. His effective skill with the firewood will be 55 – 15 = +40.

5.3. Weapon SummaryPage Layout Note: All above information will appear on the at-tack tables themselves, thus why Unarmed and Elemental attacks are not included. They have a Fumble and, for Elemental attack, ranges. Base ranges vary according to power of Elemental Attack. Elemental Attacks have a Point-blank bonus of +20.

• Bolt/Ball I: 25’• Bolt/Ball II: 50’• Bolt/Ball III: 100’

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6. Armors & Shields

E very advance in weaponry spurs advances in defense. Even light armor is a boon against many weapons, still allowing maneuverability but able to absorb light hits. The attack tables assume that the target is actively

trying to avoid getting hit, although wearing armor will alter this behavior. Without armor, combatants focus on dodging and avoiding blows. With armor, rather than dodging (which sacrifices offense), you can ignore some blows or step into the blow allowing it to hit you in a non-vital spot thereby reducing the risk of a fatal hit.

6.1. Armor TypesThe types of armor in a role-playing game can be many and var-ied. The Armor Type (AT) of a combatant is based on the type of armor he is wearing and assumes a full suit of armor, from head to toe. The ten Armor Types do not represent specific types of armor, but instead could be any of several different kinds of armor that share similar characteristics with regard to flexibility and material.

Table 6-2: Helm

Type Perception

Very Light 0

Light -5

Medium -10

Heavy -15

Flexibility• Flexible: All of the armor can move freely in any direction.• Scale: The armor is made of small, inflexible pieces.• Segmented: The armor is made of large, inflexible pieces.• Plate: The armor is largely inflexible, except at key joints.

Materials• Cloth: Soft, porous, organic material (e.g., cloth or fur)• Leather: Soft, non-porous, organic material (e.g., leather or

thick skin)• Horn: Hard, non-porous, organic materials (e.g., horn, horn-

like hide, cuir bouilli, bone, or wood)• Metal: Hard, non-porous, inorganic material (e.g., metal

or glass)

In addition the normal encumbrance of wearing armor (due to weight), there are penalties that represent the confining and more

Table 6-1: Armor Types

Maneuvers

AT Name Generic Name Type Torso Full Suit Missile

1 None None None 0 0 0

2 Heavy Cloth Flexible Cloth Very Light 0 -5 0

3 Soft Leather Flexible Leather Very Light -5 -10 0

4 Hide Scale Scale Horn Light -10 -25 -10

5 Laminar Segmented Horn Light -20 -35 -10

6 Rigid Leather Plate Horn Medium -35 -70 -20

7 Metal Scale Scale Metal Medium -40 -75 -20

8 Mail Flexible Metal Medium -45 -80 -20

9 Brigandine Segmented Metal Heavy -60 -120 -30

10 Plate Plate Metal Heavy -65 -125 -30

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restrictive nature of armor, as shown in Table 6.1. The armor’s maneuver penalty applies to all moving maneuvers. While the encumbrance of armor and equipment cannot be reduced by skill, maneuver penalties from armor can be lowered with the Combat Expertise: Maneuvering in Armor skill, to a minimum of 0.

Maneuver penalties are given for both torso armor as well as full suites, while missile penalties are due to vambraces only. It is nor-mally assumed that helms are also worn with armor in which case they also give penalties to Perception as shown on Table 6-2. For mixing torso, vambraces, greaves, and helms see Section 6.2: Piecemeal Armor.

Manufactured armor can be made better or worse than aver-age. Superior materials, craftsmanship or design may offer a DB bonus, while inferior or damaged armor may have a DB penalty.

›Example: The mail found in the Duke’s arming cabinet is fine high steel wire, bent into tiny links in a tight, overlap-ping, multilayered pattern. The mail hanging from a hook in the barbarian camp is crude rings of black iron wired together edge to edge to form a coat of mail. The Duke’s mail is AT8 +20, while the Barbarian’s mail is AT8 -20.

Manufactured armor may also be designed or crafted to be heav-ier/lighter, or to hinder movement more or less than usual. (See Treasure Law)

Inherent natural armor gives no maneuvering penalties, and it often provides full body cover (i.e., ‘greaves’ and ‘helm’), also at no penalty. However, as it is not an inert material, it does not provide the defense against spells that worn armor does.

AT 1: NoneThose without armor have great incentive to not be hit at all, since there is nothing protecting them from the weapon. Therefore, AT 1 is harder to hit than the other Armor Types, but when hit, the damage is of course more severe.

Man-made: Light clothingNatural: Humans, birds, amphibians, snakes, fish

AT 2: Heavy ClothHeavy clothes, hides, and furs are mostly used to protect against the elements although they do well at protecting against light slashes and provide some padding against crushing attacks.

Man-made: Heavy clothing, furs, armor under-padding, pad-ded armorNatural: Light hides or animals with significant fur

AT 3: Soft LeatherFlexible like clothing, the soft leather Armor Type is a heavier and thicker version of hides and furs and frequently used as the under-padding for heavier armors. It provides similar, but better protection, than heavy clothing.

Man-made: Thick leather clothing, heavy armor under-padding, quilted armorsNatural: Heavy hide and/or thick heavy fur over hide, thin blub-ber, soft carapace

AT 4: Hide ScaleHide Scale armors consist of small hard horn-like elements sewn together or to a flexible backing. Scaled Hide provides moderate protection against slashing attacks, although piercing weapons can more easily penetrate in between elements and joints.

Man-made: Persian Imperial archer armor.Natural: Alligator hide, chitin carapace

AT 5: LaminarImproved but similar protection to AT 4, Laminar consists of larger than hand sized horn-like elements connected together or overlapping in flexible joints.

Man-made: Light samurai armor, Linothorax.Natural: Overlapping rings of giant worm

AT 6: Rigid LeatherThe best protection organic armor can provide, AT 6 is made up of large rigid plates and provides good protection vs. all types of attacks. It is light but not as strong as metal.

Man-made: Cuir bouilli PlateNatural: Armored hides like rhinos, shell of a Crab or armadillo, very thick blubber

AT 7: Metal ScaleMetal Scale is made up of small metal elements linked together, usually on a flexible backing. It provides very strong protection vs. piercing, strong vs. slashing, and less vs. crushing.

Man-made: Lorica Squamata, Japanese kikko armor, Chinese mountain pattern armor.Natural: Enchanted creatures with scaled hide as hard as metal

AT 8: MailMail is flexible and more maneuverable than other metal armors and provides excellent protection vs. slashing attacks, although

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piercing attacks can more easily penetrate it. It provides marginal protection vs. crushing attacks.

Man-made: Maille. “Ring”, Viking mail-shirt, jazerant, Roman lorica hamata, Norman hauberk.Natural: Enchanted creatures with metallic or metal-hard fur

AT 9: BrigandineBrigandine armor, often called splinted, is made up of larger than hand sized metal plates. It provides most of the benefits of plate, without solid back and breastplate, therefore weaker vs. crushing and piercing attacks but much easier to wear.

Man-made: Roman lorica segmanta, metal samurai armorsNatural: Enchanted creatures with overlapping bands or rings as hard as metal

AT 10: PlatePlate consists of large metal plates centered on either a single torso barrel, or a pair of back and breast plates attached at the sides. Usually overlapping at the joints, it provides the best pro-tection vs. all physical attacks.

Man-made: PlateNatural: Enchanted creatures with shells as hard as metal

6.2. Piecemeal ArmorIf the combatant is not wearing a full suit of armor, or is wearing mismatched armor (e.g., a mail shirt with heavy leg greaves), then the severity of the critical to those locations can be increased (for wearing less) or decreased (for wearing more). Combatants may wish to wear piecemeal armor to improve protection on limbs, or to reduce penalties. Arm braces penalize moving maneuvers and missile attacks. Leg greaves penalize moving maneuvers, while helmets penalize moving maneuvers and perception due to the limited field of view and dampening of sounds.

Table 6-3: Critical Modification for Piecemeal Armor

Armor Type Worn on Location

AT Worn None Very Light Light Medium Heavy

1 - -1 -2 -3 -4

2 - 3 +1 - -1 -2 -3

4 - 5 +2 +1 - -1 -2

6 - 8 +3 +2 +1 - -1

9 - 10 +4 +3 +2 +1 -

Piece armor and helmets fall into one of four categories: Very Light, light, medium, and heavy. Very Light piece armor is made of heavy cloth, while light greaves/helmets are typically organic (horn), heavy is metal, and medium are thick organic (horn) or lighter metal. The type of piece armor and helmets assumed to

be worn with each Armor Type is shown in Table 6-3 as the “-“on the table.

When wearing piece armor heavier or lighter than normal, mod-ify the critical based on table 6-3. For heavier piece armor this will reduce the critical by the number of steps indicated when a hit is made in that location (i.e. Heavy leg armor worn with an AT5 torso will reduce critical to the leg location by -2 so an E would be-come a C). When wearing lighter than normal armor, the critical level is increased when hit in that location (i.e. No leg armor worn with an AT5 torso will increase a critical to the leg location by +2, so a C becomes an E). This increase in critical cannot exceed an ‘E’ critical. This shift applies first, before any other critical severity modifications are calculated (e.g. for size, or a magical effect), and the critical increase cap only applies to this modification.

The critical tables indicate whether or not limb armor or helmets protect against it (e.g. greaves have no effect on grappling attacks). In the case of an ‘A’ critical, reduce the critical to the next lowest row that affects that location (If there is none, use the first row on the table, and change the prose to fit the location).

The armors listed in table 6-1 give both torso and full ‘suits’, which are assumed to include torso, leg (greaves), arm (vambraces), and head (helmets) armor. If the character wishes to mix differ-ent types of armor then start with the maneuver penalties given for torso armor and add the maneuver penalties for the type of greaves, vambraces, and helms worn.

It is assumed that legs and arms come in sets of two matching arms/legs. If the GM wishes to allow uneven armor, then divide the arm/leg penalties above by two (rounding up) and proceed with individual limb armor.

Table 6-4: Piecemeal Armor Maneuvering Penalties

Type Arm Leg Head

Very Light 0 -5 0

Light -5 -10 0

Medium -10 -20 -5

Heavy -20 -30 -10

6.3. ShieldsShields provide combatants with additional defensive options. While a parry can only be used against the target you are at-tacking, a shield can be allocated against any opponent in your front facing.

Against a ranged attack, a shield provides a fixed bonus. Against a melee attack, a shield increases the character’s DB by the shield’s minimum modifier, plus the number of ranks the character has in Shield skill.

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Table 6-5: Shields

Type DB Max Foes

Target +15 1

Normal +20 2

Full +25 3

Wall +30 4

During the declaration phase, the character must decide which opponents will be subject to the shield bonus. A character can choose to declare use of the shield on multiple foes, up the maxi-mum number of foes indicated on Table 6-5. The shield bonus applies to all melee attacks made by the opponents declared.

›Example: Kregon has a full shield and 15 ranks of Shield skill. He chooses to allocate the shield against a goblin wolf-rider pair in front of him and against a goblin archer. Against the goblin and wolf in melee, Kregon’s DB increases by +40. Against the gob-lin archer, his DB increases by +25 (the flat bonus for a full shield).

By Concentrating (Section 2.2), a character can actively hide be-hind his shield and move it defensively to protect against missile fire. They are assumed to be keeping an eye on the target, watch-ing their point of aim and ready for them to fire and move the shield into the way of the path of the missile. Using a shield in this manner increases the character’s DB against missile attacks by the shield bonus plus his Shield skill bonus. The maximum num-ber of attackers that this bonus can apply to is shown in Table 6-5. (All of these missile attackers must be on one side of the shield user, i.e. in a 180 degree arc maximum). The total skill bonus must be split evenly between the declared attackers. This use of a shield does not work against projectiles that travel too fast for even the fastest reaction times (i.e. Elemental Bolts, Bullets from firearms, Lasers, etc.).

›Example: if Kregon were facing one goblin archer, then he could hide behind his full shield to gain a bonus of +85 (+25 from the shield + 60 for Shield skill) against any missile attacks by that goblin. If he was facing three goblin archers he would need to split his +60 skill bonus evenly between them, thus getting a Defensive Bonus of +45 (+25 from the shield, +20 for 60/3 shield skill). Of course, his offensive capabilities will be limited as concentra-tion doubles the activity needed for all actions in a round. Using a normal shield, Kregon could only defend against two arch-ers maximum.

The limit of the number of foes for a shield is cumulative, so the 3 limit for a full shield could be using shield vs. one target in melee, 1 passive defense vs a missile attacker, and one active defense vs. a 3rd missile attacker.

Passive Defense With WeaponsWeapons can also be used for passive defense. A combatant could use a sword to attack and parry, and a dagger in the off-hand as additional defense. If not used to attack, or used to perform a full parry, weapons give a +5 DB vs. melee, unless noted other-wise (e.g., special parrying weapons such as the main gauche provide a larger bonus). Weapons cannot be used with shield skill or to actively shield you from missile fire. Waving a dagger around will not protect you from incoming arrows! It is best to use Evasion instead or get an actual shield.

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7. Criticals & Injuries

Concussion hits represent light injuries (bruises, cuts), general pain, and minor blood loss, and the will to keep fighting. Criticals refer to the tables and represent types of damage causing more serious wounds that

can include stuns, broken and severed limbs, and major blood loss. Each critical result will give a descriptive result in addition to a series of numbers and icons (e.g., “Foe reels from the blow. +5 hits; stunned 1 round”). The meaning of the icons are indicated on each critical table.

An injury is the specific result applied to a character or creature. Injuries most often occur from criticals but can also result from fumbles, failed maneuvers, and spell failures.

7.1. Critical EffectsThere are a variety of critical tables representing different types of damage (e.g., Slash, Puncture, Heat), which range in severity from ‘A’ to ‘E’. ‘A’ criticals are the least severe and usually result in minor damage, with an incapacitating injury or death only oc-curring in very rare cases (i.e., a roll of 100). ‘E’ criticals tend to be moderate to severe, with a good chance of death or incapacita-tion, although minor blows can result.

Criticals are a straight d100 (non-open-ended) roll, usually without modifiers. Slaying attacks, Ambush attacks, exceptional attacks over 150, and possibly magical effects can modify the critical roll, but these tend to be rare. Across all critical tables and severities, for a given roll, the location is the same. For example, a roll of 56-60 is a torso hit. In any instance where left vs. right matters, if the unmodified critical roll is odd, the result is left, if the UM critical roll is even, the result is on the right. If the combatant is non-humanoid then adjust the critical result as needed, an arm becomes a foreleg on a dog, or a tentacle on an octopus, etc.

BleedingBleeding results represent serious bleeding wounds and are given as hit loss every round. This type of bleeding will not generally stop on its own. Even a wound bleeding at 1 hit/round will cause death within several minutes to most humans. Minor bleeding wounds that clot on their own are represented by straight con-cussion hit loss. Bleeding is subtracted from hits during the up-keep phase of the round.

Grapple/EntangleGrabbing and holding onto the target causes a grapple result followed by a % to indicate how effectively the target has been grabbed. The grapple percentage is a penalty to all actions for the target until they break free. The attacker and the target are bound together by the grapple, and neither can move away as long as any percentage of grapple is in effect.

This percentage is cumulative, so a 30% grapple result followed by a 10% grapple result the following round means the target is now grappled 40%. The grapple results of multiple attackers on one target are cumulative. The maximum total grapple percentage is 100%, once a target is 100% grappled they are helpless and unable to physically act, the attacker can knock them unconscious or kill them in the round following achieving 100% grapple.

Breaking free of a grapple can be accomplished a number of ways.

• The attacker can choose to release the target at any time.• If the attacker is stunned, knocked unconscious, or killed that

attacker’s grapple is broken.• The target can attempt to escape or break free (see below), a

20% action.

To escape, roll an Absolute Maneuver plus the target’s Wrestling/Grappling skill, minus the attacker’s Wrestling/Grappling skill.

To break free via brute strength roll an Absolute Maneuver plus three times the target’s Strength bonus, minus three times the attacker’s Strength bonus. If the target is a larger size than the attacker, add +20 to the roll for each size increment difference. If the attacker is a larger size than the defender, modify the roll by -20 for each size increment difference.

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A Partial Success to escape or break free reduces the grapple by 25%, Success reduces the grapple by 50%, and an Absolute Success reduces the grapple by 100%, to a minimum of 0%.

If the grapple is a mechanical device rather than a combatant, the grapple can be broken by damage directed at it using the “Attacks against objects” rules.

If grappled by multiple attackers an escape roll must be made to escape from the total amount grappled, and the attacker’s are thrown off in order from the one with the least grapple to the most contributed to the total. (see Character Law Section 12.5 on complementary skills) to reflect the strength of the combined grapple vs breakout attempts). If friendly characters come in and attempt to assist a character in breaking out of a grapple, use the same complimentary skill rules to reflect the strength of the breakout attempt.

HitsHits are most often inflicted from the attack table, but critical effects can also cause hits, also called concussion hits. A combat-ant is knocked unconscious when they drop to 0 or fewer hits, but they take penalties to all actions once they take 25% or more of their total hits as shown in Table 7-1.

Table 7-1: Hit Loss Penalties

Hits Lost Penalty

26-50% -10

51-75% -20

76%+ -30

PenaltiesMany injuries result in a penalty, which is applied to all static and moving maneuvers, spell-casting and attack rolls. Some criticals will describe a wound as making a limb or body part useless. In these cases, the penalty is assumed to be -100 for any activity that requires that limb or -50 for an action that partially uses that limb, assuming that the action is still possible at all. Penalties from all injuries stack, although in specific situations the Gamemaster may decide not to apply penalties.

›Example: The GM decides Flinky’s -10 for a broken finger does not apply to jumping over the pit, and her -20 from bro-ken toes does not apply to picking a lock further down the hall (although the -10 from the broken finger definitely would).

All injury penalties last until the injury is healed, although the penalty diminishes over time (Section 7.3: Recovery from Injuries).

StaggerThere are three different types of staggering effects, all of which reflect a character being knocked off balance. Staggered is knocked off balance, Knocked Back means the character is thrown off bal-ance so much as to stumble away, and Prone means the character has been knocked off his feet to the ground. Staggered results are not considered stun, do not count toward unconsciousness, are not ignored by creatures immune to stunning, and cannot be healed with stun relief effects.

A Staggered combatant cannot attack, but the effect only lasts one round. If multiple stagger results affect a target in the same round, just apply the most serious one for one round and discard the rest. No matter how many rounds of stagger are inflicted on a target, the effect can only last one round.

Combatants who are immune to Stun are not immune to getting knocked around. Therefore, any types of stun they receive should be converted into a stagger type result. Dazed and Stunned be-come Staggered, Stunned & Unable to Parry becomes Knocked Back, and Down becomes Prone. (Remember to tally up all the converted stuns, and only apply the most serious stagger type result for a single round.)

StunThere are several different stun-related effects, generically re-ferred to as stun effects. The four main stun effects on the tables, in order of increasing severity, are Dazed, Stunned, Stunned & Unable to Parry, and Down. A stun means the combatant has been knocked hard enough to disorient and put him in a vulner-able state. Stun Effects can last multiple rounds, and new rounds of stun are added onto the total number of rounds of any existing Stun Effects.

Table 7-2: Staggered and Stun Effects

Effect Modifier Melee vs Missile vs Other

Staggered -25 0 0 Only lasts one round

Knocked Back -25 0 0

Prone -50 +30 -30

Dazed -25 0 0

Stunned -50 +20 +20

Stunned Unable to Parry -75 +20 +20

Down -100 +50 -10 Point blank missile at +20 instead

Combatants cannot initiate attacks or cast spells while suffering from any stun effect (subconscious spells may still be cast), although Dazed and Stunned combatants can still declare full parry, at the penalty given in the Modifier column of Table 7-2. A Down result means the combatant has been stunned so completely that

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it cannot operate its legs properly and falls down. The Downed combatant is unable to stand up for the duration of the Down result (being unable to coordinate enough to stand).

All stun results are cumulative, so if you are already Stunned for 2 rounds and Dazed for 1 round, and take another 1 round of Stunned & Unable to Parry and 1 round of Dazed, the charac-ter is now Stunned & Unable to Parry for 1 round, Stunned for 2 rounds, and Dazed for 2 rounds. Stun results wear off dur-ing upkeep, and wear off one per round, from the worst effect to the least. So Down wears off before Stunned & Unable to Parry, Stunned & Unable to Parry before Stun, and Stun before Dazed.

If a combatant has more rounds of stun than 10+ constitution bonus, he is knocked unconscious and is completely helpless until enough rounds of stun wear off for him to wake up. (Characters with a Con bonus of -10 or worse are knocked unconscious by any rounds of stun, but do not fall unconscious with zero rounds of stun).

›Example: Borin attacks a Skeleton and delivers a critical that stuns for 5 rounds. The skeleton, being immune to stuns, is knocked off-balance and is treated as staggered, but recovers the following round. If Borin had caused a Down result, the Skeleton would have been knocked to the ground.

OtherCriticals may cause other types of results which are clearly indi-cated. It may give a bonus to the attacker’s next action, may cause a fatigue penalty, or death.

Some criticals will trigger a breakage check in the armor hit (based on the location), sometimes at a penalty. If armor is not worn in that location the GM may decide that some other piece of equipment may be subject to a breakage check instead.

If the critical indicates an item is dropped it must make an im-mediate breakage check. In addition to determining if the item has been damaged or broken, use the breakage roll to determine roughly how far away the item lands. A low roll means it has been knocked farther away, while a high roll means it has been simply dropped at the combatant’s feet.

7.2. Injuries & HealingThe body heals itself, albeit slowly. Even without spells, herbs or medicine, a combatant can rally from some injuries, barring in-fections. Hits are recovered over time, and recover faster with rest and sleep.

• While resting, 1 hit is recovered every full continuous hour of rest.

• While sleeping, (Constitution Stat Bonus / 2) hits are recov-ered every hour of continuous sleep with a minimum of 2 hits per hour. One must sleep for a minimum of two hours to re-ceive this benefit; if sleep is disturbed prior to two hours, treat as rest.

Injuries that give penalties also heal over time, with the penalty diminishing with time. Bleeding must be stopped with some sort of treatment, or the victim will eventually die of blood loss. Each injury is a certain severity that determines the rate at which the wound heals or the difficulty in healing it.

Table 7-3: Injury Severities

Penalty Bleeding Severity

-1 to -25 1-3 hits/round Light

-26 to -50 4-6 hits/round Medium

< -51 7+ hits/round Severe

First Aid and other Medical skills are very useful for speeding healing, stabilizing serious wounds, and preventing re-injury (through the use of slings for example). The Diagnostics skill is useful in ascertaining details of the injury (e.g., whether a bone is broken and, if so, how). A successful Diagnostics check (or an ap-propriate spell) will give a bonus to subsequent Medical rolls on the injuries diagnosed.

The type and severity of an injury determines the type of Medical skill that should be used. The rules here assume First Aid skill and the difficulties represent that. If the Gamemaster uses more advanced medical skills, such as Second Aid or Surgery, then the difficulties should be adjusted accordingly.

›Example: After a serious battle, Karn has a serious cut in his arm that is bleeding at 4 hits/round and a torn muscle in his other arm that is at -30. Luckily, his companion Mordryn is skilled at First Aid. Stopping the bleeding requires a First Aid maneuver at +20 for direct pressure, while the muscle requires rest, although a splint or brace would help in order to keep the arm immobile.

For many wounds, treatment will still require that the patient rest, or move no faster than a certain pace. If the patient does engage in more strenuous activity, then he must make a Moving Maneuver roll for the maneuver. A Failure on the roll will in-crease the penalty of the wound by -5, and the wound must be treated again and Recovery rerolled.

Bleeding InjuriesIf bleeding injuries are accompanied by a penalty, then the pen-alty itself is due to the cut or wound and is healed and recovered as a ‘Cut’. Medical skills can be used to stabilize or slow bleeding with a few different methods.

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• Direct pressure (Easy, +20) can be used to stop the bleeding of Light wounds or slow the bleeding of more severe wounds (by 4 hits/round), although any action more rigorous than walking will reopen the wound.

• Stiches (Medium, +0) can be used on Light or Medium wounds to prevent reopening of wounds, and they will also lower the penalty. Halve the penalties for any successfully stitched open wound. A failure for any violent motion (attacking, movement or a maneuver requiring a maneuver roll) will reopen the wound.

• Tourniquets (Very Hard, -20) can be used to stop severe bleed-ing wounds on limbs other than the head, but they must be loosened and allowed to bleed for 1 round after every 5 rounds held tight or the limb will die.

• A wound can be cauterized (Routine, +30), given a torch or hot metal object, however the patient will take damage from the heat, although most find this preferable to bleeding to death. The results of cauterization are given in Table 7-4.

Table 7-4: Cauterization

Roll Result Effects on Patient

< 1 Absolute Failure Take ‘D’ Heat critical + 4d10 hits

1 - 75 Failure Bleeding halved. ‘C’ Heat critical + 3d10 hits

76 - 99 Partial Success Bleeding stopped. ‘B’ Heat critical + 2d10 hits

100 - 175 Success Bleeding stopped. ‘A’ Heat critical + 1d10 hits

176 + Absolute Success Bleeding stopped.

Bone InjuriesGenerally speaking, a Light bone injury is a simple fracture, a Medium injury is a compound fracture, and Severe injury is a shattered bone. Medical skills are best used to set and splint the injured limb. Injuries to joints (knees, ankles, elbows, etc.) that in-clude broken or shattered bone will also have cartilage damage and require both bone and cartilage repair to heal.

• A splint (Easy, +20) can be crudely made from materials at hand. For a leg, the patient cannot move faster than a walk, and for arms the limb is unusable while in the splint, but the limb is kept stable.

• A brace or cast (Medium, +0) is more permanent. For a leg, the patient can move no faster than Creep (x0.5), or Walk (x1) with a cane, or Brisk (x1.5), with crutches. For all limbs, the penalties are effectively halved for maneuvers (but use the full penalty when determining the daily lowering of the penalty through healing).

• Surgery (Sheer Folly, -50) can be used on Severe injuries and is generally the only option other than magic. A cast or brace is needed afterwards.

Burn InjuriesBurn Injuries have high risk of infection, and can take much longer to heal if not treated.

• Applying cool water and bandages (Easy, +20) is effective on Light and Medium wounds (1st and 2nd degree burns) and pre-vents the possibility of blisters becoming infected.

• A salve (Light, +10) can also be used. This will give a further bonus (or penalty!) to the healing roll based on the qualities of the herbs or medicines in the salve. The wound is then dressed with bandages (included in this maneuver roll).

• Surgery (Extremely Hard, -30) can be used to remove the burnt flesh and debris and properly dress the wound in the case of Severe wounds.

Muscles, Tendons, Cartilage & Ligament InjuriesGenerally speaking, a Light injury is a sprain or strain, a Medium injury is a tear or dislocation, and a Severe injury is a severed ten-don, ligament, or muscle.

These tend to be common injuries, and require rest in order to heal.

• Splints and Braces can be used as with Bone Injuries in order to keep the injured area immobile until healed.

• Surgery (Absurd, -50) can be used to close the injury and bind it or to reconnect severed tendons, ligaments or muscles. This is required on Severe wounds, but can be used on less se-vere wounds.

Organ InjuriesOrgan injuries are extremely difficult to treat, and very slow to heal. Destroyed organs may have permanent effects (loss of vi-sion), if not causing outright death.

• The wound can be dressed (Very Hard, -20) in the case of Light wounds.

• Surgery (Absurd, -70) is required with Medium or Severe wounds.

Skin & Tissue InjuriesThis is the most common type of injury and is considered a flesh wound. Any wound not given a specific injury from the above descriptions (bleed, bone, burn, muscle/tendon, organ), is a Skin & Tissue injury. They heal relatively fast, treatment is easy to per-form, and the chance of infection is low.

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• The injury can be dressed (Routine, +30) in the case of Light, Medium, and Severe injuries.

Head InjuriesHead injuries can complicate all of the above. Any Medical ma-neuver on head injuries is increased one difficulty, and wounds take longer to heal. Use the appropriate healing recovery table for the type of injury (typically Bleed, Bone, Burn, and Skin & Tissue injuries), but double the time needed to heal.

7.3. Life & DeathA character can die if he takes enough damage to reach nega-tive concussion hits equal to or greater than his Constitution (e.g., with a 60 Constitution you will die when you reach -60 hits). In addition to death from hits, some injuries may cause instant death or death within a given time period. These injuries can only be healed with very advanced medicine or powerful magic. For any result of death treat the injuries as Severe with an effective penalty of -100.

If a character has died the body can still be healed until the soul has left the body. However, even if the body has been healed this does not automatically make the character start breathing again, or restart the heart.

Reviving a BodyCardiac arrest is when a being’s heart has stopped, while res-piratory arrest is when a being has stopped breathing. In most cases of death, these can be assumed to happen at the same time, although in some cases, such as drowning, the being will have stopped breathing while the heart can continue to beat for sev-eral minutes.

Resuscitating a person that has undergone cardiac and/or respir-atory arrest is an extremely difficult task. Modern medicine has developed techniques such as chest compression and ventilation (CPR), but even that is rarely effective by itself and typically only buys time until the person can be defibrillated (an electric shock administered to restart the heart).

As a rule of thumb, a person can be revived within 3-5 min-utes after death, although this assumes that there are no other complicating factors such as fatal injuries. If the character has undergone respiratory arrest, a Sheer Folly (-50) Medical: First Aid maneuver is required to revive him. If the character has un-dergone cardiac arrest (with or without respiratory arrest), then a Nigh Impossible (-100) Medical: First Aid maneuver is required.

Electrical shocks can also be administered in the case of cardiac arrest (defibrillation) given an appropriate source. This is a Very Hard (-20) Medical: First Aid maneuver. If Spell Law is used then a spellcaster may be able to use a spell (e.g., Shock Bolt, Lightning Bolt) to perform defibrillation with a Very Hard (-20) Spell Mastery roll. If the GM deems the source is potentially danger-ous (always the case if an elemental spell is used), then apply the results on Table 7-4. If the source is not overtly dangerous (e.g., an advanced modern defibrillator) then failure only means it has not succeeded. Healing specialists will usually have a spell specifical-ly for this purpose, which does not involve the risks of attempting healing with an elemental bolt and do not use Table 7-4.

Table 7-5: Defibrillation

Roll Result Effects on Patient

< 1 Absolute Failure Take ‘D’ Electricity critical + 4d10 hits

1 - 75 Failure No effect on heart. ‘C’ Electricity critical + 3d10 hits

76 - 99 Partial Success Heart restarts. ‘B’ Electricity critical + 2d10 hits

100 - 175 Success Heart restarts. ‘A’ Electricity critical + 1d10 hits

176 + Absolute Success Heart restarts!

DecompositionOnce a being has died, its body is subject to decomposition. The rate at which a body decomposes is highly variable, depending largely on the environmental conditions. In a fantasy setting that has access to lifegiving magic, it becomes important to know what effects decomposition has on the body if the body is brought back to life.

The GM should determine how far advanced the decomposition is using the stages given on Table 7-6, and if the person is success-fully brought back to life, than apply the effects shown. (Keeping a body near freezing will slow effects, double decomposition times). Treat the penalty as seven additional injuries, one each to the six major body locations (Head, Chest, Left & Right Arms, Abdomen, Left & Right Legs.) that must be healed or recovered from on top of the injuries that actually caused the character’s death.

These rules can also be used for severed limbs, though in that case, the decomposition injury only applies to the severed limb.

Table 7-6: Decomposition

Time after death Stage Effect

0 - 3 days Fresh -10

4 - 10 days Bloat -25

10 - 20 days Active -50

20 - 50 days Advanced -75

50 - 365 days Dry/Remains -100

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Soul DepartureWhat happens after death is dependent on the setting. Some set-tings may allow resurrection and define the concept of a soul. In these cases after death the soul will depart after 5 minutes (or based on the setting). Before the soul departs, Lifekeeping herbs or spells can be used to prevent its departure, although if the body cannot sustain life due to injuries then this will do little good in the long run. After the soul departs, only a Lifegiving spell or herb will bring the soul back to the body (which may have deteriorated based on the amount of time since death and the environment).

Soul departure and medical death are two different things. It may be possible to be alive, but without a soul (e.g., if subject to an Absolution spell), in which case the being is in a coma…alive but unable to function. In some settings, a functioning body with no soul in residence is an invitation to possession by non-corporeal entities like undead or demons.

7.4. Recovery from Injuries‘Healing’ an injury only implies treatment, actual recovery can last many days or weeks. An injury’s penalty will gradually lesson every day (or hour) over the recovery period, going down an equal amount each time. With proper facilities each day of complete and utter rest is treated as two days.

For each injury the patient should make an open-ended Recovery Roll when the Injury is treated.

Recovery Roll = d100OE + Body Development Skill – Injury Penalty + Modifiers

Table 7-7: Recovery Modifiers

Medical skill Success +25

Medical skill Absolute Success +50

Magically Healed (Spell, Herb) +100

Look up the Recovery Roll total on Table 7-8 for the appropriate injury. The resulting number is the number of days it takes for the injury to heal. This is further multiplied by patient’s Recovery Multiplier due to race. For most races this is 1, although it may be half or double. Because injuries affect different parts of the body and may or may not affect specific actions, track each injury separately until completely recovered.

Divide the penalty by the recovery time to get how much the penalty is reduced every day. If the recovery time is short and the penalty moderate, it may make more sense to measure recovery by the hour. If it does not divide evenly, reduce the penalty the most on the first days.

›Example: Garath is recovering from fractured arm (-50). Yorell, unfortunately out of herbs, manages to set the bone and put it in a sling. Yorell’s First Aid roll results in a Success, giving Garath a +25 to his recovery roll. Garath rolls a 34 for recovery + 56 Body Development + 25 for a total of 115. This results in 3 day recovery, however it is a Medium injury so it is x5 the recovery, or 15 days. -50/15 days is -3/day, with -5 left over. Thus, Garath’s penalty reduces by 4 per day for the first 5 days, then 3 per day after that until fully recovered. Also, every full, complete day of rest is treated as two for purposes of recovery so Garath decides to hibernate for a while.

Table 7-8: Recovery Times

Roll Cuts & Burns Bone Skin/

Tissue Organ Muscle/Tendon

< 0 12 10 5 20 15

1 - 50 10 8 4 16 12

51 - 75 8 6 3 12 9

76 - 99 6 4 2 8 7

100-125 4 3 2 6 5

126-175 2 2 1 4 3

176+ 1 1 1 2 1

Medium injuries x5

Severe injuries x10

Permanent InjuriesIt is possible that injuries can cause long-lasting effects. Light injuries can never develop permanent injuries. For Medium and Severe injuries, the Recovery Roll is used to determine if a permanent injury develops. If the roll is even doubles (22, 44, 66, 88, 100) for a Medium injury, or any dou-bles for a Severe injury, then there is a chance of a perma-nent injury. Make a second Recovery Roll as normal and consult Table 7-9, using all modifiers from Table 7-7, but also subtracting the penalty from the injury. Permanent injuries can only be healed with high-level magic (perma-nent injuries are Nerve injuries with specific spells for their treatment) or advanced medicine (GM discretion).

Table 7-9: Permanent Injury

Roll Result Permanent Injury

< 1 Absolute Failure 100% of penalty

1 - 75 Failure 75% of penalty

76 - 99 Partial Success 50% of penalty

100 - 175 Success 25% of penalty

176 + Absolute Success No permanent injury!

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DaggerCriticals: Puncture(P), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 12EP 12EP 11EP 10EP 9EP 9EP 7EP 5EP 4DP 2CP 150149 12EP 12EP 11EP 10EP 9EP 9EP 7EP 5DP 4DP 2BS 149148 12EP 12EP 11EP 10EP 9EP 9EP 7EP 5DP 4CP 2BP 148147 12EP 12EP 11EP 10EP 9EP 9EP 7DP 5CP 4BS 2BS 147146 12EP 11EP 10EP 10EP 9EP 9EP 7DP 5CP 4BP 2BP 146145 12EP 11EP 10EP 10EP 9EP 8DP 7DP 5BP 3BS 2AK 145144 12EP 11EP 10EP 10EP 9DP 8DP 7DP 4BP 3BP 2AK 144143 12EP 11EP 10EP 10DP 9DP 8DP 7CP 4BS 3BS 2AK 143142 11EP 11EP 10DP 9DP 9DP 8DP 7CP 4BP 3BP 2AK 142141 11EP 11DP 10DP 9DP 9DP 8DP 7CP 4BS 3AS 2AK 141140 11DP 11DP 10DP 9DP 9DP 8DP 7CP 4BP 3AP 2 140139 11DP 10DP 10DP 9DP 9DP 8CP 6BP 4BS 3AK 2 139138 11DP 10DP 10DP 9DP 8CP 8CP 6BP 4BP 3AK 2 138137 11DP 10DP 9DP 9DP 8CP 8CP 6BS 4AS 3AK 2 137136 11DP 10DP 9DP 9CP 8CP 8CP 6BP 4AP 3AK 2 136135 10DP 10DP 9DP 9CP 8CP 8CP 6BS 4AS 3AK 2 135134 10DP 10DP 9CP 9CP 8CP 8CP 6BP 4AK 3AK 2 134133 10DP 10DP 9CP 9CP 8CP 8BP 6BS 4AK 3 2 133132 10DP 10DP 9CP 8CP 8CP 7BP 6BP 4AK 3 2 132131 10DP 9CP 9CP 8CP 8BP 7BP 6BS 4AK 3 2 131130 10DP 9CP 9CP 8CP 8BP 7BP 6BP 4AK 3 2 130129 10CP 9CP 9CP 8CP 8BP 7BS 6BS 4AK 3 2 129128 9CP 9CP 8CP 8BP 8BP 7BP 6AP 4AK 3 2 128127 9CP 9CP 8CP 8BP 7BP 7BS 6AS 4 3 2 127126 9CP 9CP 8CP 8BP 7BP 7BP 6AP 4 3 2 126125 9CP 9CP 8BP 8BP 7BS 7BS 6AS 4 3 2 125

123-124 9CP 9CP 8BP 8BP 7BP 7BP 6AP 4 3 2 123-124121-122 9CP 8CP 8BP 7BP 7BP 7BP 5AP 4 3 2 121-122119-120 8CP 8BP 8BP 7BP 7BP 6AP 5AK 4 3 2 119-120117-118 8BP 8BP 7BP 7BP 7BP 6AP 5AK 4 3 2 117-118115-116 8BP 8BP 7BP 7BP 6AP 6AP 5AK 4 3 2 115-116113-114 8BP 7BP 7BP 7AP 6AP 6AP 5AK 3 3 2 113-114111-112 7BP 7BP 7BP 6AP 6AP 6AP 5 3 3 2 111-112109-110 7BP 7BP 6AP 6AP 6AP 6AK 5 3 3 2 109-110107-108 7BP 7BP 6AP 6AP 6AP 5AK 5 3 3 2 107-108105-106 6BP 6BP 6AP 6AP 6AK 5AK 4 3 3 2 105-106103-104 6BP 6AP 6AP 6AP 5AK 5AK 4 3 2 2 103-104101-102 6AP 6AP 6AP 5AP 5AK 5 4 3 2 2 101-10298-100 6AP 6AP 5AP 5AK 5AK 5 4 3 2 2 98-10095-97 5AS 5AS 5AS 5AK 5 5 4 3 2 2 95-9792-94 5AP 5AP 5AK 5 4 4 4 3 2 2 92-9489-91 4AS 4AS 4 4 4 4 4 3 2 1 89-9186-88 4AP 4AP 4 4 4 4 3 3 2 1 86-8883-85 3AS 4 4 4 4 4 3 2 2 1 83-8580-82 3 3 3 3 3 3 3 2 2 1 80-8277-79 3 3 3 3 3 3 3 2 2 1 77-7974-76 2 2 3 3 3 3 3 2 2 1 74-7670-73 2 2 2 2 3 3 2 2 2 1 70-7366-69 2 2 2 2 2 2 2 1 66-6962-65 2 2 2 2 2 2 1 62-6558-61 1 2 2 2 1 1 58-6154-57 2 1 1 1 54-5750-53 1 1 1 1 50-5345-49 1 1 1 45-4940-44 1 1 1 40-4435-39 1 1 35-3930-34 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

8. Attack Tables8.1. M

elee Wea

pons

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40 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Short SwordCriticals: Puncture(P), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 23EP 23EP 21EP 20EP 19EP 18EP 14EP 10EP 7EP 6EP 150149 23EP 22EP 21EP 19EP 19EP 17EP 14EP 10EP 7DP 6DP 149148 23EP 22EP 20EP 19EP 19EP 17EP 14EP 10DP 7DP 5CP 148147 23EP 22EP 20EP 19EP 18EP 17EP 14EP 9DP 7CP 5BS 147146 22EP 22EP 20EP 19EP 18EP 17EP 14EP 9DP 7CP 5BP 146145 22EP 21EP 20EP 19EP 18EP 17EP 14DP 9CP 7BS 5BS 145144 22EP 21EP 19EP 18EP 18EP 16EP 14DP 9CP 7BP 5BP 144143 22EP 21EP 19EP 18EP 18EP 16EP 13DP 9CS 7BS 5BS 143142 21EP 21EP 19EP 18EP 17EP 16DP 13DP 9CP 7BP 5AP 142141 21EP 20EP 19EP 18EP 17DP 16DP 13DP 9BS 7BS 5AK 141140 21EP 20EP 18EP 18DP 17DP 16DP 13DP 9BP 7BP 5AK 140139 20EP 20EP 18DP 17DP 17DP 16DP 13CP 9BS 7BS 5AK 139138 20EP 19EP 18DP 17DP 17DP 15DP 13CP 9BP 7AP 5AK 138137 20EP 19EP 18DP 17DP 16DP 15DP 13CP 9BS 7AK 5AK 137136 20EP 19DP 18DP 17DP 16DP 15DP 12CP 9BP 7AK 5 136135 19DP 19DP 17DP 17DP 16DP 15DP 12CS 9BS 7AK 5 135134 19DP 18DP 17DP 16DP 16DP 15CP 12BP 8AP 6AK 5 134133 19DP 18DP 17DP 16DP 16DP 15CP 12BS 8AS 6AK 5 133132 19DP 18DP 17DP 16DP 15DP 14CP 12BP 8AK 6AK 5 132131 18DP 18DP 16DP 16DP 15CP 14CP 12BS 8AK 6AK 5 131130 18DP 17DP 16DP 15CP 15CP 14CP 12BP 8AK 6 5 130129 18DP 17DP 16DP 15CP 15CP 14CP 12BS 8AK 6 5 129128 17DP 17DP 16CP 15CP 15CP 14CP 11BP 8AK 6 5 128127 17DP 17DP 16CP 15CP 14CP 14BS 11BS 8AK 6 5 127126 17DP 16DP 15CP 15CP 14CP 13BP 11BP 8AK 6 5 126125 17DP 16DP 15CP 14CP 14CP 13BS 11BS 8AK 6 5 125

123-124 16DP 16CP 15CP 14CP 14BP 13BP 11BP 8AK 6 5 123-124121-122 16CP 15CP 14CP 14BP 13BP 13BP 11AP 7 6 4 121-122119-120 15CP 15CP 14CP 13BP 13BP 12BP 10AP 7 6 4 119-120117-118 15CP 14CP 14BP 13BP 13BP 12BP 10AK 7 6 4 117-118115-116 14CP 14CP 13BP 13BP 12BP 12BP 10AK 7 5 4 115-116113-114 14CP 13BP 13BP 12BP 12BP 11AP 10AK 7 5 4 113-114111-112 13BP 13BP 12BP 12BP 11BP 11AP 9AK 7 5 4 111-112109-110 12BP 12BP 12BP 11BP 11AP 11AP 9 7 5 4 109-110107-108 12BP 12BP 11BP 11AP 11AP 10AP 9 6 5 4 107-108105-106 11BP 11BP 11AP 11AP 10AP 10AK 9 6 5 4 105-106103-104 11BP 11BP 10AP 10AP 10AP 10AK 8 6 5 4 103-104101-102 10BP 10BP 10AP 10AP 10AK 9AK 8 6 5 4 101-10298-100 10BP 10AP 9AP 9AP 9AK 9 8 6 5 4 98-10095-97 9AS 9AS 9AS 9AK 9AK 8 7 6 4 3 95-9792-94 8AP 8AP 8AK 8 8 8 7 5 4 3 92-9489-91 7AS 7AS 7 7 7 7 7 5 4 3 89-9186-88 6AP 7AP 7 7 7 7 6 5 4 3 86-8883-85 6AS 6 6 6 6 6 6 5 4 3 83-8580-82 5 5 5 6 6 6 5 4 4 3 80-8277-79 4 4 5 5 5 5 5 4 3 3 77-7974-76 3 3 4 4 4 5 5 4 3 3 74-7670-73 3 4 4 4 4 4 3 2 70-7366-69 3 3 3 4 3 3 2 66-6962-65 3 3 3 3 2 62-6558-61 3 3 2 2 58-6154-57 2 2 2 2 54-5750-53 2 2 2 50-5345-49 2 2 2 45-4940-44 1 1 40-4435-39 1 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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RapierCriticals: Puncture(P), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 20EP 20EP 18EP 17EP 16EP 15EP 14EP 9EP 8EP 6EP 150149 20EP 20EP 18EP 17EP 16EP 15EP 14EP 9EP 8EP 6DP 149148 20EP 19EP 18EP 17EP 16EP 15EP 14EP 9EP 8DP 6DP 148147 20EP 19EP 18EP 17EP 16EP 15EP 14EP 9DP 8DP 6CP 147146 20EP 19EP 18EP 17EP 16EP 15EP 13EP 9DP 8CP 6CP 146145 19EP 19EP 17EP 17EP 16EP 14EP 13EP 9DP 8CP 6BS 145144 19EP 19EP 17EP 16EP 15EP 14EP 13DP 9CP 8CP 6BP 144143 19EP 18EP 17EP 16EP 15EP 14DP 13DP 9CP 7BS 6BS 143142 19EP 18EP 17EP 16EP 15EP 14DP 13DP 9CP 7BP 6BP 142141 19EP 18EP 17EP 16EP 15DP 14DP 13DP 8CS 7BS 6BS 141140 18EP 18EP 16EP 16DP 15DP 14DP 13DP 8BP 7BP 5BP 140139 18EP 18EP 16DP 16DP 15DP 14DP 13DP 8BS 7BS 5AS 139138 18EP 17EP 16DP 15DP 14DP 13DP 12DP 8BP 7BP 5AK 138137 18EP 17DP 16DP 15DP 14DP 13DP 12CP 8BS 7BS 5AK 137136 17DP 17DP 16DP 15DP 14DP 13DP 12CP 8BP 7BP 5AK 136135 17DP 17DP 16DP 15DP 14DP 13CP 12CP 8BS 7BS 5AK 135134 17DP 17DP 15DP 15DP 14DP 13CP 12CP 8BP 7AP 5AK 134133 17DP 16DP 15DP 15DP 14DP 13CP 12CP 8BS 7AS 5AK 133132 17DP 16DP 15DP 14DP 14CP 13CP 12CP 8BP 7AP 5AK 132131 16DP 16DP 15DP 14DP 13CP 12CP 12CP 8AS 7AK 5AK 131130 16DP 16DP 15DP 14CP 13CP 12CP 11BP 8AP 7AK 5 130129 16DP 16DP 14DP 14CP 13CP 12CP 11BS 8AS 7AK 5 129128 16DP 15DP 14CP 14CP 13CP 12CP 11BP 8AP 7AK 5 128127 16DP 15DP 14CP 14CP 13CP 12BP 11BS 7AK 7AK 5 127126 15DP 15DP 14CP 13CP 13CP 12BP 11BP 7AK 6AK 5 126125 15DP 15DP 14CP 13CP 12CP 12BS 11BS 7AK 6AK 5 125

123-124 15DP 15CP 14CP 13CP 12BP 12BP 11BP 7AK 6AK 5 123-124121-122 14CP 14CP 13CP 13CP 12BP 11BP 10BP 7AK 6 5 121-122119-120 14CP 14CP 13CP 12BP 12BP 11BP 10BP 7AK 6 5 119-120117-118 14CP 13CP 12BP 12BP 11BP 11BP 10BP 7 6 5 117-118115-116 13CP 13CP 12BP 12BP 11BP 10BP 10AP 7 6 4 115-116113-114 13CP 12CP 12BP 11BP 11BP 10BP 9AP 7 6 4 113-114111-112 12CP 12BP 11BP 11BP 10BP 10AP 9AP 6 6 4 111-112109-110 12BP 12BP 11BP 11BP 10BP 10AP 9AP 6 5 4 109-110107-108 11BP 11BP 11BP 10BP 10AP 9AP 9AK 6 5 4 107-108105-106 11BP 11BP 10BP 10BP 10AP 9AP 8AK 6 5 4 105-106103-104 11BP 10BP 10BP 10AP 9AP 9AP 8AK 6 5 4 103-104101-102 10BP 10BP 10AP 9AP 9AP 8AK 8AK 6 5 4 101-10298-100 10BP 10BP 9AP 9AP 9AP 8AK 8 6 5 4 98-10095-97 9BS 9AS 9AS 8AS 8AK 8AK 7 5 5 4 95-9792-94 8AP 8AP 8AP 8AP 8AK 7 7 5 5 4 92-9489-91 8AS 8AS 8AS 7AK 7 7 7 5 4 3 89-9186-88 7AP 7AP 7AP 7AK 7 7 6 5 4 3 86-8883-85 6AS 6AS 6AK 6 6 6 6 4 4 3 83-8580-82 6AP 6AP 6 6 6 6 5 4 4 3 80-8277-79 5AS 5AK 5 5 5 5 5 4 4 3 77-7974-76 4AP 5 5 5 5 5 5 4 3 3 74-7670-73 4 4 4 4 4 4 4 4 3 3 70-7366-69 3 3 4 4 4 4 4 3 3 2 66-6962-65 3 3 3 3 3 3 3 2 62-6558-61 2 3 3 3 3 3 2 58-6154-57 2 2 2 2 2 54-5750-53 2 2 2 2 50-5345-49 2 2 2 45-4940-44 2 2 1 40-4435-39 1 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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42 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

LongswordCriticals: Puncture(P), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 30EP 29EP 27EP 26EP 24EP 22EP 20EP 13EP 12EP 10EP 150149 30EP 29EP 27EP 25EP 24EP 22EP 20EP 13EP 12EP 10EP 149148 30EP 29EP 27EP 25EP 23EP 21EP 19EP 13EP 12EP 10DP 148147 29EP 28EP 27EP 25EP 23EP 21EP 19EP 13DP 12DP 10DP 147146 29EP 28EP 26EP 25EP 23EP 21EP 19EP 13DP 12DP 10CP 146145 29EP 28EP 26EP 24EP 23EP 21EP 19EP 13DP 12DP 10CS 145144 28EP 27EP 26EP 24EP 22EP 20EP 19EP 12CP 12CP 10CP 144143 28EP 27EP 25EP 24EP 22EP 20EP 18DP 12CS 12CS 10BS 143142 27EP 26EP 25EP 23EP 22EP 20DP 18DP 12CP 12CP 10BP 142141 27EP 26EP 25EP 23EP 22EP 20DP 18DP 12CS 12BS 10BS 141140 27EP 26EP 24EP 23EP 21DP 20DP 18DP 12BP 11BP 10BP 140139 26EP 25EP 24EP 23DP 21DP 19DP 18DP 12BS 11BS 9BS 139138 26EP 25EP 24EP 22DP 21DP 19DP 17DP 12BP 11BP 9BP 138137 25EP 25EP 23DP 22DP 21DP 19DP 17CP 12BS 11BS 9AK 137136 25EP 24EP 23DP 22DP 20DP 19DP 17CP 12BP 11BP 9AK 136135 25EP 24DP 23DP 21DP 20DP 18DP 17CP 11BS 11BS 9AK 135134 24DP 24DP 22DP 21DP 20DP 18CP 17CP 11BP 11AP 9AK 134133 24DP 23DP 22DP 21DP 20DP 18CP 16CS 11AS 11AK 9AK 133132 24DP 23DP 22DP 20DP 19DP 18CP 16CP 11AK 11AK 9AK 132131 23DP 22DP 21DP 20DP 19CP 18CP 16BS 11AK 10AK 9AK 131130 23DP 22DP 21DP 20DP 19CP 17CP 16BP 11AK 10AK 9 130129 22DP 22DP 21DP 20DP 18CP 17CS 16BS 11AK 10AK 9 129128 22DP 21DP 20DP 19CP 18CP 17BP 15BP 11AK 10AK 9 128127 22DP 21DP 20DP 19CP 18CP 17BS 15BS 11AK 10AK 8 127126 21DP 21DP 20DP 19CP 18CP 16BP 15BP 10AK 10AK 8 126125 21DP 20DP 19CP 18CP 17CS 16BS 15BS 10AK 10 8 125

123-124 20DP 20DP 19CP 18CP 17BP 16BP 15BP 10 10 8 123-124121-122 20DP 19CP 18CP 18CP 17BP 16BP 14AP 10 10 8 121-122119-120 19CP 19CP 18CP 17BP 16BP 15BP 14AP 10 9 8 119-120117-118 18CP 18CP 17CP 16BP 16BP 15AP 13AP 9 9 8 117-118115-116 17CP 17CP 17BP 16BP 15BP 14AP 13AK 9 9 8 115-116113-114 17CP 16CP 16BP 15BP 15BP 14AP 13AK 9 9 7 113-114111-112 16CP 16BP 15BP 15BP 14AP 13AK 12AK 9 8 7 111-112109-110 15BP 15BP 15BP 14AP 14AP 13AK 12 9 8 7 109-110107-108 14BP 14BP 14BP 14AP 13AP 12AK 12 8 8 7 107-108105-106 14BP 13BP 13AP 13AP 13AK 12AK 11 8 8 7 105-106103-104 13BP 13BP 13AP 12AP 12AK 11 11 8 8 7 103-104101-102 12BP 12AP 12AP 12AK 12AK 11 10 8 7 6 101-10298-100 11BP 11AP 11AP 11AK 11 11 10 7 7 6 98-10095-97 10AS 10AS 10AS 10 10 10 9 7 7 6 95-9792-94 9AP 9AP 9AK 10 9 9 9 7 7 6 92-9489-91 8AS 8AK 8 9 9 9 8 6 6 5 89-9186-88 7AP 7 7 8 8 8 8 6 6 5 86-8883-85 5 6 7 7 7 7 7 6 6 5 83-8580-82 4 5 6 6 6 7 6 5 5 5 80-8277-79 4 5 5 6 6 6 5 5 4 77-7974-76 4 4 5 5 5 5 5 4 74-7670-73 3 4 4 5 4 4 4 70-7366-69 3 4 4 4 4 4 66-6962-65 3 3 4 3 3 62-6558-61 2 3 3 3 58-6154-57 3 3 3 54-5750-53 2 2 2 50-5345-49 2 2 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 43

BroadswordCriticals: Slash(S), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 32ES 31ES 29ES 27ES 24ES 22ES 20ES 17ES 14ES 9ES 150149 32ES 31ES 29ES 26ES 24ES 22ES 20ES 17ES 14ES 9ES 149148 32ES 30ES 28ES 26ES 24ES 22ES 19ES 17ES 14ES 9DS 148147 31ES 30ES 28ES 26ES 24ES 22ES 19ES 17ES 14ES 9DS 147146 31ES 29ES 28ES 26ES 24ES 21ES 19ES 17ES 14DS 9CS 146145 31ES 29ES 27ES 25ES 23ES 21ES 19ES 16ES 14DS 9CP 145144 30ES 29ES 27ES 25ES 23ES 21ES 19ES 16DS 14DS 9BS 144143 30ES 28ES 27ES 25ES 23ES 21ES 18DS 16DS 13DS 9BP 143142 29ES 28ES 26ES 24ES 23ES 21ES 18DS 16DS 13CS 9BS 142141 29ES 28ES 26ES 24ES 22ES 20DS 18DS 16DS 13CP 9BP 141140 29ES 27ES 26ES 24ES 22ES 20DS 18DS 16DS 13CS 9BS 140139 28ES 27ES 25ES 24ES 22DS 20DS 18DS 15CS 13CP 9BP 139138 28ES 27ES 25ES 23ES 22DS 20DS 17DS 15CS 13BS 9AK 138137 27ES 26ES 25ES 23ES 21DS 19DS 17DS 15CP 13BP 9AK 137136 27ES 26ES 24ES 23DS 21DS 19DS 17DS 15CS 13BS 8AK 136135 27ES 26ES 24ES 22DS 21DS 19DS 17CP 15CP 12BP 8AK 135134 26ES 25ES 24DS 22DS 21DS 19DS 17CS 15BS 12BS 8AK 134133 26ES 25ES 24DS 22DS 20DS 19DS 17CP 15BP 12BP 8AK 133132 25ES 24DS 23DS 22DS 20DS 18CS 16CS 14BS 12BS 8AK 132131 25ES 24DS 23DS 21DS 20DS 18CS 16CP 14BP 12BP 8 131130 25DS 24DS 23DS 21DS 20DS 18CS 16BS 14BS 12AS 8 130129 24DS 23DS 22DS 21DS 19DS 18CP 16BP 14BP 12AK 8 129128 24DS 23DS 22DS 20DS 19CS 17CS 16BS 14BS 12AK 8 128127 24DS 23DS 22DS 20DS 19CS 17CP 15BP 14BP 11AK 8 127126 23DS 22DS 21DS 20DS 19CS 17CS 15BS 13BS 11AK 8 126125 23DS 22DS 21DS 20CS 18CP 17BP 15BP 13AP 11AK 8 125

123-124 22DS 22DS 21DS 19CS 18CS 17BS 15BS 13AS 11AK 8 123-124121-122 22DS 21DS 20DS 19CS 18CS 16BS 15BS 13AK 11AK 7 121-122119-120 21DS 20DS 19CS 18CS 17BS 16BS 14AS 13AK 11 7 119-120117-118 20DS 19DS 19CS 18CS 17BS 15BS 14AS 12AK 10 7 117-118115-116 19DS 19CS 18CS 17BS 16BS 15BS 13AK 12AK 10 7 115-116113-114 18CS 18CS 17CS 17BS 16BS 14AS 13AK 12 10 7 113-114111-112 18CS 17CS 17CS 16BS 15BS 14AS 13AK 11 10 7 111-112109-110 17CS 17CS 16BS 15BS 15AS 14AK 12AK 11 9 7 109-110107-108 16CS 16CS 15BS 15BS 14AS 13AK 12 11 9 6 107-108105-106 15CS 15BS 15BS 14AS 14AS 13AK 12 10 9 6 105-106103-104 15CS 14BS 14BS 14AS 13AK 12 11 10 9 6 103-104101-102 14BS 14BS 14BS 13AS 13AK 12 11 10 8 6 101-10298-100 13BS 13BS 13AS 13AS 12AK 11 11 10 8 6 98-10095-97 12BP 12BP 12AP 12AK 11 11 10 9 8 6 95-9792-94 11BS 11AS 11AS 11 11 10 9 9 8 5 92-9489-91 10AP 10AP 10AK 10 10 9 9 8 7 5 89-9186-88 8AS 9AS 9 9 9 9 8 8 7 5 86-8883-85 7AP 8 8 8 8 8 8 7 6 5 83-8580-82 6AS 7 7 7 8 7 7 7 6 4 80-8277-79 5 6 6 7 7 7 7 6 6 4 77-7974-76 4 4 5 6 6 6 6 6 5 4 74-7670-73 4 5 5 6 6 5 5 4 70-7366-69 4 4 5 5 5 4 4 66-6962-65 3 4 4 4 4 3 62-6558-61 3 3 4 4 3 58-6154-57 3 3 3 3 54-5750-53 2 3 2 50-5345-49 2 2 45-4940-44 2 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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44 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

ScimitarCriticals: Slash(S), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 27ES 27ES 25ES 21ES 19ES 18ES 14ES 11ES 9ES 7ES 150149 27ES 26ES 25ES 21ES 19ES 17ES 14ES 11ES 9ES 7DS 149148 27ES 26ES 24ES 21ES 19ES 17ES 14ES 11DS 9DS 7CS 148147 26ES 26ES 24ES 21ES 19ES 17ES 14ES 10DS 9DS 7CP 147146 26ES 25ES 24ES 20ES 19ES 17ES 13DS 10DS 9CS 7BS 146145 26ES 25ES 23ES 20ES 18ES 17ES 13DS 10CS 9CP 7BP 145144 25ES 25ES 23ES 20ES 18ES 16DS 13DS 10CS 9BS 7BS 144143 25ES 24ES 23ES 20ES 18ES 16DS 13DS 10CP 9BP 7BP 143142 25ES 24ES 22ES 19ES 18DS 16DS 13CS 10BS 9BS 7BS 142141 24ES 24ES 22ES 19DS 18DS 16DS 13CS 10BP 8BP 7AK 141140 24ES 23ES 22ES 19DS 17DS 16DS 13CS 10BS 8BS 7AK 140139 24ES 23ES 22ES 19DS 17DS 16DS 13CP 10BP 8BP 7AK 139138 23ES 23ES 21ES 18DS 17DS 15DS 12BS 10BS 8AK 7AK 138137 23ES 22ES 21DS 18DS 17DS 15CS 12BP 10BP 8AK 7AK 137136 22ES 22ES 21DS 18DS 17DS 15CS 12BS 9AS 8AK 6AK 136135 22DS 22DS 20DS 18DS 16CS 15CP 12BP 9AP 8AK 6 135134 22DS 21DS 20DS 18DS 16CS 15CS 12BS 9AK 8AK 6 134133 21DS 21DS 20DS 17DS 16CS 15CP 12BP 9AK 8AK 6 133132 21DS 21DS 19DS 17CS 16CS 14BS 12BS 9AK 8AK 6 132131 21DS 20DS 19DS 17CS 16CP 14BP 12BP 9AK 8 6 131130 20DS 20DS 19DS 17CS 15CS 14BS 11AS 9AK 8 6 130129 20DS 20DS 19DS 16CS 15BP 14BP 11AP 9AK 8 6 129128 20DS 19DS 18DS 16CS 15BS 14BS 11AK 9AK 8 6 128127 19DS 19DS 18DS 16CP 15BP 14BP 11AK 9 7 6 127126 19DS 19DS 18CS 16CS 15BS 13BS 11AK 9 7 6 126125 19DS 18DS 17CS 15BP 14BP 13BP 11AK 8 7 6 125

123-124 18DS 18DS 17CS 15BS 14BS 13BS 11AK 8 7 6 123-124121-122 17DS 17CS 16CS 15BS 14BS 13AS 10AK 8 7 6 121-122119-120 17CS 17CS 16CS 14BS 13BS 12AS 10 8 7 6 119-120117-118 16CS 16CS 15BS 14BS 13AS 12AK 10 8 7 5 117-118115-116 15CS 15CS 15BS 13BS 13AS 12AK 10 8 7 5 115-116113-114 15CS 15BS 14BS 13AS 12AK 11AK 9 7 6 5 113-114111-112 14BS 14BS 13BS 12AS 12AK 11 9 7 6 5 111-112109-110 13BS 13BS 13BS 12AS 11AK 11 9 7 6 5 109-110107-108 12BS 12BS 12BS 12AK 11 10 9 7 6 5 107-108105-106 12BS 12BS 12AS 11AK 11 10 8 7 6 5 105-106103-104 11BS 11BS 11AS 11AK 10 10 8 7 6 5 103-104101-102 10BS 10AS 11AS 10 10 9 8 6 6 5 101-10298-100 10AS 10AS 10AS 10 9 9 8 6 5 4 98-10095-97 9AP 9AP 9AK 9 9 8 7 6 5 4 95-9792-94 7AS 8AS 8 8 8 8 7 6 5 4 92-9489-91 6AP 7 7 8 7 7 6 5 5 4 89-9186-88 5 6 6 7 7 7 6 5 5 4 86-8883-85 4 5 5 6 6 6 6 5 4 4 83-8580-82 3 4 5 5 6 6 5 5 4 3 80-8277-79 4 5 5 5 5 4 4 3 77-7974-76 4 4 5 5 4 4 3 74-7670-73 3 4 4 4 4 3 3 70-7366-69 3 3 4 3 3 3 66-6962-65 3 3 3 3 2 62-6558-61 3 3 3 2 58-6154-57 2 2 2 2 54-5750-53 2 2 2 50-5345-49 2 2 2 45-4940-44 1 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 45

FalchionCriticals: Slash(S), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 35ES 34ES 32ES 28ES 27ES 23ES 20ES 19ES 16ES 12ES 150149 35ES 34ES 31ES 28ES 26ES 23ES 20ES 19ES 16ES 12ES 149148 35ES 34ES 31ES 28ES 26ES 23ES 20ES 19ES 16ES 12DS 148147 34ES 33ES 30ES 27ES 26ES 23ES 20ES 19ES 16DS 11DS 147146 34ES 33ES 30ES 27ES 26ES 22ES 19ES 19ES 16DS 11CS 146145 33ES 32ES 30ES 27ES 25ES 22ES 19DS 18DS 16DS 11CS 145144 33ES 32ES 29ES 26ES 25ES 22ES 19DS 18DS 15DS 11BS 144143 32ES 31ES 29ES 26ES 25ES 22DS 19DS 18DS 15CS 11BS 143142 32ES 31ES 28ES 26ES 24ES 21DS 19DS 18DS 15CS 11BS 142141 31ES 30ES 28ES 25ES 24ES 21DS 18DS 18DS 15CS 11BS 141140 31ES 30ES 28ES 25ES 24DS 21DS 18DS 18CS 15CS 11BS 140139 30ES 29ES 27ES 25DS 23DS 21DS 18CS 17CS 15BS 11BS 139138 30ES 29ES 27ES 24DS 23DS 20DS 18CS 17CS 14BS 11AK 138137 29ES 28ES 26DS 24DS 23DS 20DS 18CS 17CS 14BS 10AK 137136 29ES 28ES 26DS 24DS 23DS 20CS 17CS 17BS 14BS 10AK 136135 28ES 27ES 26DS 23DS 22DS 20CS 17BS 17BS 14BS 10AK 135134 28ES 27DS 25DS 23DS 22DS 19CS 17BS 16BS 14BS 10AK 134133 27DS 27DS 25DS 23DS 22DS 19CS 17BS 16BS 14AS 10AK 133132 27DS 26DS 24DS 22DS 21CS 19CS 17BS 16BS 14AS 10 132131 26DS 26DS 24DS 22DS 21CS 19BS 16BS 16BS 13AK 10 131130 26DS 25DS 24DS 22CS 21CS 18BS 16BS 16BS 13AK 10 130129 25DS 25DS 23DS 21CS 20CS 18BS 16BS 15BS 13AK 10 129128 25DS 24DS 23DS 21CS 20CS 18BS 16BS 15AS 13AK 10 128127 24DS 24DS 22DS 21CS 20CS 18BS 16AS 15AS 13AK 9 127126 24DS 23DS 22DS 20CS 19BS 17BS 15AS 15AK 13AK 9 126125 23DS 23DS 22CS 20CS 19BS 17BS 15AK 15AK 13AK 9 125

123-124 23DS 22DS 21CS 20CS 19BS 17BS 15AK 14AK 12 9 123-124121-122 22DS 21DS 20CS 19BS 18BS 16AS 15AK 14AK 12 9 121-122119-120 21DS 20CS 20CS 18BS 18BS 16AS 14AK 14AK 12 9 119-120117-118 20CS 20CS 19BS 18BS 17BS 15AK 14 13 11 9 117-118115-116 19CS 19CS 18BS 17BS 16AS 15AK 13 13 11 8 115-116113-114 18CS 18CS 17BS 16AS 16AS 14AK 13 13 11 8 113-114111-112 17CS 17BS 16BS 16AS 15AK 14 13 12 11 8 111-112109-110 16BS 16BS 16BS 15AS 15AK 13 12 12 10 8 109-110107-108 15BS 15BS 15AS 14AK 14AK 13 12 11 10 8 107-108105-106 14BS 14BS 14AS 14AK 13 13 11 11 10 7 105-106103-104 13BS 13BS 13AS 13 13 12 11 11 9 7 103-104101-102 12BS 12AS 12AS 12 12 12 11 10 9 7 101-10298-100 11AS 11AS 12AK 12 12 11 10 10 9 7 98-10095-97 9AS 10AS 10 11 11 10 10 9 8 6 95-9792-94 8AS 8 9 10 10 10 9 9 8 6 92-9489-91 6 7 8 9 9 9 8 8 7 6 89-9186-88 5 6 7 8 8 8 8 8 7 6 86-8883-85 4 6 7 7 7 7 7 7 5 83-8580-82 5 6 6 7 7 7 6 5 80-8277-79 5 5 6 6 6 6 5 77-7974-76 4 4 5 5 5 5 4 74-7670-73 3 4 5 5 5 4 70-7366-69 3 4 4 4 4 66-6962-65 3 3 4 3 62-6558-61 3 3 3 58-6154-57 2 3 54-5750-53 2 50-5345-49 2 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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46 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Two-handed SwordCriticals: Slash(S), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 50ES 49ES 46ES 41ES 39ES 35ES 31ES 29ES 24ES 18ES 150149 50ES 49ES 45ES 41ES 39ES 35ES 31ES 29ES 24ES 18ES 149148 49ES 48ES 45ES 40ES 38ES 35ES 31ES 28ES 24ES 18ES 148147 48ES 47ES 44ES 40ES 38ES 34ES 31ES 28ES 23ES 18DS 147146 48ES 47ES 44ES 39ES 37ES 34ES 30ES 28ES 23ES 17DS 146145 47ES 46ES 43ES 39ES 37ES 34ES 30ES 28ES 23ES 17DP 145144 46ES 45ES 42ES 38ES 36ES 33ES 30ES 27ES 23DS 17DS 144143 45ES 45ES 42ES 38ES 36ES 33ES 29ES 27ES 22DS 17CP 143142 45ES 44ES 41ES 37ES 35ES 32ES 29ES 27DS 22DS 17CS 142141 44ES 43ES 41ES 37ES 35ES 32ES 29ES 26DS 22DP 17CP 141140 43ES 43ES 40ES 36ES 34ES 32ES 28DS 26DS 22DS 16BS 140139 43ES 42ES 39ES 36ES 34ES 31ES 28DS 26DS 21CP 16BP 139138 42ES 41ES 39ES 35ES 33ES 31DS 28DS 25DS 21CS 16BS 138137 41ES 40ES 38ES 35ES 33ES 30DS 27DS 25DP 21CP 16BP 137136 40ES 40ES 37ES 34ES 33DS 30DS 27DS 25DS 21CS 16BK 136135 40ES 39ES 37ES 34ES 32DS 30DS 27DP 25DP 21BP 16AK 135134 39ES 38ES 36ES 33DS 32DS 29DS 26DS 24CS 20BS 15AK 134133 38ES 38ES 36ES 33DS 31DS 29DS 26DP 24CP 20BP 15AK 133132 37ES 37ES 35ES 32DS 31DS 28DS 26CS 24CS 20BS 15AK 132131 37ES 36ES 34ES 32DS 30DS 28DP 25CP 23CP 20BP 15AK 131130 36ES 36ES 34DS 31DS 30DS 28DS 25CS 23CS 19BS 15AK 130129 35ES 35ES 33DS 31DS 29DS 27DP 25CP 23BP 19AK 15 129128 35ES 34ES 33DS 30DS 29DS 27CS 24CS 23BS 19AK 15 128127 34ES 33DS 32DS 30DS 28DP 26CP 24CP 22BP 19AK 14 127126 33DS 33DS 31DS 29DS 28DS 26CS 24BS 22BS 19AK 14 126125 32DS 32DS 31DS 29DP 28DP 26CP 23BP 22BP 18AK 14 125

123-124 32DS 31DS 30DS 28DS 27CS 25CS 23BS 21BS 18AK 14 123-124121-122 30DS 30DS 29DS 27DS 26CS 24CS 22BS 21AK 18 14 121-122119-120 29DS 29DS 28DS 26CS 25CS 24BS 22AK 20AK 17 13 119-120117-118 27DS 27DS 27DS 25CS 24CS 23BS 21AK 20AK 17 13 117-118115-116 26DS 26DS 25DS 24CS 23BS 22BS 20AK 19 16 13 115-116113-114 24DS 24DS 24CS 23CS 22BS 21AK 20AK 18 16 12 113-114111-112 23DS 23DS 23CS 22BS 22BS 20AK 19 18 15 12 111-112109-110 21DS 22DS 22CS 21BS 21AS 20AK 18 17 15 12 109-110107-108 20CS 20CS 20CS 20BS 20AK 19 18 17 14 11 107-108105-106 19CS 19CS 19BS 19AS 19AK 18 17 16 14 11 105-106103-104 17CS 17CS 18BS 18AK 18 17 16 15 14 11 103-104101-102 16CS 16CS 17BS 17AK 17 16 16 15 13 10 101-10298-100 14CS 15BS 16AS 16 16 16 15 14 13 10 98-10095-97 12BP 12BP 14AK 15 15 14 14 13 12 10 95-9792-94 10BS 10AS 12 13 13 13 13 12 11 9 92-9489-91 8AP 8 10 11 12 12 12 12 11 9 89-9186-88 5 6 8 10 10 11 11 11 10 8 86-8883-85 6 8 9 10 10 10 9 8 83-8580-82 7 8 9 9 9 8 7 80-8277-79 5 6 7 8 8 8 7 77-7974-76 5 6 7 7 7 6 74-7670-73 5 6 6 6 6 70-7366-69 5 5 6 5 66-6962-65 4 5 5 62-6558-61 4 4 58-6154-57 3 54-5750-53 3 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 47

MaceCriticals: Krush(K), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 24EK 23EK 21EK 20EK 18EK 16EK 14EK 15EK 9EK 9EK 150149 24EK 22EK 21EK 20EK 18EK 16EK 14EK 15EK 9EK 9EK 149148 24EK 22EK 21EK 20EK 18EK 16EK 14EK 15EK 9DK 9DK 148147 24EK 22EK 21EK 20EK 18EK 16EK 14EK 14EK 9DK 9DK 147146 23EK 22EK 20EK 20EK 18EK 16EK 14EK 14EK 9DK 9CK 146145 23EK 21EK 20EK 19EK 17EK 16EK 14DK 14DK 9CK 9CK 145144 23EK 21EK 20EK 19EK 17EK 15EK 14DK 14DK 9CK 8CK 144143 23EK 21EK 20EK 19EK 17EK 15DK 14DK 14DK 9CK 8BK 143142 22EK 21EK 20EK 19EK 17DK 15DK 13DK 14DK 9BK 8BK 142141 22EK 20EK 19EK 19EK 17DK 15DK 13DK 14DK 9BK 8BK 141140 22EK 20EK 19EK 18DK 16DK 15DK 13DK 14DK 9BK 8BK 140139 21EK 20EK 19DK 18DK 16DK 15DK 13CK 13CK 9BK 8BK 139138 21EK 20EK 19DK 18DK 16DK 14DK 13CK 13CK 8BK 8BK 138137 21EK 19DK 18DK 18DK 16DK 14CK 13CK 13CK 8BK 8BK 137136 21EK 19DK 18DK 17DK 16DK 14CK 13CK 13CK 8BK 8AK 136135 20DK 19DK 18DK 17DK 16DK 14CK 12CK 13CK 8AK 8AK 135134 20DK 19DK 18DK 17DK 15DK 14CK 12BK 13CK 8AK 8AK 134133 20DK 18DK 18DK 17DK 15CK 14CK 12BK 13BK 8AK 8AK 133132 19DK 18DK 17DK 17DK 15CK 14CK 12BK 12BK 8AK 8AK 132131 19DK 18DK 17DK 16DK 15CK 13BK 12BK 12BK 8AK 8AK 131130 19DK 18DK 17DK 16CK 15CK 13BK 12BK 12BK 8AK 7AK 130129 19DK 17DK 17DK 16CK 14CK 13BK 12BK 12BK 8AK 7AK 129128 18DK 17DK 16CK 16CK 14CK 13BK 12BK 12BK 8AK 7AK 128127 18DK 17DK 16CK 16CK 14BK 13BK 11BK 12BK 8AK 7AK 127126 18DK 17DK 16CK 15CK 14BK 13BK 11BK 12BK 8AK 7 126125 17DK 16CK 16CK 15CK 14BK 12BK 11BK 12BK 8 7 125

123-124 17DK 16CK 15CK 15CK 14BK 12BK 11AK 11BK 7 7 123-124121-122 17DK 16CK 15CK 14BK 13BK 12BK 11AK 11AK 7 7 121-122119-120 16CK 15CK 15CK 14BK 13BK 12BK 11AK 11AK 7 7 119-120117-118 15CK 15CK 14BK 14BK 12BK 11AK 10AK 11AK 7 7 117-118115-116 15CK 14BK 14BK 13BK 12BK 11AK 10AK 10AK 7 7 115-116113-114 14CK 14BK 13BK 13BK 12AK 11AK 10AK 10AK 7 6 113-114111-112 14CK 13BK 13BK 12BK 11AK 10AK 9AK 10AK 7 6 111-112109-110 13BK 13BK 12BK 12BK 11AK 10AK 9 9AK 6 6 109-110107-108 13BK 12BK 12BK 11AK 11AK 10AK 9 9 6 6 107-108105-106 12BK 12BK 11AK 11AK 10AK 10AK 9 9 6 6 105-106103-104 11BK 11BK 11AK 11AK 10AK 9 8 9 6 6 103-104101-102 11BK 11AK 10AK 10AK 10AK 9 8 8 6 6 101-10298-100 10BK 10AK 10AK 10AK 9 9 8 8 6 5 98-10095-97 9AK 9AK 9AK 9AK 9 8 8 8 5 5 95-9792-94 9AK 9AK 9AK 9AK 8 8 7 7 5 5 92-9489-91 8AK 8AK 8 8 8 7 7 7 5 5 89-9186-88 7AK 7AK 7 7 7 7 6 6 5 5 86-8883-85 6AK 6 7 7 7 6 6 6 5 4 83-8580-82 5 6 6 6 6 6 6 6 4 4 80-8277-79 4 5 5 5 5 5 5 5 4 4 77-7974-76 3 4 4 5 5 5 5 5 4 4 74-7670-73 3 4 4 4 4 4 4 4 3 70-7366-69 3 3 4 4 4 4 3 3 66-6962-65 3 3 3 3 3 3 62-6558-61 3 3 3 3 3 58-6154-57 2 2 2 2 54-5750-53 2 2 50-5345-49 2 2 45-4940-44 1 1 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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48 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Club Criticals: Krush(K), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 18EK 17EK 16EK 15EK 13EK 12EK 9EK 10EK 5EK 3DK 150149 18EK 17EK 16EK 15EK 13EK 12EK 9EK 10EK 5DK 3CK 149148 18EK 16EK 16EK 15EK 13EK 12EK 9EK 10EK 5CK 3BK 148147 18EK 16EK 15EK 14EK 13EK 12EK 9DK 10EK 5CK 3BK 147146 18EK 16EK 15EK 14EK 13EK 12EK 9DK 10DK 5BK 3BK 146145 17EK 16EK 15EK 14EK 13EK 11DK 9DK 10DK 5BK 3AK 145144 17EK 16EK 15EK 14EK 13EK 11DK 9DK 10DK 5BK 3AK 144143 17EK 15EK 15EK 14EK 13DK 11DK 9CK 9DK 5BK 3AK 143142 17EK 15EK 15EK 14DK 12DK 11DK 9CK 9CK 5BK 3AK 142141 17EK 15EK 15EK 14DK 12DK 11DK 9CK 9CK 5BK 3AK 141140 16EK 15EK 14DK 13DK 12DK 11DK 9CK 9CK 5AK 3 140139 16EK 15DK 14DK 13DK 12DK 11CK 9CK 9CK 5AK 3 139138 16EK 15DK 14DK 13DK 12DK 11CK 9BK 9CK 5AK 3 138137 16DK 14DK 14DK 13DK 12DK 11CK 8BK 9BK 5AK 3 137136 16DK 14DK 14DK 13DK 12CK 11CK 8BK 9BK 5AK 3 136135 15DK 14DK 14DK 13DK 12CK 10CK 8BK 9BK 4AK 3 135134 15DK 14DK 13DK 13DK 11CK 10CK 8BK 9BK 4AK 3 134133 15DK 14DK 13DK 12CK 11CK 10BK 8BK 9BK 4 3 133132 15DK 14DK 13DK 12CK 11CK 10BK 8BK 9BK 4 3 132131 15DK 13DK 13DK 12CK 11CK 10BK 8BK 8BK 4 3 131130 14DK 13DK 13CK 12CK 11CK 10BK 8BK 8BK 4 3 130129 14DK 13CK 13CK 12CK 11BK 10BK 8BK 8BK 4 3 129128 14DK 13CK 12CK 12CK 11BK 10BK 8AK 8BK 4 3 128127 14DK 13CK 12CK 12CK 11BK 10BK 8AK 8BK 4 3 127126 14DK 13CK 12CK 11CK 10BK 9BK 8AK 8AK 4 3 126125 13DK 12CK 12CK 11BK 10BK 9BK 8AK 8AK 4 3 125

123-124 13CK 12CK 12CK 11BK 10BK 9BK 7AK 8AK 4 3 123-124121-122 13CK 12CK 11BK 11BK 10BK 9BK 7AK 8AK 4 3 121-122119-120 12CK 12CK 11BK 11BK 10BK 9AK 7AK 8AK 4 3 119-120117-118 12CK 11BK 11BK 10BK 9BK 9AK 7AK 7AK 4 3 117-118115-116 12CK 11BK 11BK 10BK 9AK 8AK 7AK 7AK 4 3 115-116113-114 11CK 10BK 10BK 10BK 9AK 8AK 7 7AK 4 2 113-114111-112 11BK 10BK 10BK 9BK 9AK 8AK 7 7 4 2 111-112109-110 10BK 10BK 10BK 9AK 8AK 8AK 6 7 4 2 109-110107-108 10BK 9BK 9BK 9AK 8AK 8AK 6 6 4 2 107-108105-106 10BK 9BK 9AK 9AK 8AK 7AK 6 6 3 2 105-106103-104 9BK 9AK 9AK 8AK 8AK 7 6 6 3 2 103-104101-102 9BK 8AK 8AK 8AK 7AK 7 6 6 3 2 101-10298-100 8BK 8AK 8AK 8AK 7AK 7 6 6 3 2 98-10095-97 8AK 8AK 7AK 7AK 7 6 5 6 3 2 95-9792-94 7AK 7AK 7AK 7AK 6 6 5 5 3 2 92-9489-91 7AK 7AK 6AK 6 6 6 5 5 3 2 89-9186-88 6AK 6AK 6 6 6 5 5 5 3 2 86-8883-85 5AK 6 6 5 5 5 4 5 3 2 83-8580-82 5AK 5 5 5 5 5 4 4 3 2 80-8277-79 4 4 5 5 5 4 4 4 2 2 77-7974-76 4 4 4 4 4 4 4 4 2 2 74-7670-73 3 3 4 4 4 4 3 4 2 2 70-7366-69 3 3 3 3 3 3 3 2 2 66-6962-65 2 3 3 3 3 3 2 1 62-6558-61 2 2 2 3 3 2 1 58-6154-57 2 2 2 2 1 54-5750-53 2 2 2 1 50-5345-49 2 2 1 1 45-4940-44 1 1 40-4435-39 1 1 35-3930-34 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

Page 49: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 49

2-H ClubCriticals: Krush(K), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 40EK 38EK 36EK 34EK 31EK 28EK 24EK 24EK 16EK 12EK 150149 40EK 37EK 36EK 34EK 31EK 27EK 24EK 24EK 16EK 12EK 149148 39EK 37EK 35EK 33EK 30EK 27EK 24EK 24EK 15EK 12DK 148147 39EK 36EK 35EK 33EK 30EK 27EK 24EK 24EK 15DK 12DK 147146 38EK 36EK 34EK 33EK 30EK 27EK 24EK 24EK 15DK 12DK 146145 38EK 35EK 34EK 32EK 29EK 26EK 23EK 23EK 15DK 12CK 145144 37EK 35EK 34EK 32EK 29EK 26EK 23EK 23EK 15DK 12CK 144143 37EK 35EK 33EK 31EK 29EK 26EK 23EK 23EK 15CK 12BK 143142 36EK 34EK 33EK 31EK 28EK 25EK 23DK 23DK 15CK 12BK 142141 36EK 34EK 32EK 31EK 28EK 25EK 22DK 22DK 15CK 12BK 141140 35EK 33EK 32EK 30EK 28EK 25DK 22DK 22DK 14BK 11BK 140139 35EK 33EK 31EK 30EK 27EK 25DK 22DK 22DK 14BK 11BK 139138 34EK 32EK 31EK 29EK 27EK 24DK 22DK 22DK 14BK 11BK 138137 34EK 32EK 31EK 29EK 27DK 24DK 21DK 21DK 14BK 11AK 137136 33EK 31EK 30EK 29EK 26DK 24DK 21DK 21DK 14BK 11AK 136135 33EK 31EK 30EK 28DK 26DK 23DK 21CK 21CK 14BK 11AK 135134 32EK 30EK 29EK 28DK 26DK 23DK 21CK 21CK 14BK 11AK 134133 32EK 30EK 29DK 28DK 25DK 23DK 20CK 20CK 13AK 11AK 133132 31EK 30EK 28DK 27DK 25DK 23DK 20CK 20CK 13AK 11AK 132131 31EK 29DK 28DK 27DK 25DK 22CK 20CK 20CK 13AK 11 131130 30EK 29DK 28DK 26DK 24DK 22CK 20CK 20CK 13AK 10 130129 30DK 28DK 27DK 26DK 24DK 22CK 20BK 20BK 13AK 10 129128 29DK 28DK 27DK 26DK 24DK 22CK 19BK 19BK 13AK 10 128127 29DK 27DK 26DK 25DK 23DK 21CK 19BK 19BK 13AK 10 127126 28DK 27DK 26DK 25DK 23CK 21CK 19BK 19BK 13AK 10 126125 28DK 26DK 26DK 24DK 23CK 21CK 19BK 19BK 12 10 125

123-124 27DK 26DK 25DK 24DK 22CK 20BK 18BK 18BK 12 10 123-124121-122 26DK 25DK 24DK 23CK 22CK 20BK 18BK 18BK 12 10 121-122119-120 25DK 24DK 23DK 23CK 21CK 19BK 17AK 17AK 12 9 119-120117-118 24DK 23DK 23CK 22CK 20BK 19BK 17AK 17AK 11 9 117-118115-116 23DK 22CK 22CK 21CK 20BK 18BK 16AK 16AK 11 9 115-116113-114 22DK 21CK 21CK 20BK 19BK 18AK 16AK 16AK 11 9 113-114111-112 21DK 20CK 20CK 19BK 18BK 17AK 15AK 15AK 11 9 111-112109-110 20CK 20CK 19BK 19BK 18AK 16AK 15 15 10 8 109-110107-108 19CK 19CK 18BK 18BK 17AK 16AK 15 15 10 8 107-108105-106 18CK 18BK 18BK 17BK 16AK 15AK 14 14 10 8 105-106103-104 17CK 17BK 17BK 16AK 16AK 15 14 14 10 8 103-104101-102 16BK 16BK 16BK 16AK 15AK 14 13 13 9 8 101-10298-100 15BK 15BK 15AK 15AK 14 14 13 13 9 7 98-10095-97 13BK 14AK 14AK 14AK 13 13 12 12 9 7 95-9792-94 12BK 12AK 12AK 13 12 12 11 11 8 7 92-9489-91 10AK 11AK 11 11 11 11 11 11 8 7 89-9186-88 9AK 10 10 10 10 10 10 10 7 6 86-8883-85 7AK 8 9 9 9 9 9 9 7 6 83-8580-82 6 7 7 8 8 9 8 8 7 6 80-8277-79 5 6 7 7 8 8 8 6 5 77-7974-76 5 6 6 7 7 7 6 5 74-7670-73 4 5 6 6 6 5 5 70-7366-69 4 5 5 5 5 4 66-6962-65 4 4 4 4 4 62-6558-61 3 3 4 4 58-6154-57 3 3 54-5750-53 3 3 50-5345-49 2 2 45-4940-44 2 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

Page 50: 0230-RMU-ArmsLaw

50 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

QuarterstaffCriticals: Krush(K), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 32EK 30EK 28EK 27EK 24EK 21EK 19EK 19EK 11EK 8EK 150149 32EK 30EK 28EK 26EK 23EK 21EK 19EK 19EK 11EK 7DK 149148 32EK 29EK 27EK 26EK 23EK 21EK 18EK 18EK 11DK 7DK 148147 31EK 29EK 27EK 26EK 23EK 20EK 18EK 18EK 10DK 7CK 147146 31EK 29EK 27EK 26EK 23EK 20EK 18EK 18EK 10DK 7CK 146145 31EK 28EK 27EK 25EK 22EK 20EK 18EK 18EK 10CK 7BK 145144 30EK 28EK 26EK 25EK 22EK 20EK 18EK 18EK 10CK 7BK 144143 30EK 28EK 26EK 25EK 22EK 20EK 18DK 18DK 10CK 7BK 143142 30EK 27EK 26EK 25EK 22EK 19EK 17DK 17DK 10CK 7BK 142141 29EK 27EK 25EK 24EK 22EK 19DK 17DK 17DK 10BK 7BK 141140 29EK 27EK 25EK 24EK 21EK 19DK 17DK 17DK 10BK 7AK 140139 29EK 26EK 25EK 24EK 21EK 19DK 17DK 17DK 10BK 7AK 139138 28EK 26EK 25EK 24EK 21DK 19DK 17DK 17DK 10BK 7AK 138137 28EK 26EK 24EK 23EK 21DK 19DK 17DK 17DK 10BK 7AK 137136 27EK 26EK 24EK 23EK 20DK 18DK 16DK 16DK 10BK 7AK 136135 27EK 25EK 24EK 23DK 20DK 18DK 16CK 16CK 9AK 7AK 135134 27EK 25EK 23DK 22DK 20DK 18DK 16CK 16CK 9AK 7 134133 26EK 25EK 23DK 22DK 20DK 18DK 16CK 16CK 9AK 7 133132 26EK 24EK 23DK 22DK 20DK 18CK 16CK 16CK 9AK 7 132131 26EK 24DK 23DK 22DK 19DK 17CK 16CK 16CK 9AK 7 131130 25EK 24DK 22DK 21DK 19DK 17CK 15BK 15BK 9AK 6 130129 25EK 23DK 22DK 21DK 19DK 17CK 15BK 15BK 9AK 6 129128 25DK 23DK 22DK 21DK 19CK 17CK 15BK 15BK 9AK 6 128127 24DK 23DK 21DK 21DK 18CK 17CK 15BK 15BK 9AK 6 127126 24DK 22DK 21DK 20DK 18CK 16CK 15BK 15BK 9 6 126125 23DK 22DK 21DK 20DK 18CK 16BK 15BK 15BK 9 6 125

123-124 23DK 22DK 21DK 20DK 18CK 16BK 14BK 14BK 9 6 123-124121-122 22DK 21DK 20DK 19CK 17CK 16BK 14BK 14BK 8 6 121-122119-120 22DK 20DK 19CK 19CK 17BK 15BK 14BK 14BK 8 6 119-120117-118 21DK 20DK 19CK 18CK 16BK 15BK 13AK 13AK 8 6 117-118115-116 20DK 19CK 18CK 18CK 16BK 14BK 13AK 13AK 8 6 115-116113-114 20DK 19CK 18CK 17CK 16BK 14AK 13AK 13AK 8 6 113-114111-112 19DK 18CK 17CK 17BK 15BK 14AK 12AK 12AK 8 5 111-112109-110 18CK 17CK 17BK 16BK 15BK 13AK 12AK 12AK 7 5 109-110107-108 17CK 17CK 16BK 16BK 14AK 13AK 12AK 12AK 7 5 107-108105-106 17CK 16CK 15BK 15BK 14AK 13AK 12 12 7 5 105-106103-104 16CK 15BK 15BK 14BK 13AK 12AK 11 11 7 5 103-104101-102 15CK 15BK 14BK 14BK 13AK 12 11 11 7 5 101-10298-100 14CK 14BK 14BK 13AK 12AK 11 11 11 7 5 98-10095-97 13BK 13BK 13AK 13AK 12AK 11 10 10 6 5 95-9792-94 12BK 12BK 12AK 12AK 11 10 10 10 6 4 92-9489-91 11BK 11AK 11AK 11AK 10 10 9 9 6 4 89-9186-88 10BK 10AK 10AK 10 10 9 9 9 6 4 86-8883-85 9AK 9AK 9 9 9 9 8 8 5 4 83-8580-82 8AK 8AK 9 9 8 8 8 8 5 4 80-8277-79 7AK 7 8 8 8 7 7 7 5 4 77-7974-76 6AK 7 7 7 7 7 7 7 5 3 74-7670-73 5 6 6 6 6 6 6 6 4 3 70-7366-69 4 5 5 5 6 5 5 4 3 66-6962-65 4 4 5 5 5 5 4 3 62-6558-61 4 4 4 4 3 3 58-6154-57 3 3 3 3 2 54-5750-53 3 3 3 2 50-5345-49 2 2 45-4940-44 2 2 40-4435-39 2 1 35-3930-34 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

Page 51: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 51

War HammerCriticals: Krush(K), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 30EK 30EK 27EK 25EK 24EK 22EK 19EK 18EK 13EK 11EK 150149 30EK 29EK 27EK 25EK 24EK 22EK 19EK 18EK 13EK 11EK 149148 30EK 29EK 26EK 25EK 24EK 22EK 19EK 18EK 13EK 11DK 148147 29EK 29EK 26EK 25EK 24EK 22EK 19EK 18EK 13DK 11DK 147146 29EK 28EK 26EK 24EK 23EK 21EK 19EK 18EK 13DK 11DK 146145 29EK 28EK 25EK 24EK 23EK 21EK 18EK 18EK 13DK 11CP 145144 28EK 27EK 25EK 24EK 23EK 21EK 18DK 17DK 12CK 10CK 144143 28EK 27EK 25EK 23EK 23EK 21EK 18DK 17DK 12CP 10BP 143142 27EK 27EK 24EK 23EK 22EK 21EK 18DK 17DK 12CK 10BK 142141 27EK 26EK 24EK 23EK 22EK 20DK 18DK 17DK 12CP 10BP 141140 27EK 26EK 24EK 23EK 22DK 20DK 18DK 17DK 12BK 10BK 140139 26EK 26EK 23EK 22DK 22DK 20DK 17DK 17DK 12BP 10BP 139138 26EK 25EK 23DK 22DK 21DK 20DK 17DK 16CK 12BK 10BK 138137 25EK 25EK 23DK 22DK 21DK 19DK 17CK 16CK 12BP 10BP 137136 25EK 24EK 23DK 21DK 21DK 19DK 17CK 16CK 12BK 10AK 136135 25EK 24DK 22DK 21DK 20DK 19DK 17CK 16CP 11BP 10AK 135134 24DK 24DK 22DK 21DK 20DK 19DK 16CK 16CK 11BK 10AK 134133 24DK 23DK 22DK 21DK 20DK 18CK 16CP 15BP 11AP 9AK 133132 24DK 23DK 21DK 20DK 20DK 18CK 16BK 15BK 11AK 9AK 132131 23DK 23DK 21DK 20DK 19DK 18CK 16BP 15BP 11AK 9AK 131130 23DK 22DK 21DK 20DK 19CK 18CK 16BK 15BK 11AK 9AK 130129 22DK 22DK 20DK 19CK 19CK 17CP 15BP 15BP 11AK 9AK 129128 22DK 22DK 20DK 19CK 19CK 17CK 15BK 15BK 11AK 9 128127 22DK 21DK 20DK 19CK 18CK 17BP 15BP 14BP 11AK 9 127126 21DK 21DK 19CK 19CK 18CK 17BK 15BK 14BK 10AK 9 126125 21DK 20DK 19CK 18CK 18CP 17BP 15BP 14BP 10AK 9 125

123-124 20DK 20DK 19CK 18CK 18CK 16BK 14BK 14AK 10 9 123-124121-122 20DK 19CK 18CK 17CK 17BK 16BK 14AK 14AK 10 8 121-122119-120 19CK 19CK 18CK 17BK 16BK 15BK 14AK 13AK 10 8 119-120117-118 18CK 18CK 17BK 16BK 16BK 15BK 13AK 13AK 9 8 117-118115-116 17CK 17CK 16BK 16BK 15BK 14AK 13AK 12AK 9 8 115-116113-114 17CK 16CK 16BK 15BK 15BK 14AK 13AK 12AK 9 8 113-114111-112 16CK 16BK 15BK 15BK 14AK 14AK 12AK 12 9 8 111-112109-110 15BK 15BK 14BK 14AK 14AK 13AK 12 11 9 7 109-110107-108 14BK 14BK 14BK 13AK 13AK 13AK 11 11 8 7 107-108105-106 14BK 14BK 13AK 13AK 13AK 12AK 11 11 8 7 105-106103-104 13BK 13BK 13AK 12AK 12AK 12 11 10 8 7 103-104101-102 12BK 12BK 12AK 12AK 12AK 11 10 10 8 7 101-10298-100 11BK 11AK 11AK 11AK 11 11 10 10 7 6 98-10095-97 10AP 10AP 10AK 10 10 10 9 9 7 6 95-9792-94 9AK 9AK 9 10 9 9 9 9 7 6 92-9489-91 8AP 8AP 9 9 9 9 8 8 6 6 89-9186-88 7AK 7 8 8 8 8 8 7 6 5 86-8883-85 5 6 7 7 7 7 7 7 6 5 83-8580-82 4 5 6 6 6 6 6 6 5 5 80-8277-79 4 5 5 5 6 6 6 5 5 77-7974-76 4 4 5 5 5 5 5 4 74-7670-73 4 4 4 5 5 4 4 70-7366-69 3 4 4 4 4 66-6962-65 3 3 4 3 62-6558-61 2 3 3 3 58-6154-57 3 3 54-5750-53 2 2 50-5345-49 2 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

Page 52: 0230-RMU-ArmsLaw

52 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

War MattockCriticals: Puncture(P), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 45EP 45EP 41EP 39EP 36EP 34EP 30EP 27EP 20EP 18EP 150149 45EP 44EP 40EP 38EP 36EP 34EP 30EP 27EP 20EP 18EP 149148 44EP 43EP 40EP 38EP 35EP 33EP 30EP 27EP 20EP 18EP 148147 44EP 43EP 39EP 37EP 35EP 33EP 29EP 27EP 20EP 18EP 147146 43EP 42EP 39EP 37EP 34EP 33EP 29EP 26EP 20EP 17DP 146145 42EP 42EP 38EP 36EP 34EP 32EP 29EP 26EP 19DP 17DP 145144 42EP 41EP 38EP 36EP 34EP 32EP 28EP 26EP 19DP 17DP 144143 41EP 40EP 37EP 35EP 33EP 32EP 28EP 26EP 19DP 17DK 143142 41EP 40EP 37EP 35EP 33EP 31EP 28EP 25DP 19DP 17CP 142141 40EP 39EP 36EP 35EP 32EP 31EP 27EP 25DP 19CK 17CK 141140 39EP 39EP 36EP 34EP 32EP 30EP 27DP 25DP 18CP 16CP 140139 39EP 38EP 35EP 34EP 31EP 30EP 27DP 24DP 18CK 16BK 139138 38EP 37EP 35EP 33EP 31EP 30EP 26DP 24DP 18CP 16BP 138137 37EP 37EP 34EP 33EP 31EP 29DP 26DP 24DP 18BK 16BK 137136 37EP 36EP 34EP 32EP 30DP 29DP 26DP 24DP 18BP 16BP 136135 36EP 36EP 33EP 32EP 30DP 28DP 25DP 23DK 18BK 16BK 135134 36EP 35EP 33EP 31DP 29DP 28DP 25DP 23CP 17BP 16BK 134133 35EP 34EP 32EP 31DP 29DP 28DP 25DK 23CK 17BK 15AK 133132 34EP 34EP 32DP 30DP 29DP 27DP 24DP 22CP 17BP 15AK 132131 34EP 33EP 31DP 30DP 28DP 27DP 24CK 22CK 17BK 15AK 131130 33EP 33EP 31DP 29DP 28DP 27DP 24CP 22CP 17AK 15AK 130129 32EP 32DP 30DP 29DP 27DP 26DP 24CK 22BK 16AK 15AK 129128 32DP 31DP 30DP 28DP 27DP 26DP 23CP 21BP 16AK 15AK 128127 31DP 31DP 29DP 28DP 26DP 25DK 23CK 21BK 16AK 14AK 127126 31DP 30DP 29DP 27DP 26DP 25CP 23CP 21BP 16AK 14 126125 30DP 30DP 28DP 27DP 26DK 25CK 22BK 21BK 16AK 14 125

123-124 29DP 29DP 28DP 27DP 25CP 24CP 22BP 20BP 15AK 14 123-124121-122 28DP 28DP 27DP 26DP 24CP 23CP 21BP 20BP 15 14 121-122119-120 27DP 27DP 26DP 25CP 24CP 23CP 21BP 19AK 15 13 119-120117-118 26DP 25DP 24DP 24CP 23CP 22BP 20BP 19AK 14 13 117-118115-116 24DP 24DP 23CP 23CP 22BP 21BP 19AK 18AK 14 13 115-116113-114 23DP 23DP 22CP 22CP 21BP 20BP 19AK 17AK 14 12 113-114111-112 22DP 22CP 21CP 21BP 20BP 20AP 18AK 17 13 12 111-112109-110 21CP 21CP 20CP 20BP 19BP 19AK 17AK 16 13 12 109-110107-108 19CP 19CP 19BP 19BP 19AP 18AK 17 16 13 11 107-108105-106 18CP 18CP 18BP 18BP 18AK 17AK 16 15 12 11 105-106103-104 17CP 17CP 17BP 17AP 17AK 17 16 15 12 11 103-104101-102 16CP 16BP 16BP 16AP 16AK 16 15 14 11 10 101-10298-100 14BP 15BP 15AP 15AK 15 15 14 14 11 10 98-10095-97 12BK 13BK 14AK 14 14 14 13 13 11 10 95-9792-94 11BP 11AP 12 12 13 13 12 12 10 9 92-9489-91 9AK 9AK 11 11 11 12 11 11 9 9 89-9186-88 7 7 9 10 10 10 10 10 9 8 86-8883-85 5 6 7 8 9 9 10 9 8 8 83-8580-82 6 7 8 8 9 9 8 7 80-8277-79 5 6 7 8 8 7 7 77-7974-76 5 6 7 7 7 6 74-7670-73 5 6 6 6 6 70-7366-69 4 5 5 5 66-6962-65 4 5 5 62-6558-61 4 4 58-6154-57 3 3 54-5750-53 3 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

Page 53: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 53

Hand AxeCriticals: Slash(S), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 22ES 21ES 20ES 18ES 16ES 15ES 12ES 10ES 7ES 5DS 150149 22ES 21ES 20ES 17ES 16ES 15ES 12ES 10ES 7DS 5CS 149148 22ES 21ES 20ES 17ES 16ES 15ES 12ES 10ES 7DS 5CS 148147 22ES 21ES 19ES 17ES 15ES 14ES 12ES 10DS 7CS 5BS 147146 21ES 20ES 19ES 17ES 15ES 14ES 12DS 10DS 7CS 5BS 146145 21ES 20ES 19ES 17ES 15ES 14ES 12DS 10DS 7BS 5BS 145144 21ES 20ES 19ES 17ES 15DS 14DS 11DS 10CS 7BS 5AS 144143 20ES 20ES 18ES 16ES 15DS 14DS 11DS 10CS 7BS 5AK 143142 20ES 19ES 18ES 16DS 15DS 14DS 11CS 10CS 7BS 5AK 142141 20ES 19ES 18ES 16DS 14DS 13DS 11CS 10BS 7BS 5AK 141140 20ES 19ES 18DS 16DS 14DS 13DS 11CS 9BS 7AS 5AK 140139 19ES 18ES 17DS 16DS 14DS 13CS 11CS 9BS 6AK 5 139138 19ES 18DS 17DS 15DS 14DS 13CS 11BS 9BS 6AK 4 138137 19DS 18DS 17DS 15DS 14CS 13CS 11BS 9BS 6AK 4 137136 18DS 18DS 17DS 15DS 14CS 13CS 11BS 9BS 6AK 4 136135 18DS 17DS 17DS 15DS 13CS 13CS 10BS 9BS 6AK 4 135134 18DS 17DS 16DS 15CS 13CS 12BS 10BS 9BS 6AK 4 134133 18DS 17DS 16DS 14CS 13CS 12BS 10BS 9AS 6 4 133132 17DS 17DS 16DS 14CS 13CS 12BS 10BS 9AS 6 4 132131 17DS 16DS 16DS 14CS 13BS 12BS 10BS 9AK 6 4 131130 17DS 16DS 15CS 14CS 13BS 12BS 10AS 9AK 6 4 130129 16DS 16DS 15CS 14CS 12BS 12BS 10AS 8AK 6 4 129128 16DS 16DS 15CS 13BS 12BS 12BS 10AS 8AK 6 4 128127 16DS 15CS 15CS 13BS 12BS 11BS 10AS 8AK 6 4 127126 16DS 15CS 14CS 13BS 12BS 11BS 9AK 8AK 6 4 126125 15CS 15CS 14CS 13BS 12BS 11BS 9AK 8AK 6 4 125

123-124 15CS 14CS 14CS 13BS 12BS 11AS 9AK 8 6 4 123-124121-122 14CS 14CS 13BS 12BS 11BS 11AS 9AK 8 6 4 121-122119-120 14CS 13CS 13BS 12BS 11AS 10AS 9AK 8 5 4 119-120117-118 13CS 13BS 12BS 11BS 11AS 10AK 9 7 5 4 117-118115-116 13BS 12BS 12BS 11AS 10AS 10AK 8 7 5 4 115-116113-114 12BS 12BS 12BS 11AS 10AK 9AK 8 7 5 4 113-114111-112 11BS 11BS 11BS 10AS 10AK 9 8 7 5 4 111-112109-110 11BS 11BS 11AS 10AS 9AK 9 8 7 5 3 109-110107-108 10BS 10BS 10AS 10AK 9 9 7 7 5 3 107-108105-106 10BS 10AS 10AS 9AK 9 8 7 6 5 3 105-106103-104 9AS 9AS 9AS 9 8 8 7 6 5 3 103-104101-102 9AS 9AS 9AS 8 8 8 7 6 4 3 101-10298-100 8AS 8AS 8AK 8 8 7 7 6 4 3 98-10095-97 7AS 7AS 7 7 7 7 6 6 4 3 95-9792-94 6AS 7 7 7 7 7 6 5 4 3 92-9489-91 5 6 6 6 6 6 6 5 4 3 89-9186-88 4 5 5 6 6 6 5 5 4 3 86-8883-85 4 4 5 5 5 5 5 4 3 3 83-8580-82 3 3 4 5 5 5 5 4 3 2 80-8277-79 3 4 4 4 4 4 3 2 77-7974-76 3 4 4 4 4 3 2 74-7670-73 3 3 3 4 3 3 2 70-7366-69 3 3 3 3 3 2 66-6962-65 2 3 3 2 2 62-6558-61 2 2 2 2 58-6154-57 2 2 2 2 54-5750-53 2 2 1 50-5345-49 1 1 45-4940-44 1 40-4435-39 1 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

Page 54: 0230-RMU-ArmsLaw

54 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Battle AxeCriticals: Slash(S), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 26ES 25ES 24ES 21ES 19ES 18ES 16ES 15ES 11ES 8ES 150149 26ES 25ES 24ES 21ES 19ES 18ES 16ES 15ES 11ES 7DS 149148 26ES 25ES 23ES 21ES 19ES 18ES 16ES 15ES 11ES 7DS 148147 26ES 25ES 23ES 21ES 19ES 18ES 16ES 14ES 11DS 7CS 147146 25ES 24ES 23ES 20ES 19ES 17ES 16ES 14ES 11DS 7CS 146145 25ES 24ES 23ES 20ES 19ES 17ES 16ES 14DS 10DS 7BK 145144 25ES 24ES 22ES 20ES 18ES 17ES 15ES 14DS 10CS 7BS 144143 24ES 23ES 22ES 20ES 18ES 17ES 15DS 14DS 10CK 7BK 143142 24ES 23ES 22ES 20ES 18ES 17DS 15DS 14DS 10CS 7BS 142141 24ES 23ES 22ES 19ES 18DS 17DS 15DS 14DS 10CK 7BK 141140 23ES 23ES 21ES 19ES 18DS 16DS 15DS 13DS 10BS 7BS 140139 23ES 22ES 21ES 19DS 17DS 16DS 15DS 13CS 10BK 7AK 139138 23ES 22ES 21ES 19DS 17DS 16DS 15DS 13CS 10BS 7AK 138137 22ES 22ES 20ES 18DS 17DS 16DS 14CS 13CK 10BK 7AK 137136 22ES 21ES 20DS 18DS 17DS 16DS 14CS 13CS 10BS 7AK 136135 22ES 21ES 20DS 18DS 17DS 16DS 14CS 13CK 10BK 7AK 135134 22ES 21DS 20DS 18DS 16DS 15CS 14CS 13BS 9BS 7AK 134133 21DS 20DS 19DS 18DS 16DS 15CS 14CK 13BK 9AK 7AK 133132 21DS 20DS 19DS 17DS 16CS 15CS 14CS 12BS 9AS 6 132131 21DS 20DS 19DS 17DS 16CS 15CS 13BK 12BK 9AK 6 131130 20DS 20DS 19DS 17DS 16CS 15CS 13BS 12BS 9AK 6 130129 20DS 19DS 18DS 17DS 15CS 15CK 13BK 12BK 9AK 6 129128 20DS 19DS 18DS 16CS 15CS 14CS 13BS 12BS 9AK 6 128127 19DS 19DS 18DS 16CS 15CK 14BK 13BK 12BK 9AK 6 127126 19DS 18DS 18DS 16CS 15CS 14BS 13BS 12BS 9AK 6 126125 19DS 18DS 17DS 16CS 15BK 14BK 13BK 11BK 9AK 6 125

123-124 18DS 18DS 17DS 16CS 14BS 14BS 12BS 11AS 9AK 6 123-124121-122 18DS 17DS 17CS 15CS 14BS 13BS 12BS 11AS 8 6 121-122119-120 17DS 17CS 16CS 15BS 14BS 13BS 12AS 11AK 8 6 119-120117-118 17DS 16CS 15CS 14BS 13BS 13BS 12AS 11AK 8 6 117-118115-116 16CS 16CS 15CS 14BS 13BS 12AS 11AK 10AK 8 6 115-116113-114 15CS 15CS 14BS 13BS 13BS 12AS 11AK 10AK 8 5 113-114111-112 15CS 14CS 14BS 13BS 12AS 12AS 11AK 10 8 5 111-112109-110 14CS 14BS 13BS 12BS 12AS 11AK 10AK 10 7 5 109-110107-108 13CS 13BS 13BS 12AS 11AS 11AK 10 9 7 5 107-108105-106 13BS 13BS 12BS 12AS 11AK 10AK 10 9 7 5 105-106103-104 12BS 12BS 12BS 11AS 11AK 10 9 9 7 5 103-104101-102 12BS 11BS 11AS 11AS 10AK 10 9 8 7 5 101-10298-100 11BS 11BS 11AS 10AK 10 9 9 8 6 5 98-10095-97 10BK 10AK 10AK 10AK 9 9 8 8 6 5 95-9792-94 9AS 9AS 9AS 9 9 8 8 7 6 4 92-9489-91 8AK 8AK 8AK 8 8 8 7 7 6 4 89-9186-88 7AS 7AS 8 8 7 7 7 7 5 4 86-8883-85 6AK 6AK 7 7 7 7 7 6 5 4 83-8580-82 5 6 6 6 6 6 6 6 5 4 80-8277-79 4 5 5 6 6 6 6 5 5 3 77-7974-76 3 4 4 5 5 5 5 5 4 3 74-7670-73 4 4 5 5 5 5 4 3 70-7366-69 3 4 4 4 4 4 3 66-6962-65 3 3 3 4 3 3 62-6558-61 3 3 3 3 2 58-6154-57 2 2 3 2 54-5750-53 2 2 2 50-5345-49 2 2 45-4940-44 1 40-4435-39 1 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 55

2-H AxeCriticals: Slash(S), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 46ES 45ES 43ES 38ES 35ES 33ES 30ES 28ES 20ES 14ES 150149 46ES 45ES 42ES 38ES 35ES 32ES 30ES 27ES 20ES 14ES 149148 45ES 44ES 42ES 37ES 34ES 32ES 29ES 27ES 19ES 14DS 148147 45ES 43ES 41ES 37ES 34ES 32ES 29ES 27ES 19ES 14DS 147146 44ES 43ES 41ES 36ES 33ES 31ES 29ES 27ES 19ES 14DS 146145 43ES 42ES 40ES 36ES 33ES 31ES 28ES 26ES 19DS 14DS 145144 43ES 42ES 40ES 36ES 33ES 31ES 28ES 26ES 19DS 14CS 144143 42ES 41ES 39ES 35ES 32ES 30ES 28ES 26ES 19DS 13CS 143142 41ES 40ES 38ES 35ES 32ES 30ES 27ES 25ES 18DS 13BS 142141 41ES 40ES 38ES 34ES 31ES 30ES 27ES 25DS 18DS 13BS 141140 40ES 39ES 37ES 34ES 31ES 29ES 27ES 25DS 18CS 13BS 140139 39ES 38ES 37ES 33ES 31ES 29ES 27DS 25DS 18CS 13BS 139138 39ES 38ES 36ES 33ES 30ES 28ES 26DS 24DS 18CS 13BK 138137 38ES 37ES 36ES 32ES 30ES 28DS 26DS 24DS 18CS 13AK 137136 38ES 37ES 35ES 32ES 29DS 28DS 26DS 24DS 17BS 13AK 136135 37ES 36ES 35ES 31ES 29DS 27DS 25DS 23DS 17BS 13AK 135134 36ES 35ES 34ES 31ES 29DS 27DS 25DS 23DS 17BS 12AK 134133 36ES 35ES 34ES 31DS 28DS 27DS 25DS 23CS 17BS 12AK 133132 35ES 34ES 33ES 30DS 28DS 26DS 24DS 23CS 17BS 12AK 132131 34ES 34ES 32ES 30DS 28DS 26DS 24DS 22CS 16BK 12 131130 34ES 33ES 32ES 29DS 27DS 26DS 24CS 22CS 16AK 12 130129 33ES 32ES 31DS 29DS 27DS 25DS 23CS 22CS 16AK 12 129128 32ES 32ES 31DS 28DS 26DS 25DS 23CS 22CS 16AK 12 128127 32ES 31ES 30DS 28DS 26DS 25CS 23CS 21BS 16AK 12 127126 31ES 31DS 30DS 27DS 26DS 24CS 22CS 21BS 16AK 11 126125 31DS 30DS 29DS 27DS 25DS 24CS 22CS 21BS 15AK 11 125

123-124 30DS 29DS 29DS 26DS 25CS 23CS 22BS 20BS 15 11 123-124121-122 29DS 28DS 27DS 26DS 24CS 23CS 21BS 20BS 15 11 121-122119-120 27DS 27DS 26DS 25DS 23CS 22BS 21BS 19AK 14 11 119-120117-118 26DS 26DS 25DS 24CS 22CS 21BS 20BS 19AK 14 10 117-118115-116 25DS 25DS 24DS 23CS 22BS 21BS 19AK 18AK 14 10 115-116113-114 24DS 23DS 23DS 22CS 21BS 20BS 19AK 18AK 13 10 113-114111-112 22DS 22DS 22CS 21CS 20BS 19AK 18AK 17 13 10 111-112109-110 21DS 21DS 21CS 20BS 19BS 19AK 17 17 13 10 109-110107-108 20DS 20CS 20CS 19BS 18AK 18AK 17 16 12 9 107-108105-106 18CS 19CS 19CS 18BS 18AK 17 16 15 12 9 105-106103-104 17CS 17CS 18CS 17AS 17AK 16 16 15 12 9 103-104101-102 16CS 16CS 17BS 17AK 16 16 15 14 11 9 101-10298-100 15CS 15CS 15BS 16AK 15 15 14 14 11 8 98-10095-97 13CS 13BS 14BS 14 14 14 13 13 10 8 95-9792-94 11BS 11BS 12AK 13 13 13 13 12 10 8 92-9489-91 9BS 10AS 10 12 12 12 12 11 9 7 89-9186-88 7AS 8 9 10 11 11 11 10 9 7 86-8883-85 5 6 7 9 9 10 10 10 8 7 83-8580-82 6 7 8 9 9 9 8 6 80-8277-79 6 7 8 8 8 7 6 77-7974-76 5 6 6 7 7 7 5 74-7670-73 5 5 6 6 6 5 70-7366-69 4 5 5 5 5 66-6962-65 4 4 5 4 62-6558-61 4 4 58-6154-57 3 3 54-5750-53 3 3 50-5345-49 2 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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56 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

FlailCriticals: Krush(K), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 32EK 31EK 28EK 27EK 25EK 21EK 19EK 18EK 13EK 10EK 150149 32EK 30EK 28EK 26EK 25EK 21EK 19EK 18EK 13EK 10DK 149148 32EK 30EK 27EK 26EK 25EK 21EK 18EK 18EK 12DK 10DK 148147 31EK 29EK 27EK 26EK 24EK 21EK 18EK 18EK 12DK 10CK 147146 31EK 29EK 27EK 25EK 24EK 20EK 18EK 17EK 12DK 10CK 146145 30EK 29EK 26EK 25EK 24EK 20EK 18DK 17DK 12CP 10CP 145144 30EK 28EK 26EK 25EK 23EK 20EK 18DK 17DK 12CK 10BK 144143 29EK 28EK 26EK 24EK 23EK 20DK 17DK 17DK 12CP 10BP 143142 29EK 27EK 25EK 24EK 23EK 19DK 17DK 17DK 12BK 9BK 142141 28EK 27EK 25EK 24EK 22EK 19DK 17DK 16DK 12BP 9BP 141140 28EK 26EK 24EK 23EK 22DK 19DK 17DK 16CK 12BK 9AK 140139 27EK 26EK 24EK 23DK 22DK 19DK 17CP 16CP 11BP 9AK 139138 27EK 26EK 24DK 23DK 22DK 19DK 16CK 16CK 11BK 9AK 138137 26EK 25EK 23DK 23DK 21DK 18DK 16CP 16CP 11BP 9AK 137136 26EK 25DK 23DK 22DK 21DK 18CK 16CK 16BK 11AK 9AK 136135 26EK 24DK 23DK 22DK 21DK 18CP 16BP 15BP 11AK 9AK 135134 25DK 24DK 22DK 22DK 20DK 18CK 16BK 15BK 11AK 9 134133 25DK 24DK 22DK 21DK 20DK 17CP 16BP 15BP 11AK 9 133132 24DK 23DK 22DK 21DK 20CK 17CK 15BK 15BK 11AK 9 132131 24DK 23DK 21DK 21DK 20CK 17BP 15BP 15BP 11AK 9 131130 23DK 22DK 21DK 20DK 19CK 17BK 15BK 15BK 10AK 8 130129 23DK 22DK 21DK 20CK 19CP 17BP 15BP 14BP 10 8 129128 22DK 21DK 20CK 20CK 19CK 16BK 15BK 14AK 10 8 128127 22DK 21DK 20CK 19CP 18CP 16BP 14AP 14AK 10 8 127126 21DK 21DK 20CK 19CK 18CK 16BK 14AK 14AK 10 8 126125 21DK 20DK 19CP 19CP 18BP 16BP 14AK 14AK 10 8 125

123-124 20DK 20CK 19CK 18CK 17BK 15BK 14AK 13AK 10 8 123-124121-122 19DK 19CK 18CK 18BK 17BK 15AK 13AK 13AK 10 8 121-122119-120 19CK 18CK 17BK 17BK 16BK 14AK 13AK 13 9 8 119-120117-118 18CK 17CK 17BK 16BK 16BK 14AK 13 12 9 7 117-118115-116 17CK 17BK 16BK 16BK 15AK 14AK 12 12 9 7 115-116113-114 16CK 16BK 15BK 15AK 15AK 13 12 12 9 7 113-114111-112 15BK 15BK 15AK 14AK 14AK 13 12 11 8 7 111-112109-110 14BK 14BK 14AK 14AK 13AK 12 11 11 8 7 109-110107-108 13BK 13BK 13AK 13AK 13AK 12 11 11 8 7 107-108105-106 12BK 12AK 12AK 12AK 12 11 10 10 8 6 105-106103-104 11BK 12AK 12AK 12 12 11 10 10 8 6 103-104101-102 10AK 11AK 11 11 11 10 10 9 7 6 101-10298-100 9AK 10AK 10 10 10 10 9 9 7 6 98-10095-97 8AP 9 9 9 10 9 9 9 7 6 95-9792-94 6 7 8 8 9 9 8 8 6 5 92-9489-91 5 6 7 8 8 8 8 7 6 5 89-9186-88 4 5 6 7 7 7 7 7 6 5 86-8883-85 4 5 6 6 7 6 6 5 5 83-8580-82 4 5 5 6 6 6 5 4 80-8277-79 4 4 5 5 5 5 4 77-7974-76 3 4 5 5 4 4 74-7670-73 4 4 4 4 4 70-7366-69 3 3 4 4 3 66-6962-65 3 3 3 3 62-6558-61 3 3 58-6154-57 2 2 54-5750-53 2 2 50-5345-49 2 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 57

Heavy FlailCriticals: Krush(K), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 47EK 45EK 42EK 40EK 38EK 33EK 30EK 27EK 20EK 17EK 150149 47EK 45EK 41EK 40EK 38EK 33EK 29EK 27EK 20EK 17EK 149148 46EK 44EK 41EK 39EK 37EK 32EK 29EK 27EK 20EK 17EK 148147 45EK 43EK 40EK 39EK 37EK 32EK 29EK 26EK 20EK 16DK 147146 45EK 43EK 40EK 38EK 36EK 31EK 28EK 26EK 19DK 16DK 146145 44EK 42EK 39EK 38EK 36EK 31EK 28EK 26EK 19DK 16DP 145144 43EK 41EK 39EK 37EK 35EK 31EK 28EK 26EK 19DK 16DK 144143 43EK 41EK 38EK 37EK 35EK 30EK 27EK 25EK 19DP 16CP 143142 42EK 40EK 37EK 36EK 34EK 30EK 27EK 25DK 19DK 16CK 142141 41EK 39EK 37EK 36EK 34EK 30EK 27DK 25DK 19CP 16CP 141140 40EK 39EK 36EK 35EK 33EK 29EK 26DK 24DK 18CK 15BK 140139 40EK 38EK 36EK 35EK 33EK 29DK 26DK 24DK 18CP 15BP 139138 39EK 37EK 35EK 34EK 32EK 28DK 26DK 24DK 18CK 15BK 138137 38EK 37EK 35EK 34EK 32EK 28DK 26DK 24DP 18BP 15BK 137136 38EK 36EK 34EK 33EK 32EK 28DK 25DK 23DK 18BK 15AK 136135 37EK 36EK 34EK 33EK 31DK 27DK 25DP 23CP 17BP 15AK 135134 36EK 35EK 33EK 32EK 31DK 27DK 25DK 23CK 17BK 15AK 134133 36EK 34EK 32EK 32DK 30DK 27DP 24CP 22CP 17BK 14AK 133132 35EK 34EK 32DK 31DK 30DK 26DK 24CK 22CK 17AK 14AK 132131 34EK 33EK 31DK 31DK 29DK 26DP 24CP 22CP 17AK 14AK 131130 33EK 32EK 31DK 30DK 29DK 25DK 23CK 22BK 16AK 14 130129 33EK 32DK 30DK 29DK 28DK 25CP 23CP 21BP 16AK 14 129128 32EK 31DK 30DK 29DK 28DK 25CK 23CK 21BK 16AK 14 128127 31DK 30DK 29DK 28DK 27DP 24CP 22BP 21BP 16AK 13 127126 31DK 30DK 29DK 28DK 27DK 24CK 22BK 21BK 16 13 126125 30DK 29DK 28DK 27DK 26DP 24CP 22BP 20BP 16 13 125

123-124 29DK 29DK 27DK 27DK 26DK 23CK 21BK 20AK 15 13 123-124121-122 28DK 27DK 26DK 26DK 25CK 23BK 21BK 19AK 15 13 121-122119-120 26DK 26DK 25DK 25CK 24CK 22BK 20AK 19AK 15 12 119-120117-118 25DK 25DK 24CK 24CK 23CK 21BK 19AK 18AK 14 12 117-118115-116 24DK 23DK 23CK 23CK 22BK 20AK 19AK 18 14 12 115-116113-114 22DK 22DK 22CK 22CK 21BK 20AK 18 17 13 12 113-114111-112 21DK 21CK 21CK 21BK 20BK 19AK 18 17 13 11 111-112109-110 19DK 20CK 20BK 20BK 19BK 18 17 16 13 11 109-110107-108 18CK 18CK 19BK 19BK 18AK 17 16 15 12 11 107-108105-106 16CK 17CK 17BK 17AK 17AK 17 16 15 12 10 105-106103-104 15CK 16BK 16AK 16AK 16AK 16 15 14 12 10 103-104101-102 14CK 15BK 15AK 15AK 16 15 14 14 11 10 101-10298-100 12BK 13BK 14AK 14 15 14 14 13 11 9 98-10095-97 10BP 11AP 12 13 13 13 13 12 10 9 95-9792-94 8AK 9 11 11 12 12 12 12 10 9 92-9489-91 6 7 9 10 10 11 11 11 9 8 89-9186-88 6 7 8 9 10 10 10 9 8 86-8883-85 6 7 7 9 9 9 8 7 83-8580-82 5 6 8 8 8 7 7 80-8277-79 5 7 7 7 7 6 77-7974-76 5 6 6 6 6 74-7670-73 4 5 6 6 5 70-7366-69 4 4 5 5 66-6962-65 3 4 4 62-6558-61 3 4 58-6154-57 3 3 54-5750-53 2 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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58 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

WhipCriticals: Grappling(G), Slash(S), Grappling(G)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 10EG 9EG 9EG 8EG 7EG 6EG 6EG 4EG 3DG 1BG 150149 10EG 9EG 9EG 8EG 7EG 6EG 6DG 4DG 3CG 1BS 149148 10EG 9EG 9EG 8EG 7EG 6DG 6DG 4CG 3BG 1AG 148147 10EG 9EG 9EG 8DG 7DG 6DG 5DG 4CG 3BS 1AG 147146 10EG 9EG 9DG 7DG 7DG 6DG 5CG 4BG 3BG 1AG 146145 10EG 9DG 8DG 7DG 7DG 6CG 5CG 4BG 3BS 1 145144 10DG 9DG 8DG 7DG 7DG 6CG 5CG 4BG 3BG 1 144143 10DG 9DG 8DG 7DG 7CG 6CG 5BG 4BS 3AS 1 143142 9DG 8DG 8DG 7CG 7CG 6CG 5BG 4BG 3AG 1 142141 9DG 8DG 8DG 7CG 7CG 6BG 5BS 4BS 3AG 1 141140 9DG 8DG 8CG 7CG 7CG 6BG 5BG 4BG 3AG 1 140139 9DG 8CG 8CG 7CG 7BG 6BG 5BS 4BS 3AG 1 139138 9DG 8CG 8CG 7CG 6BG 6BG 5BG 4AG 3AG 1 138137 9DG 8CG 8CG 7BG 6BG 6BS 5BS 4AS 3AG 1 137136 9CG 8CG 8CG 7BG 6BG 6BG 5BG 4AG 3 1 136135 9CG 8CG 7CG 7BG 6BG 6BS 5BS 4AG 3 1 135134 8CG 8CG 7BG 7BG 6BG 5BG 5AG 4AG 3 1 134133 8CG 7CG 7BG 6BG 6BS 5BS 5AS 4AG 3 1 133132 8CG 7BG 7BG 6BG 6BG 5BG 5AG 4AG 3 1 132131 8CG 7BG 7BG 6BS 6BS 5AS 5AS 4AG 3 1 131130 8CG 7BG 7BG 6BG 6BG 5AG 5AG 4AG 3 1 130129 8CG 7BG 7BG 6BS 6BS 5AS 5AG 4AG 3 1 129128 8BG 7BG 7BG 6BG 6AG 5AG 5AG 4 3 1 128127 7BG 7BG 7BG 6BS 6AS 5AS 4AG 4 3 1 127126 7BG 7BG 7BG 6BG 6AG 5AG 4AG 4 3 1 126125 7BG 7BG 6BS 6AS 6AS 5AS 4AG 4 3 1 125

123-124 7BG 7BG 6BG 6AG 5AG 5AG 4AG 4 3 1 123-124121-122 7BG 6BG 6BG 6AG 5AG 5AG 4 3 3 1 121-122119-120 7BG 6BG 6AG 5AG 5AG 5AG 4 3 3 1 119-120117-118 6BG 6AG 6AG 5AG 5AG 5 4 3 2 1 117-118115-116 6BG 6AG 6AG 5AG 5AG 4 4 3 2 1 115-116113-114 6BG 5AG 5AG 5AG 5AG 4 4 3 2 1 113-114111-112 5AG 5AG 5AG 5AG 5 4 4 3 2 1 111-112109-110 5AG 5AG 5AG 5 4 4 4 3 2 1 109-110107-108 5AG 5AG 5AG 4 4 4 4 3 2 1 107-108105-106 5AG 5AG 5AG 4 4 4 3 3 2 1 105-106103-104 4AG 4AG 4 4 4 4 3 3 2 1 103-104101-102 4AG 4 4 4 4 4 3 3 2 1 101-10298-100 4AG 4 4 4 4 3 3 3 2 1 98-10095-97 3AS 4 4 4 3 3 3 3 2 1 95-9792-94 3 3 3 3 3 3 3 2 2 1 92-9489-91 3 3 3 3 3 3 3 2 2 1 89-9186-88 2 3 3 3 3 3 3 2 2 1 86-8883-85 2 2 2 3 3 3 2 2 2 1 83-8580-82 1 2 2 2 2 2 2 2 2 1 80-8277-79 2 2 2 2 2 2 2 2 1 77-7974-76 1 2 2 2 2 2 2 2 1 74-7670-73 2 2 2 2 2 1 1 70-7366-69 1 1 2 2 2 1 1 66-6962-65 1 1 1 1 1 1 62-6558-61 1 1 1 1 1 58-6154-57 1 1 1 1 54-5750-53 1 1 1 50-5345-49 1 1 45-4940-44 1 1 40-4435-39 1 35-3930-34 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 59

SpearCriticals: Puncture(P), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 28EP 27EP 25EP 23EP 21EP 20EP 18EP 13EP 11EP 7EP 150149 28EP 27EP 25EP 23EP 21EP 20EP 17EP 13EP 11EP 7DP 149148 28EP 26EP 25EP 23EP 21EP 19EP 17EP 13EP 11DP 7DP 148147 27EP 26EP 25EP 23EP 21EP 19EP 17EP 13DP 11DP 7CP 147146 27EP 26EP 24EP 22EP 21EP 19EP 17EP 13DP 10DP 7BP 146145 27EP 25EP 24EP 22EP 20EP 19EP 17EP 13DP 10CP 7BP 145144 26EP 25EP 24EP 22EP 20EP 19EP 17DP 12DP 10CP 7BP 144143 26EP 25EP 23EP 22EP 20EP 18EP 16DP 12CP 10CP 7BP 143142 26EP 24EP 23EP 21EP 20EP 18DP 16DP 12CP 10BP 7BP 142141 25EP 24EP 23EP 21EP 19DP 18DP 16DP 12CP 10BP 7AK 141140 25EP 24EP 22EP 21EP 19DP 18DP 16DP 12CP 10BP 7AK 140139 25EP 23EP 22EP 21DP 19DP 18DP 16DP 12BP 10BP 7AK 139138 24EP 23EP 22EP 20DP 19DP 17DP 16CP 12BP 10BP 7AK 138137 24EP 23EP 22DP 20DP 19DP 17DP 15CP 12BP 10BP 7AK 137136 23EP 22DP 21DP 20DP 18DP 17DP 15CP 11BP 10BP 7AK 136135 23EP 22DP 21DP 20DP 18DP 17CP 15CP 11BP 10AP 7 135134 23DP 22DP 21DP 19DP 18DP 17CP 15CP 11BP 9AK 7 134133 22DP 21DP 20DP 19DP 18DP 16CP 15BP 11BP 9AK 7 133132 22DP 21DP 20DP 19DP 17CP 16CP 15BP 11AP 9AK 6 132131 22DP 21DP 20DP 19DP 17CP 16CP 14BP 11AP 9AK 6 131130 21DP 21DP 20DP 18DP 17CP 16CP 14BP 11AK 9AK 6 130129 21DP 20DP 19DP 18CP 17CP 16BP 14BP 11AK 9AK 6 129128 21DP 20DP 19DP 18CP 17CP 15BP 14BP 11AK 9AK 6 128127 20DP 20DP 19DP 17CP 16CP 15BP 14BP 10AK 9 6 127126 20DP 19DP 18CP 17CP 16BP 15BP 14BP 10AK 9 6 126125 19DP 19DP 18CP 17CP 16BP 15BP 13BP 10AK 9 6 125

123-124 19DP 19DP 18CP 17CP 16BP 15BP 13BP 10AK 9 6 123-124121-122 18DP 18CP 17CP 16BP 15BP 14BP 13AP 10 8 6 121-122119-120 18CP 17CP 17CP 16BP 15BP 14BP 12AP 10 8 6 119-120117-118 17CP 17CP 16BP 15BP 14BP 13AP 12AK 9 8 6 117-118115-116 16CP 16CP 15BP 15BP 14BP 13AP 12AK 9 8 6 115-116113-114 16CP 15BP 15BP 14BP 13AP 13AK 11AK 9 8 5 113-114111-112 15CP 15BP 14BP 14BP 13AP 12AK 11 9 7 5 111-112109-110 14BP 14BP 14BP 13AP 12AP 12AK 11 9 7 5 109-110107-108 13BP 13BP 13BP 13AP 12AK 11AK 10 8 7 5 107-108105-106 13BP 13BP 12AP 12AP 12AK 11 10 8 7 5 105-106103-104 12BP 12BP 12AP 12AP 11AK 11 10 8 7 5 103-104101-102 11BP 11AP 11AP 11AK 11 10 9 8 7 5 101-10298-100 10BP 11AP 11AP 10AK 10 10 9 7 6 5 98-10095-97 9AP 10AP 10AK 10 9 9 9 7 6 4 95-9792-94 8AP 9AP 9 9 9 9 8 7 6 4 92-9489-91 7AP 8AK 8 8 8 8 8 6 6 4 89-9186-88 6AP 7 7 7 7 7 7 6 5 4 86-8883-85 5 6 6 7 7 7 7 6 5 4 83-8580-82 4 5 5 6 6 6 6 5 5 4 80-8277-79 4 4 5 5 6 6 5 4 3 77-7974-76 4 4 5 5 5 5 4 3 74-7670-73 3 4 4 5 4 4 3 70-7366-69 3 4 4 4 4 3 66-6962-65 3 3 3 3 3 62-6558-61 2 3 3 2 58-6154-57 2 2 2 54-5750-53 2 2 2 50-5345-49 2 2 45-4940-44 1 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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60 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

HalberdCriticals: Puncture(P), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 38EP 37EP 34EP 31EP 30EP 27EP 25EP 17EP 15EP 11EP 150149 38EP 37EP 34EP 31EP 29EP 27EP 25EP 17EP 15EP 11EP 149148 37EP 36EP 33EP 30EP 29EP 27EP 24EP 17EP 15EP 11DP 148147 37EP 36EP 33EP 30EP 29EP 26EP 24EP 17EP 15DP 11DP 147146 36EP 35EP 32EP 30EP 28EP 26EP 24EP 17DP 14DP 11CP 146145 36EP 35EP 32EP 29EP 28EP 26EP 24EP 16DP 14DP 11CS 145144 35EP 34EP 32EP 29EP 28EP 25EP 23EP 16DP 14DP 11BP 144143 35EP 34EP 31EP 28EP 27EP 25EP 23EP 16DP 14CS 11BS 143142 34EP 33EP 31EP 28EP 27EP 25EP 23EP 16DP 14CP 10BP 142141 34EP 33EP 30EP 28EP 27EP 25EP 23DP 16CS 14CS 10BS 141140 33EP 32EP 30EP 27EP 26EP 24DP 22DP 16CP 14BP 10BP 140139 33EP 32EP 29EP 27EP 26EP 24DP 22DP 16CS 14BS 10AK 139138 32EP 31EP 29EP 27EP 26DP 24DP 22DP 15CP 13BP 10AK 138137 32EP 31EP 29EP 26DP 26DP 23DP 22DP 15BS 13BS 10AK 137136 31EP 30EP 28EP 26DP 25DP 23DP 21DP 15BP 13BP 10AK 136135 31EP 30EP 28EP 26DP 25DP 23DP 21DP 15BS 13BS 10AK 135134 30EP 29EP 27DP 25DP 25DP 23DP 21DP 15BP 13AK 10AK 134133 30EP 29EP 27DP 25DP 24DP 22DP 21CS 15BS 13AK 10 133132 29EP 29EP 27DP 25DP 24DP 22DP 20CP 14BP 13AK 10 132131 29EP 28DP 26DP 24DP 24DP 22DS 20CS 14AS 13AK 9 131130 28EP 28DP 26DP 24DP 23DP 21CP 20CP 14AK 12AK 9 130129 28DP 27DP 25DP 24DP 23DP 21CS 20CS 14AK 12AK 9 129128 27DP 27DP 25DP 23DP 23DP 21CP 19CP 14AK 12AK 9 128127 27DP 26DP 25DP 23DP 22CS 21CS 19BS 14AK 12AK 9 127126 26DP 26DP 24DP 23DP 22CP 20CP 19BP 14AK 12 9 126125 26DP 25DP 24DP 22CS 22CS 20CS 19BS 13AK 12 9 125

123-124 25DP 25DP 23DP 22CP 21CP 20BP 18BP 13AK 12 9 123-124121-122 24DP 24DP 23DP 21CP 21CP 19BP 18BP 13 11 9 121-122119-120 23DP 23DP 22CP 20CP 20BP 19BP 17BP 13 11 8 119-120117-118 22DP 22DP 21CP 20BP 19BP 18BP 17AP 12 11 8 117-118115-116 21DP 21DP 20CP 19BP 19BP 17BP 16AK 12 11 8 115-116113-114 20DP 20CP 19CP 18BP 18BP 17AP 16AK 12 10 8 113-114111-112 19CP 19CP 19BP 18BP 17BP 16AK 15AK 11 10 8 111-112109-110 18CP 18CP 18BP 17BP 17AP 16AK 15AK 11 10 8 109-110107-108 17CP 17CP 17BP 16AP 16AP 15AK 14 11 10 7 107-108105-106 16CP 16BP 16BP 16AP 15AK 15 14 10 9 7 105-106103-104 15CP 15BP 15BP 15AK 15AK 14 13 10 9 7 103-104101-102 14BP 15BP 15AP 14AK 14AK 13 13 10 9 7 101-10298-100 13BP 14BP 14AP 14AK 13 13 12 10 9 7 98-10095-97 12BS 12AS 13AK 13 12 12 12 9 8 6 95-9792-94 10AP 11AP 11 11 11 11 11 9 8 6 92-9489-91 9AS 9AS 10 10 10 10 10 8 7 6 89-9186-88 7AP 8 9 9 9 9 9 8 7 6 86-8883-85 6 7 8 8 8 9 9 7 7 5 83-8580-82 4 5 6 7 8 8 8 7 6 5 80-8277-79 5 6 7 7 7 6 6 5 77-7974-76 4 5 6 6 6 6 5 5 74-7670-73 4 5 5 6 5 5 4 70-7366-69 4 5 5 5 4 66-6962-65 4 4 4 4 62-6558-61 4 4 3 58-6154-57 3 3 3 54-5750-53 2 3 2 50-5345-49 2 2 45-4940-44 2 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 61

Pole AxeCriticals: Krush(K), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 36EK 35EK 32EK 30EK 29EK 27EK 25EK 20EK 16EK 13EK 150149 36EK 35EK 32EK 30EK 29EK 27EK 24EK 19EK 15EK 13EK 149148 36EK 34EK 31EK 29EK 28EK 27EK 24EK 19EK 15EK 13EK 148147 35EK 34EK 31EK 29EK 28EK 26EK 24EK 19EK 15EK 13DK 147146 35EK 34EK 31EK 29EK 28EK 26EK 24EK 19EK 15DK 13DK 146145 34EK 33EK 30EK 28EK 27EK 26EK 23EK 19EK 15DK 13DS 145144 34EK 33EK 30EK 28EK 27EK 25EK 23EK 18DK 15DK 12CK 144143 33EK 32EK 29EK 28EK 27EK 25EK 23EK 18DK 15DS 12CS 143142 33EK 32EK 29EK 27EK 26EK 25EK 23EK 18DK 15CK 12CK 142141 32EK 31EK 29EK 27EK 26EK 24EK 22DK 18DK 14CS 12BS 141140 32EK 31EK 28EK 27EK 26EK 24EK 22DK 18DK 14CK 12BK 140139 31EK 30EK 28EK 26EK 25EK 24DK 22DK 18DS 14BS 12BS 139138 31EK 30EK 27EK 26EK 25EK 24DK 22DK 17CK 14BK 12BK 138137 30EK 29EK 27EK 25EK 25DK 23DK 21DK 17CS 14BS 12BS 137136 30EK 29EK 27EK 25DK 24DK 23DK 21DK 17CK 14BK 12AK 136135 29EK 28EK 26EK 25DK 24DK 23DK 21DK 17CS 14BS 11AK 135134 29EK 28EK 26DK 24DK 24DK 22DK 20DK 17BK 13BK 11AK 134133 28EK 28EK 26DK 24DK 23DK 22DK 20DS 16BS 13BS 11AK 133132 28EK 27EK 25DK 24DK 23DK 22DK 20CK 16BK 13AK 11AK 132131 27EK 27DK 25DK 23DK 23DK 21DK 20CS 16BS 13AK 11AK 131130 27DK 26DK 24DK 23DK 22DK 21DK 19CK 16BK 13AK 11AK 130129 26DK 26DK 24DK 23DK 22DK 21CS 19CS 16BS 13AK 11 129128 26DK 25DK 24DK 22DK 22DK 21CK 19CK 15BK 13AK 11 128127 25DK 25DK 23DK 22DK 21DK 20CS 19CS 15BS 12AK 11 127126 25DK 24DK 23DK 22DK 21CK 20CK 18BK 15AK 12AK 10 126125 24DK 24DK 22DK 21CS 21CS 20CS 18BS 15AK 12AK 10 125

123-124 24DK 23DK 22DK 21CK 20CK 19CK 18BK 15AK 12 10 123-124121-122 23DK 22DK 21DK 20CK 20CK 19BK 17BK 14AK 12 10 121-122119-120 22DK 21DK 20CK 20CK 19CK 18BK 17BK 14AK 11 10 119-120117-118 21DK 21DK 20CK 19CK 18BK 18BK 16AK 14 11 10 117-118115-116 20DK 20CK 19CK 18BK 18BK 17BK 16AK 13 11 9 115-116113-114 19CK 19CK 18CK 17BK 17BK 16AK 15AK 13 11 9 113-114111-112 18CK 18CK 17BK 17BK 16BK 16AK 15AK 12 10 9 111-112109-110 17CK 17CK 16BK 16BK 16AK 15AK 14AK 12 10 9 109-110107-108 16CK 16CK 16BK 15AK 15AK 15AK 14 12 10 8 107-108105-106 15CK 15BK 15BK 15AK 14AK 14AK 13 11 10 8 105-106103-104 14BK 14BK 14AK 14AK 14AK 13 13 11 9 8 103-104101-102 13BK 13BK 13AK 13AK 13 13 12 11 9 8 101-10298-100 12BK 12BK 13AK 13 12 12 12 10 9 8 98-10095-97 10BS 11AS 11AK 11 11 11 11 10 8 7 95-9792-94 9AK 9AK 10 10 10 10 10 9 8 7 92-9489-91 8AS 8AK 9 9 9 10 9 9 7 7 89-9186-88 6 7 8 8 9 9 9 8 7 6 86-8883-85 5 5 7 7 8 8 8 7 7 6 83-8580-82 5 6 7 7 7 7 6 6 80-8277-79 4 5 6 6 6 6 6 5 77-7974-76 4 5 5 6 6 5 5 74-7670-73 4 4 5 5 5 5 70-7366-69 4 4 4 4 66-6962-65 4 4 4 62-6558-61 3 3 3 58-6154-57 3 3 54-5750-53 2 2 50-5345-49 2 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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62 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Sweeps & ThrowsCriticals: Unbalancing(U), Unbalancing(U), Unbalancing(U)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 3EU 4EU 4EU 5EU 6EU 6EU 7EU 8EU 8EU 8EU 150149 3DU 4EU 4EU 5EU 5EU 6EU 7EU 8EU 8EU 8EU 149148 3DU 3DU 4EU 5EU 5EU 6EU 7EU 8EU 8EU 8EU 148147 3CU 3DU 4DU 5EU 5EU 6EU 7EU 8EU 8EU 8EU 147146 3CU 3DU 4DU 5EU 5EU 6EU 7EU 7EU 8EU 8EU 146145 3CU 3CU 4DU 5DU 5DU 6EU 7EU 7EU 8EU 8EU 145144 3BU 3CU 4DU 5DU 5DU 6EU 7EU 7EU 8EU 8EU 144143 3BU 3CU 4DU 5DU 5DU 6DU 7EU 7EU 8EU 8EU 143142 3BU 3CU 4CU 5DU 5DU 6DU 7EU 7EU 8EU 8EU 142141 3BU 3BU 4CU 5DU 5DU 6DU 7EU 7EU 8EU 8EU 141140 3BU 3BU 4CU 5DU 5DU 6DU 7DU 7EU 7EU 8EU 140139 3BU 3BU 4CU 5DU 5DU 6DU 7DU 7DU 7EU 8EU 139138 3BU 3BU 4CU 5CU 5DU 6DU 7DU 7DU 7DU 8EU 138137 3BU 3BU 4CU 5CU 5CU 6DU 6DU 7DU 7DU 8EU 137136 3BU 3BU 4BU 5CU 5CU 6DU 6DU 7DU 7DU 7DU 136135 3BU 3BU 4BU 5CU 5CU 6DU 6DU 7DU 7DU 7DU 135134 3BU 3BU 4BU 5CU 5CU 5CU 6DU 7DU 7DU 7DU 134133 3BU 3BU 4BU 5CU 5CU 5CU 6DU 7DU 7DU 7DU 133132 3AU 3BU 4BU 5CU 5CU 5CU 6DU 7DU 7DU 7DU 132131 2AU 3BU 4BU 5CU 5CU 5CU 6DU 6DU 7DU 7DU 131130 2AU 3BU 4BU 5BU 5CU 5CU 6DU 6DU 7DU 7DU 130129 2AU 3BU 4BU 4BU 5BU 5CU 6DU 6DU 7DU 7DU 129128 2AU 3BU 4BU 4BU 5BU 5CU 6CU 6DU 7DU 7DU 128127 2AU 3BU 4BU 4BU 5BU 5CU 6CU 6DU 7DU 7DU 127126 2AU 3AU 4BU 4BU 5BU 5CU 6CU 6DU 6DU 7DU 126125 2AU 3AU 4BU 4BU 4BU 5CU 6CU 6CU 6DU 7DU 125

123-124 2AU 3AU 4BU 4BU 4BU 5CU 6CU 6CU 6DU 7DU 123-124121-122 2AU 3AU 4BU 4BU 4BU 5BU 6CU 6CU 6CU 6DU 121-122119-120 2AU 3AU 3BU 4BU 4BU 5BU 5CU 6CU 6CU 6CU 119-120117-118 2AU 3AU 3AU 4BU 4BU 5BU 5CU 6CU 6CU 6CU 117-118115-116 2 3AU 3AU 4BU 4BU 5BU 5CU 5CU 6CU 6CU 115-116113-114 2 3AU 3AU 4BU 4BU 4BU 5BU 5CU 6CU 6CU 113-114111-112 2 3AU 3AU 4BU 4BU 4BU 5BU 5CU 5CU 6CU 111-112109-110 2 3AU 3AU 4BU 4BU 4BU 5BU 5BU 5CU 5CU 109-110107-108 2 3AU 3AU 4AU 4BU 4BU 5BU 5BU 5CU 5CU 107-108105-106 2 3 3AU 4AU 4AU 4BU 5BU 5BU 5BU 5CU 105-106103-104 2 2 3AU 3AU 4AU 4BU 4BU 5BU 5BU 5CU 103-104101-102 2 2 3AU 3AU 4AU 4BU 4BU 5BU 5BU 5BU 101-10298-100 2 2 3AU 3AU 3AU 4BU 4BU 4BU 5BU 5BU 98-10095-97 2 2 3AU 3AU 3AU 4AU 4BU 4BU 4BU 4BU 95-9792-94 2 2 3AU 3AU 3AU 3AU 4BU 4BU 4BU 4BU 92-9489-91 2 2 3 3AU 3AU 3AU 4BU 4BU 4BU 4BU 89-9186-88 2 2 2 3AU 3AU 3AU 4AU 4BU 4BU 4BU 86-8883-85 2 2 2 3AU 3AU 3AU 3AU 3BU 4BU 4BU 83-8580-82 2 2 2 3AU 3AU 3AU 3AU 3AU 3BU 3BU 80-8277-79 2 2 2 2 3AU 3AU 3AU 3AU 3BU 3BU 77-7974-76 2 2 2 2 2 3AU 3AU 3AU 3AU 3BU 74-7670-73 1 2 2 2 2 2AU 3AU 3AU 3AU 3BU 70-7366-69 1 2 2 2 2 2AU 2AU 2AU 2AU 2AU 66-6962-65 1 2 2 2 2 2 2AU 2AU 2AU 2AU 62-6558-61 1 1 2 2 2 2 2AU 2AU 2AU 2AU 58-6154-57 1 1 2 2 2 2 2AU 2AU 2AU 1AU 54-5750-53 1 1 1 1 1 1 1AU 1AU AU AU 50-5345-49 1 1 1 1 1 1 AU AU AU 45-4940-44 1 1 1 1 1 AU AU 40-4435-39 1 1 1 AU AU 35-3930-34 1 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

8.2.

U

narm

ed A

ttac

ks

Page 63: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 63

Unarmed StrikesCriticals: Striking(T), Striking(T), Striking(T)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 15ET 14ET 12ET 12ET 9ET 6ET 6ET 4ET 2CT 1BT 150149 15ET 14ET 12ET 12ET 9ET 6ET 6ET 4DT 2BT 1BT 149148 15ET 13ET 12ET 11ET 9ET 6DT 6DT 4DT 2BT 1AT 148147 15ET 13ET 12ET 11ET 9ET 6DT 6DT 4CT 2BT 1AT 147146 15ET 13ET 12ET 11ET 9ET 6DT 6DT 4CT 2AT 1 146145 15ET 13ET 12ET 11ET 9DT 6DT 6CT 4BT 2AT 1 145144 15ET 13ET 12ET 11ET 9DT 6CT 6CT 4BT 2AT 1 144143 15ET 13ET 11ET 11ET 9DT 6CT 6CT 4BT 2AT 1 143142 14ET 13ET 11ET 11ET 9DT 6CT 6CT 4BT 2 1 142141 14ET 13ET 11DT 11DT 9DT 6CT 6BT 4BT 2 1 141140 14ET 13ET 11DT 11DT 9DT 6BT 6BT 4BT 2 1 140139 14ET 13ET 11DT 11DT 8DT 6BT 5BT 4BT 2 1 139138 14ET 12DT 11DT 11DT 8CT 6BT 5BT 4BT 2 1 138137 14ET 12DT 11DT 10DT 8CT 6BT 5BT 4BT 2 1 137136 14ET 12DT 11DT 10DT 8CT 6BT 5BT 4AT 2 1 136135 14DT 12DT 11DT 10DT 8CT 6BT 5BT 4AT 2 1 135134 13DT 12DT 11DT 10DT 8CT 6BT 5BT 4AT 2 1 134133 13DT 12DT 11DT 10DT 8CT 6BT 5BT 4AT 2 1 133132 13DT 12DT 10DT 10CT 8CT 6BT 5BT 4AT 2 1 132131 13DT 12DT 10DT 10CT 8BT 6BT 5BT 4AT 2 1 131130 13DT 12DT 10CT 10CT 8BT 6BT 5BT 4AT 2 1 130129 13DT 11DT 10CT 10CT 8BT 5BT 5AT 4AT 2 1 129128 13DT 11DT 10CT 10CT 8BT 5BT 5AT 4AT 2 1 128127 13DT 11DT 10CT 10CT 8BT 5AT 5AT 4AT 2 1 127126 12DT 11DT 10CT 10CT 8BT 5AT 5AT 4AT 2 1 126125 12DT 11CT 10CT 9CT 8BT 5AT 5AT 4 1 1 125

123-124 12DT 11CT 10CT 9CT 7BT 5AT 5AT 4 1 1 123-124121-122 12DT 11CT 10CT 9BT 7BT 5AT 5AT 4 1 1 121-122119-120 12DT 10CT 9BT 9BT 7BT 5AT 5AT 3 1 1 119-120117-118 11CT 10CT 9BT 9BT 7BT 5AT 5AT 3 1 1 117-118115-116 11CT 10CT 9BT 9BT 7BT 5AT 5AT 3 1 1 115-116113-114 11CT 10CT 9BT 8BT 7AT 5AT 5AT 3 1 1 113-114111-112 11CT 10BT 9BT 8BT 7AT 5AT 4 3 1 1 111-112109-110 10CT 9BT 8BT 8BT 7AT 5 4 3 1 1 109-110107-108 10CT 9BT 8BT 8BT 6AT 5 4 3 1 1 107-108105-106 10CT 9BT 8BT 8BT 6AT 4 4 3 1 1 105-106103-104 10CT 9BT 8BT 8BT 6AT 4 4 3 1 1 103-104101-102 9BT 9BT 8BT 7BT 6AT 4 4 3 1 1 101-10298-100 9BT 8BT 8BT 7AT 6AT 4 4 3 1 1 98-10095-97 9BT 8BT 7AT 7AT 6AT 4 4 3 1 1 95-9792-94 8BT 8BT 7AT 7AT 6AT 4 4 3 1 1 92-9489-91 8BT 7BT 7AT 6AT 5 4 4 3 1 1 89-9186-88 8BT 7AT 6AT 6AT 5 4 4 3 1 1 86-8883-85 7BT 7AT 6AT 6AT 5 4 3 3 1 1 83-8580-82 7BT 6AT 6AT 6AT 5 3 3 2 1 1 80-8277-79 7BT 6AT 6AT 5AT 5 3 3 2 1 1 77-7974-76 6AT 6AT 5AT 5AT 4 3 3 2 1 1 74-7670-73 6AT 5AT 5AT 5 4 3 3 2 1 1 70-7366-69 5AT 5AT 5 5 4 3 3 2 1 1 66-6962-65 5AT 5AT 4 4 4 3 3 2 1 1 62-6558-61 4AT 4AT 4 4 3 3 2 2 1 1 58-6154-57 4AT 4 4 4 3 2 2 2 1 1 54-5750-53 3AT 3 3 3 3 2 2 2 1 1 50-5345-49 3AT 3 3 3 3 2 2 2 1 1 45-4940-44 2 2 2 2 2 2 2 1 1 1 40-4435-39 2 2 2 2 2 2 1 1 1 35-3930-34 2 1 1 1 1 1 30-3425-29 1 1 1 1 1 25-2920-24 1 1 1 20-2415-19 1 1 15-1910-14 10-14

5-9 5-9

Page 64: 0230-RMU-ArmsLaw

64 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

BeakCriticals: Slash(S), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 20ES 19ES 18ES 17ES 15ES 14ES 9ES 8ES 7ES 5ES 150149 20ES 19ES 18ES 17ES 15ES 14ES 9ES 8ES 7ES 5DS 149148 20ES 19ES 18ES 16ES 15ES 14ES 9ES 8ES 7DS 5DS 148147 20ES 19ES 18ES 16ES 15ES 14ES 9ES 8DS 7DS 5CS 147146 20ES 19ES 18ES 16ES 14ES 14ES 9DS 8DS 7DS 5CS 146145 20ES 19ES 18ES 16ES 14ES 14ES 9DS 8DS 7DS 5CP 145144 19ES 18ES 18ES 16ES 14ES 14ES 9DS 8DS 7CS 5BS 144143 19ES 18ES 17ES 16ES 14ES 14ES 9DS 8CS 7CS 5BP 143142 19ES 18ES 17ES 16ES 14ES 13ES 9DS 8CS 7CS 5BS 142141 19ES 18ES 17ES 16ES 14ES 13DS 9CS 8CS 7BP 5BP 141140 19ES 18ES 17ES 15ES 14DS 13DS 9CS 8CS 7BS 5BS 140139 19ES 18ES 17ES 15ES 14DS 13DS 9CS 8CP 7BP 5BP 139138 18ES 17ES 17ES 15DS 14DS 13DS 9CS 8BS 7BS 5BS 138137 18ES 17ES 17ES 15DS 13DS 13DS 9CP 8BP 7BP 5BP 137136 18ES 17ES 16ES 15DS 13DS 13DS 9BS 8BS 7BS 5AS 136135 18ES 17ES 16DS 15DS 13DS 13DS 9BP 8BP 7BP 5AK 135134 18ES 17ES 16DS 15DS 13DS 13DS 8BS 8BS 7BS 5AK 134133 18ES 17DS 16DS 14DS 13DS 12DS 8BP 8BP 7BP 5AK 133132 17ES 16DS 16DS 14DS 13DS 12DS 8BS 7BS 7BS 5AK 132131 17DS 16DS 16DS 14DS 13DS 12CS 8BP 7BP 7BP 5AK 131130 17DS 16DS 16DS 14DS 13CS 12CS 8BS 7BS 6AS 5AK 130129 17DS 16DS 15DS 14DS 13CS 12CS 8BP 7BP 6AP 5AK 129128 17DS 16DS 15DS 14DS 12CS 12CS 8BS 7BS 6AS 5AK 128127 17DS 16DS 15DS 14DS 12CS 12CS 8BP 7BP 6AK 5AK 127126 16DS 16DS 15DS 14DS 12CS 12CS 8BS 7AS 6AK 5AK 126125 16DS 15DS 15DS 13CS 12CS 12CS 8BP 7AP 6AK 5 125

123-124 16DS 15DS 15DS 13CS 12CS 11CS 8BS 7AS 6AK 5 123-124121-122 16DS 15DS 14DS 13CS 12CS 11BS 8AS 7AK 6AK 5 121-122119-120 15DS 15DS 14CS 13CS 11BS 11BS 8AS 7AK 6AK 4 119-120117-118 15DS 14DS 14CS 13CS 11BS 11BS 7AS 7AK 6AK 4 117-118115-116 15DS 14CS 13CS 12CS 11BS 11BS 7AK 7AK 6AK 4 115-116113-114 14DS 14CS 13CS 12BS 11BS 10BS 7AK 6AK 6 4 113-114111-112 14CS 13CS 13CS 12BS 11BS 10BS 7AK 6AK 6 4 111-112109-110 14CS 13CS 13CS 11BS 10BS 10BS 7AK 6 5 4 109-110107-108 13CS 13CS 12CS 11BS 10BS 10BS 7AK 6 5 4 107-108105-106 13CS 12CS 12BS 11BS 10BS 10BS 7AK 6 5 4 105-106103-104 13CS 12CS 12BS 11BS 10BS 9AS 6 6 5 4 103-104101-102 12CS 12BS 11BS 10BS 9BS 9AS 6 6 5 4 101-10298-100 12CS 11BS 11BS 10BS 9AS 9AS 6 6 5 4 98-10095-97 11BS 11BS 11BP 10BP 9AP 9AP 6 5 5 4 95-9792-94 11BS 11BS 10BS 9BS 9AS 8AS 6 5 5 4 92-9489-91 10BS 10BP 10BP 9AP 8AP 8AK 6 5 5 3 89-9186-88 10BS 10BS 9BS 9AS 8AK 8AK 5 5 4 3 86-8883-85 9BP 9BP 9AP 8AP 8AK 7AK 5 5 4 3 83-8580-82 9BS 9BS 8AS 8AS 7AK 7AK 5 5 4 3 80-8277-79 8BP 8AP 8AP 7AP 7AK 7 5 4 4 3 77-7974-76 8AS 8AS 7AS 7AK 6 6 5 4 4 3 74-7670-73 7AP 7AP 7AP 7AK 6 6 4 4 4 3 70-7366-69 7AP 7AP 6AP 6AK 6 6 4 4 3 3 66-6962-65 6AP 6AP 6AP 6 5 5 4 4 3 3 62-6558-61 5AP 5AP 5AK 5 5 5 4 3 3 2 58-6154-57 5AP 5AK 5 5 4 4 3 3 3 2 54-5750-53 4AP 4 4 4 4 4 3 3 3 2 50-5345-49 3 3 3 3 3 3 3 3 2 2 45-4940-44 2 3 3 3 3 3 2 2 2 2 40-4435-39 2 2 2 2 2 2 2 35-3930-34 2 2 2 1 30-3425-29 1 1 1 1 25-2920-24 1 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 65

BiteCriticals: Puncture(P), Slash(S), Slash(S)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 31EP 30EP 29EP 28EP 23EP 23EP 20EP 19EP 16EP 14EP 150149 31EP 30EP 28EP 28EP 22EP 23EP 20EP 19EP 16EP 14EP 149148 31EP 29EP 28EP 27EP 22EP 23EP 19EP 19EP 16EP 14EP 148147 31EP 29EP 28EP 27EP 22EP 23EP 19EP 19EP 16EP 14EP 147146 30EP 29EP 28EP 27EP 22EP 22EP 19EP 19EP 16EP 14EP 146145 30EP 29EP 28EP 27EP 22EP 22EP 19EP 18EP 15EP 14EP 145144 30EP 28EP 27EP 26EP 21EP 22EP 19EP 18EP 15EP 14EP 144143 30EP 28EP 27EP 26EP 21EP 22EP 19EP 18EP 15EP 14DP 143142 29EP 28EP 27EP 26EP 21EP 22EP 19EP 18EP 15DP 14DP 142141 29EP 28EP 27EP 26EP 21EP 22EP 18EP 18EP 15DP 14DP 141140 29EP 27EP 26EP 26EP 21EP 21EP 18EP 18EP 15DP 13DP 140139 29EP 27EP 26EP 25EP 21EP 21EP 18EP 18DP 15DP 13DP 139138 28EP 27EP 26EP 25EP 20EP 21EP 18DP 17DP 15DP 13DP 138137 28EP 27EP 26EP 25EP 20EP 21EP 18DP 17DP 14DP 13CS 137136 28EP 26EP 25EP 25EP 20EP 21EP 18DP 17DP 14DP 13CP 136135 28EP 26EP 25EP 24EP 20EP 20EP 18DP 17DP 14DP 13CS 135134 27EP 26EP 25EP 24EP 20DP 20DP 17DP 17DP 14CP 13CP 134133 27EP 26EP 25EP 24EP 20DP 20DP 17DP 17DP 14CS 13CS 133132 27EP 26EP 25EP 24EP 19DP 20DP 17DP 17DP 14CP 13CP 132131 26EP 25EP 24EP 24EP 19DP 20DP 17DP 16DP 14CS 12CS 131130 26EP 25EP 24EP 23EP 19DP 20DP 17DP 16DP 14CP 12BP 130129 26EP 25EP 24EP 23EP 19DP 19DP 17DP 16DP 14CS 12BS 129128 26EP 25EP 24EP 23EP 19DP 19DP 16DP 16CP 13CP 12BP 128127 25EP 24EP 23EP 23EP 19DP 19DP 16CP 16CS 13BS 12BS 127126 25EP 24EP 23EP 22DP 18DP 19DP 16CP 16CP 13BP 12BP 126125 25EP 24EP 23DP 22DP 18DP 19DP 16CS 16CS 13BS 12BS 125

123-124 25EP 24EP 23DP 22DP 18DP 18DP 16CP 15CP 13BP 12BP 123-124121-122 24EP 23DP 22DP 22DP 18DP 18DP 16CP 15CP 13BP 12BP 121-122119-120 24DP 23DP 22DP 21DP 17CP 18DP 15CP 15CP 13BP 11BP 119-120117-118 23DP 22DP 21DP 21DP 17CP 17CP 15BP 15BP 12BP 11AP 117-118115-116 23DP 22DP 21DP 20DP 17CP 17CP 15BP 14BP 12BP 11AS 115-116113-114 22DP 21DP 20DP 20DP 16CP 17CP 14BP 14BP 12AP 11AS 113-114111-112 21DP 21DP 20DP 19DP 16CP 16CP 14BP 14BP 12AS 11AS 111-112109-110 21DP 20DP 19DP 19DP 16BP 16CP 14BP 13BP 11AS 10AS 109-110107-108 20DP 20DP 19DP 18DP 15BP 16BP 14BP 13BP 11AS 10AS 107-108105-106 20DP 19DP 18DP 18CP 15BP 15BP 13BP 13BP 11AS 10AS 105-106103-104 19DP 19DP 18CP 17CP 15BP 15BP 13BP 13AP 11AS 10 103-104101-102 19DP 18DP 17CP 17CP 14BP 15BP 13AP 12AP 10AS 10 101-10298-100 18DP 18CP 17CP 17CP 14BP 14BP 12AP 12AS 10AS 9 98-10095-97 18DP 17CP 16CS 16CS 13BS 14BS 12AS 12AS 10 9 95-9792-94 17CP 16CP 16CP 15CP 13AP 13BP 11AS 11AS 10 9 92-9489-91 16CP 15CS 15CS 15BS 12AS 13AS 11AS 11AS 9 8 89-9186-88 15CP 15CP 14BP 14BP 12AS 12AP 11AS 10 9 8 86-8883-85 14CS 14BS 14BS 13BS 11AS 12AS 10 10 8 8 83-8580-82 14CP 13BP 13BP 13BP 11AS 11AS 10 9 8 7 80-8277-79 13BS 12BS 12BS 12BS 10AS 10AS 9 9 8 7 77-7974-76 12BP 12BP 11BP 11AP 10 10AS 9 9 7 7 74-7670-73 11BS 11BS 11AS 11AS 9 9 8 8 7 7 70-7366-69 10BS 10AS 10AS 10AS 8 9 8 8 7 6 66-6962-65 9BS 9AS 9AS 9AS 8 8 7 7 6 6 62-6558-61 8AS 8AS 8AS 8AS 7 7 7 6 6 5 58-6154-57 7AS 7AS 7AS 7 6 6 6 6 5 5 54-5750-53 6AS 6AS 6 6 6 6 5 5 5 4 50-5345-49 5AS 5 5 5 5 5 5 5 4 4 45-4940-44 4 4 4 4 4 4 4 4 4 4 40-4435-39 3 3 3 3 3 3 35-3930-34 3 3 3 3 30-3425-29 2 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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66 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

ClawCriticals: Slash(S), Slash(S), Puncture(P)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 20ES 18ES 17ES 16ES 14ES 14ES 8ES 8ES 6ES 4DS 150149 20ES 18ES 17ES 16ES 14ES 14ES 8ES 8ES 6DS 4CS 149148 20ES 18ES 17ES 16ES 14ES 14ES 8DS 8DS 6DS 4CS 148147 20ES 18ES 16ES 16ES 14ES 14ES 8DS 8DS 6CS 4BS 147146 20ES 18ES 16ES 16ES 14ES 14ES 8DS 8CS 6CS 4BS 146145 19ES 18ES 16ES 16ES 14ES 13ES 8CS 8CS 6BS 4BS 145144 19ES 17ES 16ES 16ES 14DS 13DS 8CS 8CS 6BS 4BS 144143 19ES 17ES 16ES 15ES 14DS 13DS 8CS 7BS 6BS 4AS 143142 19ES 17ES 16ES 15DS 13DS 13DS 8BS 7BS 6BS 4AP 142141 18ES 17ES 15DS 15DS 13DS 13DS 8BS 7BS 6BS 4AP 141140 18ES 17DS 15DS 15DS 13DS 13DS 8BS 7BS 6BS 4AP 140139 18ES 16DS 15DS 15DS 13DS 13DS 8BS 7BS 6BS 4AP 139138 18ES 16DS 15DS 15DS 13DS 13CS 8BS 7BS 6AS 4AP 138137 17DS 16DS 15DS 14DS 13CS 12CS 8BS 7BS 6AP 4 137136 17DS 16DS 15DS 14DS 13CS 12CS 8BS 7BS 6AP 4 136135 17DS 16DS 14DS 14DS 12CS 12CS 7BS 7AS 6AP 4 135134 17DS 15DS 14DS 14DS 12CS 12CS 7AS 7AS 6AP 4 134133 17DS 15DS 14DS 14CS 12CS 12CS 7AS 7AP 6AP 4 133132 16DS 15DS 14CS 14CS 12CS 12CS 7AS 7AP 6AP 4 132131 16DS 15DS 14CS 13CS 12BS 12BS 7AP 7AP 6AP 4 131130 16DS 15DS 13CS 13CS 12BS 11BS 7AP 7AP 6 4 130129 16DS 14CS 13CS 13CS 12BS 11BS 7AP 7AP 5 4 129128 15DS 14CS 13CS 13CS 11BS 11BS 7AP 7AP 5 4 128127 15DS 14CS 13CS 13CS 11BS 11BS 7AP 6AP 5 4 127126 15DS 14CS 13CS 13BS 11BS 11BS 7AP 6AP 5 4 126125 15CS 14CS 13BS 12BS 11BS 11BS 7AP 6 5 4 125

123-124 14CS 13CS 12BS 12BS 11BS 11BS 7AP 6 5 4 123-124121-122 14CS 13CS 12BS 12BS 11BS 10BS 7 6 5 4 121-122119-120 14CS 13BS 12BS 12BS 10BS 10BS 6 6 5 4 119-120117-118 13CS 12BS 11BS 11BS 10AS 10AS 6 6 5 4 117-118115-116 13CS 12BS 11BS 11BS 10AS 10AS 6 6 5 3 115-116113-114 12BS 11BS 11BS 11BS 10AS 9AS 6 6 5 3 113-114111-112 12BS 11BS 10BS 10AS 9AS 9AS 6 6 5 3 111-112109-110 11BS 11BS 10AS 10AS 9AS 9AP 6 5 5 3 109-110107-108 11BS 10BS 10AS 10AS 9AP 9AP 6 5 4 3 107-108105-106 10BS 10AS 9AS 9AS 8AP 8AP 6 5 4 3 105-106103-104 10BS 9AS 9AS 9AS 8AP 8AP 5 5 4 3 103-104101-102 9BS 9AS 9AS 9AS 8 8 5 5 4 3 101-10298-100 9BS 9AS 8AS 8AP 8 8 5 5 4 3 98-10095-97 8AS 8AS 8AP 8AP 7 7 5 5 4 3 95-9792-94 8AS 8AS 7AP 7 7 7 5 4 4 3 92-9489-91 7AS 7AP 7 7 6 6 5 4 4 3 89-9186-88 6AS 6 6 6 6 6 4 4 3 3 86-8883-85 5AS 6 6 6 6 6 4 4 3 2 83-8580-82 5AS 5 5 5 5 5 4 4 3 2 80-8277-79 4 5 5 5 5 5 4 4 3 2 77-7974-76 3 4 4 4 4 4 3 3 3 2 74-7670-73 3 3 4 4 4 4 3 3 3 2 70-7366-69 3 3 3 3 3 3 3 3 2 66-6962-65 2 3 3 3 3 3 2 2 62-6558-61 2 2 2 2 2 2 58-6154-57 2 2 2 2 2 54-5750-53 2 2 2 1 50-5345-49 2 2 2 1 45-4940-44 1 1 1 1 40-4435-39 1 1 35-3930-34 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 67

GrappleCriticals: Grappling(G), Grappling(G), Grappling(G)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 4EG 5EG 5EG 6EG 6EG 7EG 7EG 8EG 8EG 8EG 150149 4EG 5EG 5EG 6EG 6EG 7EG 7EG 8EG 8EG 8EG 149148 4EG 5EG 5EG 6EG 6EG 7EG 7EG 8EG 8EG 8EG 148147 4DG 5EG 5EG 6EG 6EG 7EG 7EG 8EG 8EG 8EG 147146 4DG 5DG 5EG 6EG 6EG 7EG 7EG 8EG 8EG 8EG 146145 4DG 5DG 5DG 6EG 6EG 7EG 7EG 8EG 8EG 8EG 145144 4DG 5DG 5DG 6DG 6EG 7EG 7EG 8EG 8EG 8EG 144143 4DG 5DG 5DG 6DG 6DG 7EG 7EG 8EG 8EG 8EG 143142 4CG 5DG 5DG 6DG 6DG 7EG 7EG 7EG 8EG 8EG 142141 4CG 5DG 5DG 6DG 6DG 6DG 7EG 7EG 8EG 8EG 141140 4CG 5CG 5DG 6DG 6DG 6DG 7DG 7EG 8EG 8EG 140139 4CG 5CG 5DG 6DG 6DG 6DG 7DG 7EG 8EG 8EG 139138 4CG 5CG 5CG 5DG 6DG 6DG 7DG 7DG 7DG 8EG 138137 4CG 5CG 5CG 5DG 6DG 6DG 7DG 7DG 7DG 8DG 137136 4BG 4CG 5CG 5CG 6DG 6DG 7DG 7DG 7DG 8DG 136135 4BG 4CG 5CG 5CG 6DG 6DG 7DG 7DG 7DG 7DG 135134 4BG 4CG 5CG 5CG 6DG 6DG 6DG 7DG 7DG 7DG 134133 4BG 4BG 5CG 5CG 6CG 6DG 6DG 7DG 7DG 7DG 133132 4BG 4BG 5CG 5CG 6CG 6DG 6DG 7DG 7DG 7DG 132131 4BG 4BG 5CG 5CG 6CG 6DG 6DG 7DG 7DG 7DG 131130 4BG 4BG 5BG 5CG 6CG 6CG 6DG 7DG 7DG 7DG 130129 4BG 4BG 5BG 5CG 5CG 6CG 6DG 7DG 7DG 7DG 129128 4BG 4BG 5BG 5CG 5CG 6CG 6CG 7DG 7DG 7DG 128127 4BG 4BG 5BG 5CG 5CG 6CG 6CG 7DG 7DG 7DG 127126 4BG 4BG 5BG 5BG 5CG 6CG 6CG 6DG 7DG 7DG 126125 4BG 4BG 4BG 5BG 5CG 6CG 6CG 6DG 7DG 7DG 125

123-124 4BG 4BG 4BG 5BG 5CG 6CG 6CG 6CG 6DG 7DG 123-124121-122 4BG 4BG 4BG 5BG 5BG 5CG 6CG 6CG 6CG 7DG 121-122119-120 4BG 4BG 4BG 5BG 5BG 5CG 6CG 6CG 6CG 6CG 119-120117-118 4AG 4BG 4BG 5BG 5BG 5BG 6CG 6CG 6CG 6CG 117-118115-116 3AG 4BG 4BG 5BG 5BG 5BG 5CG 6CG 6CG 6CG 115-116113-114 3AG 4BG 4BG 4BG 5BG 5BG 5BG 6CG 6CG 6CG 113-114111-112 3AG 4AG 4BG 4BG 5BG 5BG 5BG 6CG 6CG 6CG 111-112109-110 3AG 4AG 4BG 4BG 5BG 5BG 5BG 5CG 6CG 6CG 109-110107-108 3AG 4AG 4AG 4BG 4BG 5BG 5BG 5BG 5CG 6CG 107-108105-106 3AG 3AG 4AG 4BG 4BG 5BG 5BG 5BG 5BG 5CG 105-106103-104 3AG 3AG 4AG 4BG 4BG 4BG 5BG 5BG 5BG 5BG 103-104101-102 3AG 3AG 4AG 4AG 4BG 4BG 5BG 5BG 5BG 5BG 101-10298-100 3AG 3AG 4AG 4AG 4BG 4BG 4BG 5BG 5BG 5BG 98-10095-97 3AG 3AG 3AG 4AG 4AG 4BG 4BG 5BG 5BG 5BG 95-9792-94 3 3AG 3AG 4AG 4AG 4BG 4BG 4BG 4BG 5BG 92-9489-91 3 3AG 3AG 3AG 4AG 4AG 4BG 4BG 4BG 4BG 89-9186-88 3 3AG 3AG 3AG 3AG 4AG 4AG 4BG 4BG 4BG 86-8883-85 3 3 3AG 3AG 3AG 3AG 4AG 4BG 4BG 4BG 83-8580-82 2 3 3AG 3AG 3AG 3AG 3AG 4BG 4BG 4BG 80-8277-79 2 3 3 3AG 3AG 3AG 3AG 3AG 3BG 3BG 77-7974-76 2 2 3 3AG 3AG 3AG 3AG 3AG 3AG 3BG 74-7670-73 2 2 2 3AG 3AG 3AG 3AG 3AG 3AG 3AG 70-7366-69 2 2 2 2 3AG 3AG 3AG 3AG 3AG 3AG 66-6962-65 2 2 2 2 2 2AG 2AG 2AG 2AG 2AG 62-6558-61 2 2 2 2 2 2AG 2AG 2AG 2AG 2AG 58-6154-57 2 2 2 2 2 2 2AG 2AG 2AG 2AG 54-5750-53 2 2 2 2 2 2 2 2AG 2AG 2AG 50-5345-49 1 1 2 2 2 2 2 1AG 1AG 1AG 45-4940-44 1 1 1 1 1 1 1 AG AG 40-4435-39 1 1 1 1 AG 35-3930-34 1 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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68 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

HornCriticals: Puncture(P), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 24EP 23EP 23EP 21EP 19EP 19EP 15EP 14EP 12EP 10EP 150149 24EP 23EP 22EP 21EP 19EP 19EP 15EP 14EP 12EP 10EP 149148 24EP 23EP 22EP 21EP 19EP 19EP 15EP 14EP 12EP 10EP 148147 24EP 23EP 22EP 21EP 19EP 19EP 15EP 14EP 12EP 10DP 147146 24EP 22EP 22EP 20EP 19EP 19EP 14EP 14EP 12EP 10DP 146145 23EP 22EP 22EP 20EP 18EP 18EP 14EP 13EP 12DP 10DP 145144 23EP 22EP 21EP 20EP 18EP 18EP 14EP 13EP 12DP 10DP 144143 23EP 22EP 21EP 20EP 18EP 18EP 14EP 13DP 12DP 10DP 143142 23EP 22EP 21EP 20EP 18EP 18EP 14DP 13DP 12DP 10CP 142141 23EP 21EP 21EP 20EP 18EP 18EP 14DP 13DP 12DP 9CP 141140 22EP 21EP 21EP 19EP 18EP 18EP 14DP 13DP 12DP 9CP 140139 22EP 21EP 20EP 19EP 17EP 17EP 14DP 13DP 11CP 9CK 139138 22EP 21EP 20EP 19EP 17EP 17EP 14DP 13DP 11CP 9BP 138137 22EP 21EP 20EP 19EP 17DP 17DP 13DP 13DP 11CP 9BK 137136 21EP 20EP 20EP 19EP 17DP 17DP 13DP 12CP 11CP 9BP 136135 21EP 20EP 20EP 18DP 17DP 17DP 13DP 12CP 11CK 9BK 135134 21EP 20EP 19EP 18DP 17DP 17DP 13CP 12CP 11CP 9BP 134133 21EP 20EP 19EP 18DP 17DP 17DP 13CP 12CP 11BK 9BK 133132 21EP 20EP 19DP 18DP 16DP 16DP 13CP 12CP 11BP 9BP 132131 20EP 19DP 19DP 18DP 16DP 16DP 13CP 12CK 11BK 9BK 131130 20EP 19DP 19DP 18DP 16DP 16DP 13CP 12CP 11BP 9BP 130129 20DP 19DP 18DP 17DP 16DP 16DP 12CK 12BK 11BK 9BK 129128 20DP 19DP 18DP 17DP 16DP 16DP 12CP 12BP 10BP 9BP 128127 19DP 19DP 18DP 17DP 16DP 16DP 12BK 11BK 10BK 8AK 127126 19DP 18DP 18DP 17DP 15DP 15DP 12BP 11BP 10BP 8AP 126125 19DP 18DP 18DP 17DP 15CP 15CP 12BK 11BK 10BK 8AK 125

123-124 19DP 18DP 17DP 16DP 15CP 15CP 12BP 11BP 10BP 8AK 123-124121-122 18DP 18DP 17DP 16DP 15CP 15CP 12BP 11BP 10BP 8AK 121-122119-120 18DP 17DP 17DP 16CP 14CP 14CP 11BP 11BP 10AP 8AK 119-120117-118 18DP 17DP 16DP 15CP 14CP 14CP 11BP 11BP 10AP 8AK 117-118115-116 17DP 16DP 16CP 15CP 14CP 14CP 11BP 10BP 9AP 8AK 115-116113-114 17DP 16CP 16CP 15CP 14BP 14BP 11BP 10AP 9AK 7AK 113-114111-112 16DP 16CP 15CP 14CP 13BP 13BP 11AP 10AP 9AK 7 111-112109-110 16CP 15CP 15CP 14CP 13BP 13BP 10AP 10AP 9AK 7 109-110107-108 15CP 15CP 14CP 14BP 13BP 13BP 10AP 9AK 9AK 7 107-108105-106 15CP 14CP 14CP 13BP 12BP 12BP 10AP 9AK 8AK 7 105-106103-104 14CP 14CP 14CP 13BP 12BP 12BP 10AK 9AK 8AK 7 103-104101-102 14CP 14CP 13BP 13BP 12BP 12BP 9AK 9AK 8 7 101-10298-100 14CP 13BP 13BP 12BP 11BP 11BP 9AK 9AK 8 6 98-10095-97 13CP 12BK 12BK 12BK 11AK 11AK 9AK 8 8 6 95-9792-94 12BP 12BP 12BP 11BP 10AP 10AP 8 8 7 6 92-9489-91 12BK 11BK 11BK 11AK 10AK 10AK 8 8 7 6 89-9186-88 11BP 11BP 10BP 10AP 9AP 9AP 8 7 7 6 86-8883-85 10BK 10BK 10AK 9AK 9AK 9AK 7 7 6 5 83-8580-82 10BP 9AP 9AP 9AP 8AK 8AK 7 7 6 5 80-8277-79 9BK 9AK 9AK 8AK 8AK 8AK 7 6 6 5 77-7974-76 8AP 8AP 8AP 8AP 8 8 6 6 6 5 74-7670-73 8AK 8AK 8AK 7AK 7 7 6 6 5 5 70-7366-69 7AK 7AK 7AK 7 6 6 6 5 5 4 66-6962-65 6AK 6AK 6AK 6 6 6 5 5 5 4 62-6558-61 5AK 5 5 5 5 5 5 4 4 4 58-6154-57 4AK 4 4 4 4 4 4 4 4 3 54-5750-53 3 4 4 4 4 4 4 4 3 3 50-5345-49 3 3 3 3 3 3 3 3 45-4940-44 2 2 3 3 3 2 40-4435-39 2 2 2 2 35-3930-34 2 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 69

RamCriticals: Impact(I), Krush(K), Unbalancing(U)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 14EI 14EI 13EI 12EI 12EI 11EI 12EI 10EI 8EI 7EI 150149 14EI 14EI 13EI 12EI 12EI 11EI 12EI 10EI 8EI 7EI 149148 14EI 14EI 12EI 12EI 12EI 11EI 12EI 10EI 8EI 7EI 148147 14EI 14EI 12EI 12EI 11EI 11EI 12EI 10EI 8EI 7EI 147146 14EI 14EI 12EI 12EI 11EI 11EI 12EI 10EI 8EI 7DI 146145 14EI 14EI 12EI 12EI 11EI 11EI 12EI 10EI 8DI 7DI 145144 14EI 13EI 12EI 12EI 11EI 11EI 11EI 10EI 8DI 7DI 144143 14EI 13EI 12EI 11EI 11EI 10EI 11EI 10DI 8DI 7DI 143142 14EI 13EI 12EI 11EI 11EI 10EI 11EI 9DI 8DI 7CI 142141 13EI 13EI 12EI 11EI 11EI 10DI 11EI 9DI 8DI 7CI 141140 13EI 13EI 12EI 11EI 11DI 10DI 11EI 9DI 8DI 7CI 140139 13EI 13EI 12EI 11DI 11DI 10DI 11DI 9DI 8CI 7CI 139138 13EI 13EI 12DI 11DI 11DI 10DI 11DI 9DI 8CI 7CI 138137 13EI 13EI 11DI 11DI 11DI 10DI 11DI 9DI 7CI 7CI 137136 13EI 13EI 11DI 11DI 10DI 10DI 11DI 9DI 7CI 7BI 136135 13EI 12DI 11DI 11DI 10DI 10DI 11DI 9DI 7CI 6BK 135134 13DI 12DI 11DI 11DI 10DI 10DI 11DI 9CI 7CI 6BI 134133 13DI 12DI 11DI 11DI 10DI 10DI 10DI 9CI 7CI 6BK 133132 12DI 12DI 11DI 10DI 10DI 10DI 10DI 9CI 7BI 6BI 132131 12DI 12DI 11DI 10DI 10DI 9CI 10DI 9CI 7BI 6BK 131130 12DI 12DI 11DI 10DI 10DI 9CI 10DI 9CI 7BI 6BI 130129 12DI 12DI 11DI 10DI 10DI 9CI 10DI 9CI 7BK 6BK 129128 12DI 12DI 11DI 10DI 10CI 9CI 10DI 8CI 7BI 6BI 128127 12DI 12DI 10DI 10CI 10CI 9CI 10CI 8CI 7BK 6BK 127126 12DI 11DI 10DI 10CI 10CI 9CI 10CI 8CI 7BI 6BI 126125 12DI 11DI 10CI 10CI 10CI 9CI 10CI 8BI 7BK 6BK 125

123-124 12DI 11DI 10CI 10CI 9CI 9CI 10CI 8BI 7BI 6BI 123-124121-122 11DI 11DI 10CI 10CI 9CI 9CI 9CI 8BI 7BI 6BI 121-122119-120 11DI 11DI 10CI 9CI 9CI 9BI 9CI 8BI 6BI 6AI 119-120117-118 11DI 11CI 10CI 9CI 9CI 8BI 9CI 8BI 6BI 6AI 117-118115-116 11CI 10CI 9CI 9CI 9BI 8BI 9BI 8BI 6BI 6AI 115-116113-114 10CI 10CI 9CI 9BI 9BI 8BI 9BI 7BI 6AI 5AI 113-114111-112 10CI 10CI 9BI 9BI 8BI 8BI 9BI 7BI 6AI 5AU 111-112109-110 10CI 10CI 9BI 8BI 8BI 8BI 8BI 7BI 6AI 5AU 109-110107-108 10CI 9CI 9BI 8BI 8BI 8BI 8BI 7BI 6AI 5AU 107-108105-106 9CI 9CI 8BI 8BI 8BI 7BI 8BI 7BI 6AU 5AU 105-106103-104 9CI 9BI 8BI 8BI 8BI 7BI 8BI 7AI 6AU 5AU 103-104101-102 9BI 9BI 8BI 8BI 8BI 7BI 8BI 7AI 5AU 5AU 101-10298-100 9BI 9BI 8BI 8BI 7BI 7BI 7BI 6AI 5AU 5 98-10095-97 8BI 8BI 8BK 7BK 7BK 7AK 7BK 6AK 5AU 5 95-9792-94 8BI 8BI 7BI 7BI 7AI 6AI 7BI 6AI 5AU 4 92-9489-91 8BI 8BI 7BK 7AK 7AK 6AK 7AK 6AK 5 4 89-9186-88 7BI 7BI 7AI 6AI 6AI 6AI 6AI 6AU 5 4 86-8883-85 7BK 7BK 6AK 6AK 6AK 6AK 6AK 5AU 5 4 83-8580-82 7BI 7BI 6AI 6AI 6AI 5AU 6AI 5AU 4 4 80-8277-79 6BK 6AK 6AK 6AK 5AK 5AU 6AK 5 4 4 77-7974-76 6AI 6AI 6AI 5AI 5AI 5AU 5AI 5 4 4 74-7670-73 6AK 6AK 5AK 5AK 5AU 5AU 5AK 4 4 3 70-7366-69 5AK 5AK 5AK 5AU 5AU 4 5AU 4 4 3 66-6962-65 5AK 5AK 4AU 4AU 4 4 4AU 4 3 3 62-6558-61 4AK 4AK 4AU 4 4 4 4 4 3 3 58-6154-57 4AK 4AK 4 4 4 3 4 3 3 3 54-5750-53 3AK 3AK 3 3 3 3 3 3 3 2 50-5345-49 3AK 3 3 3 3 3 3 3 2 2 45-4940-44 2 2 2 2 2 2 2 2 2 2 40-4435-39 2 2 2 2 2 2 2 2 35-3930-34 2 2 2 2 30-3425-29 1 1 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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70 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

StingerCriticals: Puncture(P), Puncture(P), Puncture(P)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 8EP 8EP 8EP 7EP 6EP 6EP 5EP 4EP 4EP 2DP 150149 8EP 8EP 8EP 7EP 6EP 6EP 5EP 4EP 4DP 2DP 149148 8EP 8EP 8EP 7EP 6EP 6EP 5EP 4DP 4DP 2CP 148147 8EP 8EP 8EP 7EP 6EP 6EP 5DP 4DP 4DP 2CP 147146 8EP 8EP 8EP 7EP 6EP 6EP 5DP 4DP 4CP 2BP 146145 8EP 8EP 8EP 7EP 6EP 6DP 5DP 4DP 4CP 2BP 145144 8EP 8EP 8EP 7EP 6DP 6DP 5DP 4CP 3CP 2BP 144143 8EP 8EP 7EP 7EP 6DP 6DP 5DP 4CP 3CP 2BP 143142 8EP 8EP 7EP 7DP 6DP 6DP 5CP 4CP 3BP 2BP 142141 8EP 8EP 7DP 7DP 6DP 5DP 5CP 4CP 3BP 2BP 141140 8EP 8DP 7DP 7DP 6DP 5DP 5CP 4CP 3BP 2BP 140139 8DP 8DP 7DP 7DP 6DP 5CP 5CP 4BP 3BP 2BP 139138 8DP 8DP 7DP 7DP 6DP 5CP 4CP 4BP 3BP 2AP 138137 8DP 7DP 7DP 7DP 6DP 5CP 4BP 4BP 3BP 2AP 137136 8DP 7DP 7DP 7DP 6CP 5CP 4BP 4BP 3BP 2AP 136135 7DP 7DP 7DP 6DP 6CP 5CP 4BP 4BP 3BP 2AP 135134 7DP 7DP 7DP 6DP 6CP 5CP 4BP 4BP 3BP 2AP 134133 7DP 7DP 7DP 6DP 6CP 5CP 4BP 4BP 3BP 2AP 133132 7DP 7DP 7DP 6CP 6CP 5CP 4BP 4BP 3BP 2AP 132131 7DP 7DP 7DP 6CP 6CP 5BP 4BP 4BP 3BP 2AP 131130 7DP 7DP 7DP 6CP 6CP 5BP 4BP 4BP 3AP 2AP 130129 7DP 7DP 7CP 6CP 5CP 5BP 4BP 4BP 3AP 2AP 129128 7DP 7DP 7CP 6CP 5CP 5BP 4BP 4BP 3AP 2AP 128127 7DP 7CP 6CP 6CP 5BP 5BP 4BP 4BP 3AP 2 127126 7CP 7CP 6CP 6CP 5BP 5BP 4BP 4BP 3AP 2 126125 7CP 7CP 6CP 6CP 5BP 5BP 4BP 4BP 3AP 2 125

123-124 7CP 7CP 6CP 6CP 5BP 5BP 4BP 4AP 3AP 2 123-124121-122 7CP 6CP 6CP 6CP 5BP 5BP 4BP 4AP 3AP 2 121-122119-120 6CP 6CP 6CP 6BP 5BP 5BP 4AP 4AP 3AP 2 119-120117-118 6CP 6CP 6CP 6BP 5BP 4BP 4AP 3AP 3AP 2 117-118115-116 6CP 6CP 6BP 5BP 5BP 4BP 4AP 3AP 3AP 2 115-116113-114 6CP 6CP 6BP 5BP 5BP 4BP 4AP 3AP 3 2 113-114111-112 6BP 6BP 5BP 5BP 5BP 4AP 4AP 3AP 3 2 111-112109-110 6BP 6BP 5BP 5BP 5BP 4AP 4AP 3AP 3 2 109-110107-108 6BP 5BP 5BP 5BP 4BP 4AP 3AP 3AP 3 2 107-108105-106 5BP 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3 2 105-106103-104 5BP 5BP 5BP 5BP 4AP 4AP 3AP 3 3 2 103-104101-102 5BP 5BP 5BP 5BP 4AP 4AP 3AP 3 3 2 101-10298-100 5BP 5BP 5BP 4BP 4AP 4AP 3AP 3 2 2 98-10095-97 5BP 5BP 5BP 4AP 4AP 4AP 3 3 2 2 95-9792-94 5BP 4BP 4BP 4AP 4AP 3AP 3 3 2 2 92-9489-91 4BP 4BP 4AP 4AP 4AP 3AP 3 3 2 2 89-9186-88 4AP 4AP 4AP 4AP 3AP 3 3 3 2 2 86-8883-85 4AP 4AP 4AP 4AP 3AP 3 3 2 2 2 83-8580-82 4AP 4AP 4AP 3AP 3AP 3 3 2 2 2 80-8277-79 3AP 3AP 3AP 3AP 3 3 2 2 2 1 77-7974-76 3AP 3AP 3AP 3AP 3 3 2 2 2 1 74-7670-73 3AP 3AP 3AP 3AP 3 3 2 2 2 1 70-7366-69 3AP 3AP 3AP 3 2 2 2 2 2 1 66-6962-65 2AP 2AP 2AP 2 2 2 2 2 2 1 62-6558-61 2AP 2AP 2 2 2 2 2 2 2 1 58-6154-57 2 2 2 2 2 2 2 2 1 1 54-5750-53 2 2 2 2 2 2 2 2 1 1 50-5345-49 1 1 1 1 2 1 1 1 1 1 45-4940-44 1 1 1 1 1 1 40-4435-39 1 1 1 1 1 35-3930-34 1 1 1 30-3425-29 1 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 71

Trample Criticals: Krush(K), Impact(I), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 30EK 30EK 29EK 26EK 21EK 23EK 23EK 18EK 14EK 11EK 150149 30EK 29EK 28EK 26EK 21EK 23EK 23EK 18EK 14EK 11EK 149148 30EK 29EK 28EK 25EK 21EK 22EK 23EK 18EK 14EK 11EK 148147 30EK 29EK 28EK 25EK 21EK 22EK 22EK 18EK 14EK 11EK 147146 30EK 29EK 28EK 25EK 21EK 22EK 22EK 18EK 14EK 11DK 146145 29EK 28EK 28EK 25EK 21EK 22EK 22EK 18EK 14EK 11DK 145144 29EK 28EK 27EK 25EK 21EK 22EK 22EK 18EK 13DK 11DK 144143 29EK 28EK 27EK 24EK 20EK 22EK 22EK 18EK 13DK 10DK 143142 29EK 28EK 27EK 24EK 20EK 21EK 22EK 17EK 13DK 10CK 142141 28EK 28EK 27EK 24EK 20EK 21EK 21EK 17EK 13DK 10CI 141140 28EK 27EK 26EK 24EK 20EK 21EK 21EK 17EK 13DK 10CK 140139 28EK 27EK 26EK 24EK 20EK 21EK 21EK 17DK 13DK 10CI 139138 28EK 27EK 26EK 23EK 20EK 21EK 21EK 17DK 13DK 10CK 138137 27EK 27EK 26EK 23EK 19EK 21EK 21EK 17DK 13CK 10BI 137136 27EK 26EK 26EK 23EK 19DK 20EK 21EK 17DK 13CK 10BK 136135 27EK 26EK 25EK 23EK 19DK 20EK 20EK 17DK 13CI 10BI 135134 27EK 26EK 25EK 23EK 19DK 20DK 20DK 16DK 12CK 10BK 134133 26EK 26EK 25EK 22EK 19DK 20DK 20DK 16DK 12CI 10BI 133132 26EK 25EK 25EK 22EK 19DK 20DK 20DK 16DK 12CK 10BK 132131 26EK 25EK 24EK 22EK 18DK 19DK 20DK 16DK 12BI 10BI 131130 26EK 25EK 24EK 22DK 18DK 19DK 20DK 16DK 12BK 10BK 130129 25EK 25EK 24EK 22DK 18DK 19DK 19DK 16CK 12BI 9BI 129128 25EK 24EK 24EK 21DK 18DK 19DK 19DK 16CK 12BK 9BK 128127 25EK 24EK 24EK 21DK 18DK 19DK 19DK 15CK 12BI 9BI 127126 25EK 24EK 23EK 21DK 18DK 19DK 19DK 15CK 12BK 9AK 126125 24EK 24EK 23DK 21DK 18DK 18DK 19DK 15CI 12BI 9AK 125

123-124 24EK 24DK 23DK 21DK 17DK 18DK 19DK 15CK 11BK 9AK 123-124121-122 24DK 23DK 22DK 20DK 17CK 18DK 18DK 15CK 11BK 9AK 121-122119-120 23DK 23DK 22DK 20DK 17CK 18CK 18DK 15BK 11BK 9AK 119-120117-118 23DK 22DK 22DK 19DK 16CK 17CK 18CK 14BK 11AK 9AK 117-118115-116 22DK 22DK 21DK 19DK 16CK 17CK 17CK 14BK 11AK 8AK 115-116113-114 22DK 21DK 21DK 19DK 16CK 17CK 17CK 14BK 11AK 8AK 113-114111-112 21DK 21DK 20DK 18CK 15BK 16CK 16CK 13BK 10AK 8 111-112109-110 21DK 20DK 20DK 18CK 15BK 16CK 16CK 13BK 10AK 8 109-110107-108 20DK 20DK 19DK 17CK 15BK 16BK 16BK 13BK 10AK 8 107-108105-106 20DK 19DK 19DK 17CK 15BK 15BK 15BK 13BK 10AK 8 105-106103-104 19DK 19DK 18CK 17CK 14BK 15BK 15BK 12AK 10AK 8 103-104101-102 19DK 18DK 18CK 16CK 14BK 15BK 15BK 12AK 9AK 7 101-10298-100 18DK 18CK 18CK 16CK 14BK 14BK 14BK 12AK 9 7 98-10095-97 18CK 17CK 17CK 15BI 13BI 14BI 14BI 11AK 9 7 95-9792-94 17CK 17CK 16CK 15BK 13AK 13BK 13BK 11AK 9 7 92-9489-91 16CK 16CK 16CI 14BI 12AI 13AI 13BI 11AK 8 7 89-9186-88 16CK 15CK 15BK 14BK 12AK 12AK 12AK 10AK 8 6 86-8883-85 15CK 15BI 14BI 13BI 11AK 12AI 12AI 10 8 6 83-8580-82 14BK 14BK 13BK 12BK 11AK 11AK 11AK 9 7 6 80-8277-79 13BI 13BI 13BI 12AI 10AK 11AK 11AK 9 7 6 77-7974-76 13BK 12BK 12BK 11AK 10AK 10AK 10AK 9 7 6 74-7670-73 12BI 12BI 11BI 11AI 9 10AK 10AK 8 7 5 70-7366-69 11BI 11BI 11AI 10AI 9 9 9AK 8 6 5 66-6962-65 10BI 10AI 10AI 9AK 8 8 8 7 6 5 62-6558-61 9AI 9AI 9AI 8AK 7 8 8 7 5 4 58-6154-57 8AI 8AI 8AI 8 7 7 7 6 5 4 54-5750-53 7AI 7AI 7AI 7 6 6 6 6 5 4 50-5345-49 6AI 6AI 6AK 6 6 6 6 5 4 4 45-4940-44 5AK 5 5 5 5 5 5 4 4 3 40-4435-39 4 4 4 4 4 4 4 4 3 3 35-3930-34 3 3 3 3 3 3 2 30-3425-29 2 2 2 25-2920-24 2 20-2415-19 15-1910-14 10-14

5-9 5-9

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72 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

CrushCriticals: Impact(I), Impact(I), Impact(I)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 37EI 36EI 32EI 33EI 30EI 30EI 30EI 26EI 23EI 21EI 150149 37EI 36EI 32EI 33EI 30EI 30EI 30EI 26EI 23EI 21EI 149148 37EI 35EI 32EI 33EI 30EI 29EI 30EI 26EI 22EI 21EI 148147 37EI 35EI 32EI 33EI 29EI 29EI 29EI 26EI 22EI 20EI 147146 36EI 35EI 31EI 32EI 29EI 29EI 29EI 26EI 22EI 20EI 146145 36EI 35EI 31EI 32EI 29EI 29EI 29EI 25EI 22EI 20EI 145144 36EI 34EI 31EI 32EI 29EI 28EI 29EI 25EI 22EI 20EI 144143 36EI 34EI 31EI 32EI 29EI 28EI 29EI 25EI 22EI 20EI 143142 35EI 34EI 30EI 31EI 28EI 28EI 28EI 25EI 21EI 20EI 142141 35EI 34EI 30EI 31EI 28EI 28EI 28EI 25EI 21EI 20EI 141140 35EI 33EI 30EI 31EI 28EI 28EI 28EI 25EI 21EI 19EI 140139 34EI 33EI 30EI 31EI 28EI 27EI 28EI 24EI 21EI 19EI 139138 34EI 33EI 30EI 31EI 28EI 27EI 28EI 24EI 21EI 19EI 138137 34EI 33EI 29EI 30EI 27EI 27EI 27EI 24EI 21EI 19DI 137136 34EI 32EI 29EI 30EI 27EI 27EI 27EI 24EI 21EI 19DI 136135 33EI 32EI 29EI 30EI 27EI 27EI 27EI 24EI 20DI 19DI 135134 33EI 32EI 29EI 30EI 27EI 26EI 27EI 23EI 20DI 19DI 134133 33EI 32EI 28EI 29EI 26EI 26EI 26EI 23EI 20DI 18DI 133132 33EI 31EI 28EI 29EI 26EI 26EI 26EI 23EI 20DI 18DI 132131 32EI 31EI 28EI 29EI 26EI 26EI 26EI 23EI 20DI 18DI 131130 32EI 31EI 28EI 29EI 26EI 25EI 26EI 23DI 20DI 18DI 130129 32EI 30EI 27EI 28EI 26EI 25EI 26EI 23DI 19DI 18DI 129128 31EI 30EI 27EI 28EI 25EI 25EI 25EI 22DI 19DI 18DI 128127 31EI 30EI 27EI 28EI 25EI 25EI 25EI 22DI 19DI 18DI 127126 31EI 30EI 27EI 28EI 25EI 25EI 25EI 22DI 19DI 17CI 126125 31EI 29EI 26EI 27EI 25DI 24DI 25DI 22DI 19DI 17CI 125

123-124 30EI 29EI 26EI 27EI 25DI 24DI 25DI 22DI 19DI 17CI 123-124121-122 30EI 29EI 26EI 27EI 24DI 24DI 24DI 21DI 18CI 17CI 121-122119-120 29EI 28EI 25DI 26EI 24DI 23DI 24DI 21DI 18CI 17CI 119-120117-118 29EI 28EI 25DI 26DI 23DI 23DI 23DI 20DI 18CI 16CI 117-118115-116 28EI 27EI 24DI 25DI 23DI 23DI 23DI 20DI 17CI 16BI 115-116113-114 28EI 26DI 24DI 25DI 22DI 22DI 22DI 20DI 17CI 16BI 113-114111-112 27EI 26DI 23DI 24DI 22DI 22DI 22DI 19CI 17BI 15BI 111-112109-110 26DI 25DI 23DI 24DI 22DI 21DI 22DI 19CI 16BI 15BI 109-110107-108 26DI 25DI 23DI 23DI 21DI 21DI 21DI 19CI 16BI 15BI 107-108105-106 25DI 24DI 22DI 23DI 21DI 20DI 21DI 18CI 16BI 15BI 105-106103-104 25DI 24DI 22DI 22DI 20DI 20CI 20DI 18CI 16BI 14BI 103-104101-102 24DI 23DI 21DI 22DI 20CI 20CI 20CI 18CI 15BI 14AI 101-10298-100 24DI 23DI 21DI 21DI 19CI 19CI 19CI 17BI 15BI 14AI 98-10095-97 23DI 22DI 20CI 21DI 19CI 19CI 19CI 17BI 14BI 13AI 95-9792-94 22DI 21DI 19CI 20DI 18CI 18CI 18CI 16BI 14AI 13AI 92-9489-91 21DI 20DI 19CI 19CI 17CI 17BI 17CI 15BI 13AI 12AI 89-9186-88 20DI 20DI 18CI 18CI 17BI 17BI 17BI 15BI 13AI 12AI 86-8883-85 19DI 19CI 17CI 18CI 16BI 16BI 16BI 14AI 13AI 12 83-8580-82 19DI 18CI 16BI 17CI 15BI 15BI 15BI 14AI 12AI 11 80-8277-79 18CI 17CI 16BI 16CI 15BI 15BI 15BI 13AI 12 11 77-7974-76 17CI 16CI 15BI 15BI 14BI 14BI 14BI 13AI 11 10 74-7670-73 16CI 16CI 14BI 15BI 14BI 13AI 14BI 12AI 11 10 70-7366-69 15CI 15CI 13BI 14BI 13AI 13AI 13AI 11AI 10 9 66-6962-65 14CI 14BI 12AI 13BI 12AI 12AI 12AI 11 9 9 62-6558-61 13BI 12BI 12AI 12AI 11AI 11AI 11AI 10 9 8 58-6154-57 12BI 11BI 11AI 11AI 10AI 10AI 10AI 9 8 8 54-5750-53 11BI 10BI 10AI 10AI 9 9 9 8 8 7 50-5345-49 9BI 9AI 9AI 9AI 8 8 8 8 7 7 45-4940-44 8AI 8AI 8 8 7 7 7 7 6 6 40-4435-39 7AI 7AI 6 7 6 6 6 6 5 5 35-3930-34 5AI 5 5 5 5 5 5 5 5 4 30-3425-29 4 4 4 4 4 4 4 4 25-2920-24 3 3 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 73

SlingCriticals: Krush(K), Krush(K), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 28EK 26EK 24EK 23EK 21EK 18EK 16EK 16EK 9EK 6DK 150149 28EK 25EK 23EK 22EK 20EK 18EK 16EK 15EK 9DK 6CK 149148 28EK 25EK 23EK 22EK 20EK 18EK 15EK 15EK 9DK 5CK 148147 27EK 24EK 22EK 21EK 19EK 17EK 15EK 15EK 8CK 5BK 147146 27EK 24EK 22EK 21EK 19EK 17EK 15DK 14DK 8CK 4BK 146145 26EK 24EK 22EK 21EK 19EK 16DK 14DK 14DK 7BK 4BK 145144 26EK 23EK 21EK 20EK 18EK 16DK 14DK 13DK 7BK 4AK 144143 26EK 23EK 21EK 20EK 18DK 15DK 13DK 13DK 7BK 3AK 143142 25EK 22EK 20EK 19DK 17DK 15DK 13DK 13CK 6BK 3AK 142141 25EK 22EK 20DK 19DK 17DK 15DK 12CK 12CK 6BK 2AK 141140 24EK 22EK 20DK 18DK 16DK 14DK 12CK 12CK 5AK 2 140139 24EK 21DK 19DK 18DK 16DK 14CK 12CK 11CK 5AK 2 139138 23EK 21DK 19DK 18DK 16DK 13CK 11BK 11BK 5AK 1 138137 23DK 20DK 18DK 17DK 15DK 13CK 11BK 10BK 4AK 137136 23DK 20DK 18DK 17DK 15CK 13CK 10BK 10BK 4AK 136135 22DK 19DK 17DK 16DK 14CK 12BK 10BK 10BK 3AK 135134 22DK 19DK 17DK 16CK 14CK 12BK 10BK 9BK 3 134133 21DK 19DK 17DK 15CK 14CK 11BK 9BK 9BK 2 133132 21DK 18DK 16CK 15CK 13CK 11BK 9BK 8BK 2 132131 21DK 18DK 16CK 15CK 13BK 10BK 8BK 8AK 2 131130 20DK 17CK 15CK 14CK 12BK 10BK 8AK 8AK 130129 20DK 17CK 15CK 14CK 12BK 10BK 7AK 7AK 129128 19DK 16CK 15CK 13BK 11BK 9BK 7AK 7AK 128127 19DK 16CK 14CK 13BK 11BK 9AK 7AK 6AK 127126 18DK 16CK 14BK 13BK 11BK 8AK 6AK 6AK 126125 18CK 15CK 13BK 12BK 10BK 8AK 6AK 5AK 125

123-124 18CK 15CK 13BK 12BK 10BK 8AK 5AK 5AK 123-124121-122 17CK 14BK 12BK 11BK 9AK 7AK 5AK 4 121-122119-120 16CK 13BK 11BK 10BK 8AK 6AK 4 3 119-120117-118 15CK 12BK 10BK 9AK 7AK 5AK 3 3 117-118115-116 14BK 11BK 9AK 8AK 6AK 4 115-116113-114 13BK 11AK 9AK 8AK 6AK 3 113-114111-112 13BK 10AK 8AK 7AK 5 3 111-112109-110 12BK 9AK 7AK 6AK 4 109-110107-108 11AK 8AK 6AK 5 3 107-108105-106 10AK 7AK 5 4 105-106103-104 9AK 6AK 4 3 103-104101-102 8AK 6 4 101-10298-100 7AK 5 98-10095-97 6 3 95-9792-94 5 92-9489-91 4 89-9186-88 86-8883-85 83-8580-82 80-8277-79 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

8.3. Ranged W

eapons

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74 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Short BowCriticals: Puncture(P), Puncture(P), Puncture(P)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 24EP 23EP 22EP 20EP 18EP 17EP 15EP 11EP 9EP 6EP 150149 24EP 23EP 21EP 20EP 18EP 17EP 15EP 10EP 8DP 6DP 149148 24EP 23EP 21EP 19EP 18EP 17EP 14EP 10DP 8DP 6CP 148147 24EP 22EP 21EP 19EP 18EP 16EP 14EP 10DP 8DP 6CP 147146 23EP 22EP 20EP 19EP 17EP 16EP 14EP 10DP 8CP 6BP 146145 23EP 22EP 20EP 19EP 17EP 16EP 14DP 9CP 8CP 6BP 145144 23EP 21EP 20EP 18EP 17EP 16EP 13DP 9CP 7BP 5BP 144143 22EP 21EP 20EP 18EP 17EP 15DP 13DP 9CP 7BP 5BP 143142 22EP 21EP 19EP 18EP 16DP 15DP 13DP 9CP 7BP 5BP 142141 22EP 21EP 19EP 17DP 16DP 15DP 13DP 9BP 7BP 5AP 141140 21EP 20EP 19EP 17DP 16DP 15DP 12CP 8BP 7BP 5AP 140139 21EP 20EP 18DP 17DP 15DP 14DP 12CP 8BP 6BP 5AP 139138 21EP 20DP 18DP 17DP 15DP 14DP 12CP 8BP 6BP 4AP 138137 21EP 19DP 18DP 16DP 15DP 14DP 12CP 8BP 6AP 4AP 137136 20DP 19DP 18DP 16DP 15DP 13CP 11CP 7BP 6AP 4AP 136135 20DP 19DP 17DP 16DP 14DP 13CP 11BP 7BP 6AP 4 135134 20DP 18DP 17DP 15DP 14CP 13CP 11BP 7AP 5AP 4 134133 19DP 18DP 17DP 15DP 14CP 13CP 11BP 7AP 5AP 4 133132 19DP 18DP 16DP 15CP 13CP 12CP 10BP 7AP 5AP 3 132131 19DP 18DP 16DP 14CP 13CP 12CP 10BP 6AP 5AP 3 131130 18DP 17DP 16DP 14CP 13CP 12BP 10BP 6AP 5AP 3 130129 18DP 17DP 15CP 14CP 13CP 12BP 9BP 6AP 4 3 129128 18DP 17DP 15CP 14CP 12BP 11BP 9BP 6AP 4 3 128127 18DP 16DP 15CP 13CP 12BP 11BP 9BP 5AP 4 3 127126 17DP 16CP 15CP 13CP 12BP 11BP 9BP 5AP 4 2 126125 17DP 16CP 14CP 13BP 12BP 10BP 8AP 5AP 4 2 125

123-124 17CP 15CP 14CP 12BP 11BP 10BP 8AP 5 3 2 123-124121-122 16CP 15CP 13CP 12BP 11BP 10BP 8AP 4 3 2 121-122119-120 15CP 14CP 13BP 11BP 10BP 9AP 7AP 4 3 1 119-120117-118 15CP 14CP 12BP 11BP 10BP 9AP 7AP 3 2 117-118115-116 14CP 13BP 12BP 10BP 9AP 8AP 6AP 3 2 115-116113-114 14BP 12BP 11BP 10BP 8AP 7AP 6AP 3 1 113-114111-112 13BP 12BP 10BP 9AP 8AP 7AP 5 2 111-112109-110 12BP 11BP 10BP 8AP 7AP 6AP 5 2 109-110107-108 12BP 11BP 9AP 8AP 7AP 6AP 4 107-108105-106 11BP 10BP 9AP 7AP 6AP 5 4 105-106103-104 11BP 9AP 8AP 7AP 6AP 5 3 103-104101-102 10AP 9AP 8AP 6AP 5 4 2 101-10298-100 9AP 8AP 7AP 6AP 5 4 2 98-10095-97 8AP 7AP 6AP 5 4 3 95-9792-94 7AP 6AP 5 4 3 92-9489-91 7AP 6 4 3 89-9186-88 6AP 5 3 86-8883-85 5 4 83-8580-82 4 3 80-8277-79 3 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 75

Long BowCriticals: Puncture(P), Puncture(P), Puncture(P)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 34EP 33EP 31EP 29EP 27EP 25EP 22EP 16EP 13EP 11EP 150149 34EP 33EP 31EP 28EP 27EP 25EP 22EP 16EP 13EP 10EP 149148 34EP 32EP 30EP 28EP 26EP 24EP 21EP 15EP 12DP 10DP 148147 33EP 32EP 30EP 27EP 26EP 24EP 21EP 15EP 12DP 10DP 147146 33EP 31EP 29EP 27EP 25EP 23EP 20EP 15DP 12DP 9CP 146145 32EP 31EP 29EP 27EP 25EP 23EP 20EP 14DP 11DP 9CP 145144 32EP 30EP 28EP 26EP 24EP 22EP 19EP 14DP 11CP 9BP 144143 31EP 30EP 28EP 26EP 24EP 22EP 19DP 14DP 11CP 8BP 143142 31EP 30EP 28EP 25EP 24EP 22EP 19DP 13CP 10CP 8BP 142141 30EP 29EP 27EP 25EP 23EP 21DP 18DP 13CP 10BP 8BP 141140 30EP 29EP 27EP 24EP 23EP 21DP 18DP 12CP 10BP 7BP 140139 29EP 28EP 26EP 24EP 22DP 20DP 17DP 12CP 9BP 7AP 139138 29EP 28EP 26EP 23DP 22DP 20DP 17DP 12BP 9BP 7AP 138137 29EP 27EP 25EP 23DP 21DP 19DP 17DP 11BP 9BP 7AP 137136 28EP 27EP 25DP 23DP 21DP 19DP 16CP 11BP 8BP 6AP 136135 28EP 26EP 24DP 22DP 21DP 19DP 16CP 10BP 8AP 6AP 135134 27EP 26DP 24DP 22DP 20DP 18DP 15CP 10BP 8AP 6AP 134133 27EP 25DP 23DP 21DP 20DP 18DP 15CP 10BP 7AP 5AP 133132 26DP 25DP 23DP 21DP 19DP 17CP 14CP 9BP 7AP 5 132131 26DP 25DP 23DP 20DP 19DP 17CP 14BP 9AP 6AP 5 131130 25DP 24DP 22DP 20DP 18DP 16CP 14BP 9AP 6AP 4 130129 25DP 24DP 22DP 19DP 18CP 16CP 13BP 8AP 6AP 4 129128 24DP 23DP 21DP 19DP 17CP 16CP 13BP 8AP 5 4 128127 24DP 23DP 21DP 19CP 17CP 15CP 12BP 7AP 5 3 127126 24DP 22DP 20DP 18CP 17CP 15BP 12BP 7AP 5 3 126125 23DP 22DP 20DP 18CP 16CP 14BP 12BP 7AP 4 3 125

123-124 23DP 21DP 19DP 17CP 16CP 14BP 11BP 6AP 4 2 123-124121-122 22DP 20DP 19CP 16CP 15BP 13BP 10AP 6 3 2 121-122119-120 21DP 20CP 18CP 16CP 14BP 12BP 10AP 5 3 119-120117-118 20CP 19CP 17CP 15BP 13BP 11BP 9AP 4 2 117-118115-116 19CP 18CP 16CP 14BP 12BP 10AP 8AP 3 115-116113-114 18CP 17CP 15BP 13BP 11BP 10AP 7AP 3 113-114111-112 17CP 16CP 14BP 12BP 11AP 9AP 6 111-112109-110 16CP 15BP 13BP 11AP 10AP 8AP 5 109-110107-108 15BP 14BP 12BP 10AP 9AP 7AP 5 107-108105-106 14BP 13BP 11BP 9AP 8AP 6 4 105-106103-104 13BP 12BP 11AP 8AP 7AP 5 3 103-104101-102 13BP 11BP 10AP 8AP 6 5 101-10298-100 12BP 10AP 9AP 7AP 5 4 98-10095-97 10AP 9AP 7AP 5 4 95-9792-94 9AP 8AP 6 4 92-9489-91 8AP 6 5 89-9186-88 6 5 86-8883-85 5 83-8580-82 80-8277-79 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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76 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Light CrossbowCriticals: Puncture(P), Puncture(P), Puncture(P)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 32EP 31EP 29EP 27EP 25EP 23EP 20EP 16EP 12EP 9EP 150149 32EP 31EP 29EP 26EP 25EP 23EP 20EP 16EP 12EP 9EP 149148 32EP 31EP 28EP 26EP 24EP 23EP 20EP 15EP 12EP 9DP 148147 32EP 30EP 28EP 26EP 24EP 22EP 20EP 15EP 12EP 9DP 147146 31EP 30EP 28EP 26EP 24EP 22EP 19EP 15EP 12DP 9DP 146145 31EP 30EP 27EP 25EP 23EP 22EP 19EP 15EP 11DP 9CP 145144 31EP 29EP 27EP 25EP 23EP 22EP 19EP 15DP 11DP 9CP 144143 30EP 29EP 27EP 25EP 23EP 21EP 19EP 14DP 11DP 8CP 143142 30EP 29EP 27EP 24EP 23EP 21EP 18EP 14DP 11CP 8BP 142141 30EP 28EP 26EP 24EP 22EP 21EP 18EP 14DP 11CP 8BP 141140 29EP 28EP 26EP 24EP 22EP 21EP 18DP 14DP 11CP 8BP 140139 29EP 28EP 26EP 24EP 22EP 20EP 18DP 14DP 10CP 8BP 139138 29EP 27EP 25EP 23EP 21EP 20EP 17DP 13CP 10BP 8BP 138137 28EP 27EP 25EP 23EP 21EP 20DP 17DP 13CP 10BP 8BP 137136 28EP 27EP 25EP 23EP 21DP 19DP 17DP 13CP 10BP 8AP 136135 28EP 26EP 24EP 22EP 21DP 19DP 17DP 13CP 10BP 7AP 135134 27EP 26EP 24EP 22EP 20DP 19DP 16DP 13CP 10BP 7AP 134133 27EP 26EP 24EP 22DP 20DP 19DP 16DP 12CP 9BP 7AP 133132 27EP 25EP 23EP 21DP 20DP 18DP 16DP 12BP 9BP 7AP 132131 26EP 25EP 23DP 21DP 20DP 18DP 16CP 12BP 9BP 7AP 131130 26EP 25EP 23DP 21DP 19DP 18DP 15CP 12BP 9AP 7AP 130129 26EP 24EP 23DP 21DP 19DP 18DP 15CP 12BP 9AP 7AP 129128 25EP 24EP 22DP 20DP 19DP 17DP 15CP 11BP 9AP 6AP 128127 25EP 24DP 22DP 20DP 18DP 17DP 15CP 11BP 8AP 6 127126 25DP 24DP 22DP 20DP 18DP 17CP 14CP 11BP 8AP 6 126125 24DP 23DP 21DP 19DP 18DP 17CP 14CP 11BP 8AP 6 125

123-124 24DP 23DP 21DP 19DP 18DP 16CP 14BP 10BP 8AP 6 123-124121-122 23DP 22DP 20DP 19DP 17CP 16CP 13BP 10AP 8AP 6 121-122119-120 23DP 22DP 20DP 18DP 16CP 15CP 13BP 10AP 7AP 5 119-120117-118 22DP 21DP 19DP 17CP 16CP 15BP 12BP 9AP 7 5 117-118115-116 21DP 20DP 19DP 17CP 15CP 14BP 12BP 9AP 7 5 115-116113-114 21DP 20DP 18CP 16CP 15BP 14BP 11BP 8AP 6 5 113-114111-112 20DP 19DP 17CP 16CP 14BP 13BP 11AP 8AP 6 4 111-112109-110 19DP 18DP 17CP 15CP 14BP 12BP 10AP 8 5 4 109-110107-108 19DP 18CP 16CP 14BP 13BP 12BP 10AP 7 5 4 107-108105-106 18DP 17CP 15CP 14BP 13BP 11BP 9AP 7 5 3 105-106103-104 17CP 16CP 15CP 13BP 12BP 11AP 9AP 6 4 3 103-104101-102 17CP 16CP 14BP 13BP 11BP 10AP 9AP 6 4 3 101-10298-100 16CP 15CP 14BP 12BP 11AP 10AP 8AP 6 4 3 98-10095-97 15CP 14BP 13BP 11BP 10AP 9AP 7 5 3 2 95-9792-94 14CP 13BP 12BP 10AP 9AP 8AP 7 4 3 2 92-9489-91 13BP 12BP 11BP 9AP 8AP 7 6 4 2 89-9186-88 12BP 11BP 10AP 9AP 7AP 7 5 3 2 86-8883-85 11BP 10BP 9AP 8AP 7 6 4 2 83-8580-82 10BP 9AP 8AP 7AP 6 5 4 80-8277-79 9AP 8AP 7AP 6 5 4 3 77-7974-76 8AP 8AP 6 5 4 3 74-7670-73 7AP 7AP 5 4 3 70-7366-69 6AP 5 4 66-6962-65 5 4 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 77

Heavy CrossbowCriticals: Puncture(P), Puncture(P), Puncture(P)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 40EP 40EP 37EP 34EP 33EP 30EP 27EP 22EP 17EP 14EP 150149 40EP 39EP 37EP 34EP 33EP 30EP 27EP 22EP 17EP 14EP 149148 40EP 39EP 36EP 34EP 32EP 30EP 27EP 21EP 16EP 14EP 148147 39EP 38EP 36EP 33EP 32EP 29EP 26EP 21EP 16EP 14EP 147146 39EP 38EP 36EP 33EP 31EP 29EP 26EP 21EP 16EP 14DP 146145 38EP 38EP 35EP 33EP 31EP 29EP 26EP 21EP 16DP 13DP 145144 38EP 37EP 35EP 32EP 31EP 28EP 25EP 20EP 15DP 13DP 144143 37EP 37EP 34EP 32EP 30EP 28EP 25EP 20EP 15DP 13DP 143142 37EP 36EP 34EP 31EP 30EP 28EP 25EP 20DP 15DP 13CP 142141 37EP 36EP 34EP 31EP 29EP 27EP 24EP 19DP 15DP 12CP 141140 36EP 35EP 33EP 31EP 29EP 27EP 24EP 19DP 14CP 12CP 140139 36EP 35EP 33EP 30EP 29EP 26EP 23EP 19DP 14CP 12BP 139138 35EP 35EP 32EP 30EP 28EP 26EP 23DP 18DP 14CP 12BP 138137 35EP 34EP 32EP 29EP 28EP 26EP 23DP 18DP 14CP 12BP 137136 34EP 34EP 32EP 29EP 28EP 25EP 22DP 18DP 13BP 11BP 136135 34EP 33EP 31EP 29EP 27EP 25DP 22DP 18DP 13BP 11BP 135134 34EP 33EP 31EP 28EP 27EP 25DP 22DP 17CP 13BP 11BP 134133 33EP 32EP 30EP 28EP 26EP 24DP 21DP 17CP 13BP 11BP 133132 33EP 32EP 30EP 27EP 26DP 24DP 21DP 17CP 12BP 10BP 132131 32EP 32EP 29EP 27DP 26DP 23DP 21DP 16CP 12BP 10AP 131130 32EP 31EP 29EP 27DP 25DP 23DP 20DP 16CP 12BP 10AP 130129 31EP 31EP 29EP 26DP 25DP 23DP 20DP 16CP 12BP 10AP 129128 31EP 30EP 28DP 26DP 24DP 22DP 20DP 15BP 11BP 10AP 128127 31EP 30EP 28DP 25DP 24DP 22DP 19CP 15BP 11AP 9AP 127126 30EP 30EP 27DP 25DP 24DP 22DP 19CP 15BP 11AP 9AP 126125 30EP 29DP 27DP 25DP 23DP 21DP 19CP 15BP 11AP 9AP 125

123-124 29DP 29DP 27DP 24DP 23DP 21DP 18CP 14BP 10AP 9AP 123-124121-122 28DP 28DP 26DP 23DP 22DP 20CP 18CP 14BP 10AP 8 121-122119-120 28DP 27DP 25DP 23DP 21DP 19CP 17CP 13BP 9AP 8 119-120117-118 27DP 26DP 24DP 22DP 21CP 19CP 16BP 12AP 9AP 7 117-118115-116 26DP 25DP 23DP 21DP 20CP 18CP 16BP 12AP 8 7 115-116113-114 25DP 24DP 22DP 20CP 19CP 17CP 15BP 11AP 8 6 113-114111-112 24DP 24DP 22DP 19CP 18CP 16BP 14BP 11AP 7 6 111-112109-110 23DP 23DP 21DP 19CP 17CP 16BP 13BP 10AP 7 5 109-110107-108 22DP 22DP 20CP 18CP 17BP 15BP 13AP 9AP 6 5 107-108105-106 22DP 21DP 19CP 17CP 16BP 14BP 12AP 9 6 5 105-106103-104 21DP 20CP 18CP 16BP 15BP 14BP 11AP 8 5 4 103-104101-102 20CP 19CP 18CP 16BP 14BP 13AP 11AP 8 5 4 101-10298-100 19CP 18CP 17CP 15BP 14BP 12AP 10AP 7 4 3 98-10095-97 18CP 17CP 15BP 14BP 12AP 11AP 9AP 6 3 3 95-9792-94 16CP 16CP 14BP 12BP 11AP 10AP 8 5 3 92-9489-91 15BP 15BP 13BP 11AP 10AP 9AP 7 4 89-9186-88 14BP 13BP 12BP 10AP 9AP 8 6 3 86-8883-85 13BP 12BP 11AP 9AP 8 6 5 83-8580-82 11BP 11BP 9AP 8 7 5 4 80-8277-79 10AP 10AP 8AP 6 6 4 77-7974-76 9AP 8AP 7 5 4 74-7670-73 7AP 7AP 6 4 70-7366-69 6 5 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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78 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

BolaCriticals: Grappling(G), Krush(K), Grappling(G)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 15EG 14EG 13EG 12EG 11EG 10EG 9EG 8EG 5EG 3DG 150149 15EG 14EG 13EG 12EG 11EG 10EG 8EG 8EG 5DG 3CG 149148 15EG 14EG 13EG 12EG 11EG 10EG 8DG 8DG 5CG 3BG 148147 15EG 14EG 13EG 11EG 11EG 10DG 8DG 8DG 5CG 3BK 147146 15EG 13EG 13EG 11EG 10DG 9DG 8DG 8DG 5BG 3BG 146145 15EG 13EG 12EG 11DG 10DG 9DG 8DG 8DG 5BK 3BK 145144 14EG 13EG 12DG 11DG 10DG 9DG 8CG 7CG 5BG 3AG 144143 14EG 13DG 12DG 11DG 10DG 9DG 7CG 7CG 4BK 3AG 143142 14EG 13DG 12DG 10DG 10DG 9CG 7CG 7CG 4BG 3AG 142141 14DG 12DG 12DG 10DG 10DG 9CG 7BG 7BG 4BK 3AG 141140 14DG 12DG 12DG 10DG 9CG 8CG 7BG 7BG 4AG 3AG 140139 13DG 12DG 11DG 10CG 9CG 8CG 7BK 7BK 4AK 2 139138 13DG 12DG 11DG 10CG 9CG 8BG 7BG 7BG 4AG 2 138137 13DG 12DG 11DG 10CG 9CG 8BG 7BK 6BK 4AG 2 137136 13DG 12DG 11CG 9CG 9CG 8BG 6BG 6BG 4AG 2 136135 13DG 11CG 11CG 9CG 9BG 8BK 6BK 6BK 3AG 2 135134 12DG 11CG 10CG 9CG 8BG 7BG 6BG 6BG 3AG 2 134133 12DG 11CG 10CG 9BG 8BG 7BK 6BK 6BK 3AG 2 133132 12CG 11CG 10CG 9BG 8BG 7BG 6BG 6BG 3 2 132131 12CG 11CG 10CG 8BG 8BK 7BK 6AK 5AK 3 2 131130 12CG 10CG 10CG 8BG 8BG 7BG 5AG 5AG 3 2 130129 11CG 10CG 10BG 8BK 7BK 7BK 5AK 5AK 3 1 129128 11CG 10CG 9BG 8BG 7BG 6BG 5AG 5AG 3 1 128127 11CG 10BG 9BG 8BK 7BK 6AK 5AK 5AK 2 1 127126 11CG 10BG 9BG 8BG 7BG 6AG 5AG 5AG 2 1 126125 11CG 9BG 9BG 7BK 7BK 6AK 5AG 4AG 2 1 125

123-124 10CG 9BG 9BG 7BG 7BG 6AG 4AG 4AG 2 1 123-124121-122 10BG 9BG 8BG 7BG 6AG 5AG 4AG 4AG 2 121-122119-120 10BG 9BG 8BG 7AG 6AG 5AG 4AG 4AG 1 119-120117-118 9BG 8BG 7BG 6AG 6AG 5AG 3 3 1 117-118115-116 9BG 8BG 7AG 6AG 5AG 4AG 3 3 1 115-116113-114 9BG 7AG 7AG 5AG 5AG 4AG 3 3 113-114111-112 8BG 7AG 6AG 5AG 4AG 4 3 2 111-112109-110 8BG 7AG 6AG 5AG 4AG 3 2 2 109-110107-108 7AG 6AG 6AG 4AG 4 3 2 2 107-108105-106 7AG 6AG 5AG 4 3 3 2 1 105-106103-104 7AG 5AG 5AG 4 3 2 103-104101-102 6AG 5AG 4AG 3 3 2 101-10298-100 6AG 5AG 4 3 2 2 98-10095-97 5AK 4 4 2 2 95-9792-94 5AG 4 3 2 92-9489-91 4 3 2 89-9186-88 4 2 2 86-8883-85 3 2 83-8580-82 2 80-8277-79 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 79

JavelinCriticals: Puncture(P), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 22EP 21EP 20EP 18EP 17EP 16EP 13EP 9EP 8EP 6EP 150149 22EP 21EP 20EP 18EP 17EP 16EP 13EP 9EP 8EP 6DP 149148 22EP 21EP 19EP 18EP 17EP 15EP 13EP 9EP 8DP 6DP 148147 22EP 21EP 19EP 17EP 17EP 15EP 13EP 9DP 8DP 6CP 147146 22EP 20EP 19EP 17EP 17EP 15EP 13EP 9DP 7CP 6CP 146145 21EP 20EP 19EP 17EP 16EP 15EP 13EP 9DP 7CP 5BP 145144 21EP 20EP 18EP 17EP 16EP 15EP 12DP 8CP 7CP 5BP 144143 21EP 20EP 18EP 17EP 16EP 14EP 12DP 8CP 7BP 5BP 143142 21EP 19EP 18EP 16EP 16EP 14DP 12DP 8CP 7BP 5BP 142141 20EP 19EP 18EP 16EP 15EP 14DP 12DP 8BP 7BP 5BP 141140 20EP 19EP 18EP 16DP 15DP 14DP 12DP 8BP 7BP 5AP 140139 20EP 19EP 17EP 16DP 15DP 14DP 11DP 8BP 6BP 5AK 139138 20EP 18EP 17DP 15DP 15DP 13DP 11CP 7BP 6BP 5AK 138137 19EP 18EP 17DP 15DP 15DP 13DP 11CP 7BP 6BP 5AK 137136 19EP 18DP 17DP 15DP 14DP 13DP 11CP 7BP 6BP 4AK 136135 19EP 18DP 16DP 15DP 14DP 13DP 11CP 7BP 6AP 4AK 135134 19DP 18DP 16DP 15DP 14DP 13CP 10CP 7BP 6AK 4AK 134133 18DP 17DP 16DP 14DP 14DP 12CP 10BP 7BP 6AK 4AK 133132 18DP 17DP 16DP 14DP 13DP 12CP 10BP 7AP 6AK 4 132131 18DP 17DP 15DP 14DP 13CP 12CP 10BP 6AP 5AK 4 131130 18DP 17DP 15DP 14CP 13CP 12CP 10BP 6AK 5AK 4 130129 17DP 16DP 15DP 13CP 13CP 11CP 9BP 6AK 5AK 4 129128 17DP 16DP 15DP 13CP 13CP 11CP 9BP 6AK 5AK 4 128127 17DP 16DP 14DP 13CP 12CP 11BP 9BP 6AK 5AK 3 127126 17DP 16DP 14CP 13CP 12CP 11BP 9BP 6AK 5 3 126125 16DP 15DP 14CP 13CP 12CP 11BP 9BP 6AK 5 3 125

123-124 16DP 15DP 14CP 12CP 12CP 10BP 9BP 5AK 4 3 123-124121-122 16DP 15CP 13CP 12BP 11BP 10BP 8BP 5AK 4 3 121-122119-120 15DP 14CP 13CP 11BP 11BP 10BP 8AP 5 4 3 119-120117-118 15CP 14CP 12CP 11BP 10BP 9BP 7AP 4 4 3 117-118115-116 14CP 13CP 12BP 10BP 10BP 9BP 7AK 4 3 2 115-116113-114 14CP 13CP 11BP 10BP 10BP 8AP 7AK 4 3 2 113-114111-112 13CP 12BP 11BP 10BP 9BP 8AP 6AK 4 3 2 111-112109-110 13CP 12BP 10BP 9BP 9AP 8AP 6AK 3 3 2 109-110107-108 12BP 11BP 10BP 9AP 8AP 7AP 5AK 3 2 1 107-108105-106 12BP 11BP 10BP 8AP 8AP 7AK 5 3 2 1 105-106103-104 11BP 10BP 9BP 8AP 7AP 6AK 5 2 2 103-104101-102 11BP 10BP 9AP 7AP 7AP 6AK 4 2 1 101-10298-100 10BP 9BP 8AP 7AP 6AK 5AK 4 2 98-10095-97 9BP 9AP 7AP 6AK 6AK 5 3 95-9792-94 9AP 8AP 7AP 6AK 5 4 3 92-9489-91 8AP 7AP 6AP 5 4 4 2 89-9186-88 7AP 6AP 5AK 4 4 3 86-8883-85 6AP 6AP 5 4 3 2 83-8580-82 6AP 5AK 4 3 2 80-8277-79 5AP 4 3 77-7974-76 4 3 3 74-7670-73 3 3 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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80 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Dagger (Thrown)Criticals: Puncture(P), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 12EP 12EP 11EP 10EP 9EP 9EP 8EP 5EP 4EP 3DP 150149 12EP 12EP 11EP 10EP 9EP 9EP 8EP 5DP 4DP 3CP 149148 12EP 12EP 11EP 10EP 9EP 9EP 7EP 5DP 4CP 3CP 148147 12EP 11EP 11EP 10EP 9EP 9EP 7DP 5CP 4CP 3BS 147146 12EP 11EP 10EP 10EP 9EP 8DP 7DP 5CP 4BP 3BP 146145 12EP 11EP 10EP 10EP 9DP 8DP 7DP 5CP 4BS 3BS 145144 12EP 11EP 10EP 9DP 9DP 8DP 7DP 5BP 4BP 3BP 144143 11EP 11EP 10DP 9DP 9DP 8DP 7CP 5BS 4BS 3BS 143142 11EP 11DP 10DP 9DP 8DP 8DP 7CP 4BP 4BP 3AP 142141 11DP 11DP 10DP 9DP 8DP 8DP 7CP 4BS 4BS 3AK 141140 11DP 10DP 10DP 9DP 8DP 8CP 6CP 4BP 4BP 3AK 140139 11DP 10DP 9DP 9DP 8CP 7CP 6CP 4BS 3AS 3AK 139138 11DP 10DP 9DP 9DP 8CP 7CP 6BP 4BP 3AP 3AK 138137 11DP 10DP 9DP 8CP 8CP 7CP 6BP 4BS 3AK 2AK 137136 10DP 10DP 9DP 8CP 8CP 7CP 6BP 4AP 3AK 2AK 136135 10DP 10DP 9CP 8CP 7CP 7BP 6BS 4AS 3AK 2 135134 10DP 10DP 9CP 8CP 7CP 7BP 6BP 4AP 3AK 2 134133 10DP 9CP 9CP 8CP 7BP 7BP 6BS 4AK 3AK 2 133132 10DP 9CP 8CP 8CP 7BP 7BP 5BP 3AK 3AK 2 132131 10CP 9CP 8CP 8CP 7BP 6BS 5BS 3AK 3AK 2 131130 10CP 9CP 8CP 7BP 7BP 6BP 5BP 3AK 3 2 130129 9CP 9CP 8CP 7BP 7BP 6BS 5BS 3AK 3 2 129128 9CP 9CP 8BP 7BP 7BP 6BP 5BP 3AK 2 2 128127 9CP 9CP 8BP 7BP 6BS 6BS 5AS 3AK 2 2 127126 9CP 8CP 8BP 7BP 6BP 6BP 5AP 3AK 2 2 126125 9CP 8CP 7BP 7BS 6BS 6BS 5AS 3 2 2 125

123-124 9CP 8BP 7BP 7BP 6BP 5BP 5AP 3 2 1 123-124121-122 8CP 8BP 7BP 6BP 6BP 5AP 4AP 2 2 1 121-122119-120 8BP 8BP 7BP 6BP 5AP 5AP 4AK 2 2 1 119-120117-118 8BP 7BP 6BP 6BP 5AP 5AP 4AK 2 2 1 117-118115-116 7BP 7BP 6BP 6AP 5AP 4AP 4AK 2 1 1 115-116113-114 7BP 7BP 6AP 5AP 5AP 4AP 3AK 2 1 113-114111-112 7BP 6BP 6AP 5AP 4AP 4AK 3 1 1 111-112109-110 7BP 6BP 5AP 5AP 4AP 4AK 3 1 109-110107-108 6BP 6AP 5AP 4AP 4AK 3AK 3 1 107-108105-106 6AP 5AP 5AP 4AP 4AK 3 2 105-106103-104 6AP 5AP 4AP 4AK 3 3 2 103-104101-102 5AP 5AP 4AP 4AK 3 3 2 101-10298-100 5AP 5AP 4AK 3 3 2 2 98-10095-97 5AS 4AS 3AK 3 2 2 95-9792-94 4AP 4AP 3 2 2 2 92-9489-91 4AS 3 3 2 2 89-9186-88 3 3 2 2 86-8883-85 3 2 2 83-8580-82 2 2 80-8277-79 2 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 81

Hand Axe (Thrown)Criticals: Slash(S), Slash(S), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 22ES 21ES 20ES 18ES 16ES 15ES 13ES 14ES 9ES 6ES 150149 22ES 21ES 20ES 17ES 16ES 15ES 13ES 13ES 8DS 6DS 149148 22ES 21ES 19ES 17ES 15ES 14ES 13ES 13ES 8DS 6CS 148147 22ES 20ES 19ES 17ES 15ES 14ES 12ES 13ES 8DS 5BS 147146 21ES 20ES 19ES 16ES 15ES 14ES 12DS 13DS 8CS 5BS 146145 21ES 20ES 19ES 16ES 14ES 13DS 12DS 12DS 7CS 5BS 145144 21ES 20ES 18ES 16ES 14DS 13DS 11DS 12DS 7BS 5BS 144143 20ES 19ES 18ES 16DS 14DS 13DS 11DS 12DS 7BS 4AS 143142 20ES 19ES 18ES 15DS 13DS 12DS 11CS 11DS 6BS 4AK 142141 20ES 19ES 17DS 15DS 13DS 12DS 11CS 11CS 6BS 4AK 141140 19ES 18ES 17DS 15DS 13DS 12CS 10CS 11CS 6BS 4AK 140139 19ES 18DS 17DS 14DS 13DS 12CS 10CS 10CS 6BS 3AK 139138 19DS 18DS 16DS 14DS 12CS 11CS 10BS 10CS 5AS 3AK 138137 18DS 17DS 16DS 14DS 12CS 11CS 9BS 10BS 5AK 3 137136 18DS 17DS 16DS 13CS 12CS 11CS 9BS 10BS 5AK 3 136135 18DS 17DS 15DS 13CS 11CS 10BS 9BS 9BS 5AK 2 135134 17DS 16DS 15DS 13CS 11CS 10BS 9BS 9BS 4AK 2 134133 17DS 16DS 15DS 12CS 11BS 10BS 8BS 9BS 4AK 2 133132 17DS 16DS 14CS 12CS 10BS 9BS 8BS 8BS 4AK 2 132131 17DS 15DS 14CS 12CS 10BS 9BS 8BS 8BS 3AK 1 131130 16DS 15CS 14CS 12BS 10BS 9BS 7BS 8BS 3 130129 16DS 15CS 14CS 11BS 10BS 9BS 7AS 7AS 3 129128 16DS 15CS 13CS 11BS 9BS 8BS 7AS 7AS 3 128127 15CS 14CS 13CS 11BS 9BS 8BS 6AS 7AS 2 127126 15CS 14CS 13CS 10BS 9BS 8AS 6AK 7AS 2 126125 15CS 14CS 12BS 10BS 8BS 7AS 6AK 6AS 2 125

123-124 14CS 13CS 12BS 10BS 8AS 7AS 6AK 6AK 2 123-124121-122 14CS 13BS 11BS 9BS 7AS 6AS 5AK 5AK 121-122119-120 13CS 12BS 11BS 8AS 7AS 6AK 4AK 5AK 119-120117-118 12BS 11BS 10BS 8AS 6AK 5AK 4 4 117-118115-116 12BS 11BS 10BS 7AS 6AK 5AK 3 4 115-116113-114 11BS 10BS 9AS 7AS 5AK 4 3 3 113-114111-112 11BS 10BS 8AS 6AK 4 3 2 2 111-112109-110 10BS 9AS 8AS 5AK 4 3 2 109-110107-108 9AS 8AS 7AS 5 3 2 107-108105-106 9AS 8AS 6AS 4 3 105-106103-104 8AS 7AS 6AK 4 103-104101-102 7AS 6AS 5 3 101-10298-100 7AS 6AK 5 2 98-10095-97 6AS 5 4 95-9792-94 5 4 3 92-9489-91 4 3 89-9186-88 3 86-8883-85 83-8580-82 80-8277-79 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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82 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Spear (Thrown)Criticals: Puncture(P), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 28EP 27EP 25EP 23EP 21EP 20EP 18EP 13EP 11EP 7EP 150149 28EP 27EP 24EP 23EP 21EP 19EP 17EP 13EP 11EP 7DP 149148 28EP 26EP 24EP 23EP 21EP 19EP 17EP 12EP 10DP 7CP 148147 27EP 26EP 23EP 22EP 20EP 19EP 17EP 12DP 10DP 7CP 147146 27EP 26EP 23EP 22EP 20EP 18EP 16EP 12DP 10DP 6BP 146145 27EP 25EP 23EP 22EP 20EP 18EP 16EP 11DP 9CP 6BP 145144 26EP 25EP 22EP 21EP 19EP 18EP 15DP 11CP 9CP 6BP 144143 26EP 24EP 22EP 21EP 19EP 17DP 15DP 11CP 9BP 6BP 143142 25EP 24EP 22EP 20EP 19DP 17DP 15DP 10CP 8BP 5AP 142141 25EP 24EP 21EP 20EP 18DP 17DP 14DP 10CP 8BP 5AK 141140 25EP 23EP 21EP 20DP 18DP 16DP 14DP 10BP 8BP 5AK 140139 24EP 23EP 20DP 19DP 17DP 16DP 14CP 9BP 7BP 4AK 139138 24EP 22EP 20DP 19DP 17DP 15DP 13CP 9BP 7BP 4AK 138137 23EP 22DP 20DP 19DP 17DP 15DP 13CP 9BP 7AP 4AK 137136 23EP 22DP 19DP 18DP 16DP 15CP 13CP 8BP 6AK 4 136135 23DP 21DP 19DP 18DP 16DP 14CP 12CP 8BP 6AK 3 135134 22DP 21DP 19DP 17DP 16CP 14CP 12BP 8BP 6AK 3 134133 22DP 21DP 18DP 17DP 15CP 14CP 12BP 7AP 6AK 3 133132 22DP 20DP 18DP 17DP 15CP 13CP 11BP 7AK 5AK 3 132131 21DP 20DP 17DP 16CP 14CP 13BP 11BP 7AK 5AK 2 131130 21DP 19DP 17DP 16CP 14CP 13BP 10BP 6AK 5AK 2 130129 20DP 19DP 17CP 16CP 14CP 12BP 10BP 6AK 4 2 129128 20DP 19DP 16CP 15CP 13BP 12BP 10BP 6AK 4 1 128127 20DP 18DP 16CP 15CP 13BP 11BP 9BP 5AK 4 127126 19DP 18DP 15CP 14CP 13BP 11BP 9AP 5AK 3 126125 19DP 17CP 15CP 14CP 12BP 11BP 9AP 5AK 3 125

123-124 18DP 17CP 15CP 14BP 12BP 10BP 8AP 4 3 123-124121-122 18CP 16CP 14BP 13BP 11BP 10BP 8AK 4 2 121-122119-120 17CP 16CP 13BP 12BP 10BP 9AP 7AK 3 119-120117-118 16CP 15CP 12BP 11BP 10AP 8AP 6AK 2 117-118115-116 15CP 14BP 12BP 11BP 9AP 7AK 5AK 2 115-116113-114 15BP 13BP 11BP 10AP 8AP 7AK 5 113-114111-112 14BP 12BP 10AP 9AP 7AK 6AK 4 111-112109-110 13BP 12BP 9AP 8AP 7AK 5 3 109-110107-108 12BP 11BP 9AP 8AP 6AK 4 3 107-108105-106 11BP 10AP 8AP 7AK 5 4 105-106103-104 11AP 9AP 7AK 6AK 4 3 103-104101-102 10AP 9AP 6AK 5 4 101-10298-100 9AP 8AP 6 5 3 98-10095-97 8AP 7AK 4 4 95-9792-94 7AP 6 3 92-9489-91 6 4 89-9186-88 4 3 86-8883-85 3 83-8580-82 80-8277-79 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 83

War Hammer (Thrown)Criticals: Krush(K), Puncture(P), Krush(K)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 30EK 30EK 27EK 25EK 24EK 22EK 19EK 18EK 13EK 11EK 150149 30EK 29EK 26EK 25EK 24EK 22EK 19EK 18EK 13EK 11EK 149148 30EK 29EK 26EK 25EK 24EK 21EK 19EK 18EK 12EK 10DK 148147 29EK 28EK 26EK 24EK 23EK 21EK 18EK 17EK 12DK 10DK 147146 29EK 28EK 25EK 24EK 23EK 21EK 18EK 17EK 12DK 10CK 146145 28EK 28EK 25EK 23EK 22EK 20EK 17EK 17DK 11DK 9CP 145144 28EK 27EK 24EK 23EK 22EK 20EK 17DK 16DK 11CK 9CK 144143 28EK 27EK 24EK 23EK 22EK 19EK 17DK 16DK 11CP 9BP 143142 27EK 26EK 24EK 22EK 21EK 19DK 16DK 15DK 10CK 8BK 142141 27EK 26EK 23EK 22EK 21DK 19DK 16DK 15DK 10BP 8BP 141140 26EK 25EK 23EK 21DK 20DK 18DK 16DK 15DK 10BK 8BK 140139 26EK 25EK 22DK 21DK 20DK 18DK 15DK 14CK 9BP 7BP 139138 26EK 25EK 22DK 21DK 20DK 17DK 15CK 14CK 9BK 7AK 138137 25EK 24EK 22DK 20DK 19DK 17DK 14CK 14CP 9BP 7AK 137136 25EK 24DK 21DK 20DK 19DK 17DK 14CK 13CK 8BK 6AK 136135 24DK 23DK 21DK 19DK 18DK 16CK 14CP 13BP 8AP 6AK 135134 24DK 23DK 20DK 19DK 18DK 16CK 13CK 12BK 8AK 6AK 134133 23DK 23DK 20DK 19DK 18DK 15CK 13BP 12BP 7AK 5AK 133132 23DK 22DK 20DK 18DK 17CK 15CK 12BK 12BK 7AK 5AK 132131 23DK 22DK 19DK 18CK 17CK 15CP 12BP 11BP 6AK 5AK 131130 22DK 21DK 19DK 17CK 16CK 14CK 12BK 11BK 6AK 4 130129 22DK 21DK 18DK 17CK 16CK 14BP 11BP 11BP 6AK 4 129128 21DK 21DK 18CK 17CK 16CK 13BK 11BK 10BK 5AK 4 128127 21DK 20DK 18CK 16CK 15CP 13BP 11BP 10BP 5AK 3 127126 21DK 20DK 17CK 16CK 15CK 13BK 10BK 9AK 5 3 126125 20DK 19DK 17CK 15CP 14BP 12BP 10AP 9AP 4 3 125

123-124 20DK 19CK 16CK 15BK 14BK 12BK 9AK 9AK 4 2 123-124121-122 19CK 18CK 15CK 14BK 13BK 11BK 9AK 8AK 3 2 121-122119-120 18CK 17CK 15BK 13BK 12BK 10AK 8AK 7AK 3 119-120117-118 17CK 16CK 14BK 12BK 12BK 9AK 7AK 6AK 2 117-118115-116 16CK 16BK 13BK 12BK 11BK 9AK 6AK 6 115-116113-114 16BK 15BK 12BK 11AK 10AK 8AK 6 5 113-114111-112 15BK 14BK 11BK 10AK 9AK 7AK 5 4 111-112109-110 14BK 13BK 11AK 9AK 8AK 6AK 4 3 109-110107-108 13BK 12BK 10AK 8AK 8AK 6 3 3 107-108105-106 12BK 11BK 9AK 8AK 7AK 5 2 105-106103-104 11AK 11AK 8AK 7AK 6 4 103-104101-102 11AK 10AK 7AK 6 5 3 101-10298-100 10AK 9AK 7 5 4 98-10095-97 8AP 8AP 5 4 3 95-9792-94 7AK 6 4 92-9489-91 6 5 89-9186-88 5 4 86-8883-85 3 83-8580-82 80-8277-79 77-7974-76 74-7670-73 70-7366-69 66-6962-65 62-6558-61 58-6154-57 54-5750-53 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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84 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Fire BoltCriticals: Heat(H), Heat(H), Heat(H)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 38EH 37EH 36EH 35EH 32EH 34EH 35EH 36EH 33EH 31EH 150149 38EH 37EH 36EH 34EH 32EH 33EH 34EH 36EH 33EH 31EH 149148 38EH 36EH 35EH 34EH 32EH 33EH 34EH 36EH 33EH 30EH 148147 38EH 36EH 35EH 34EH 32EH 33EH 34EH 35EH 32EH 30EH 147146 37EH 36EH 35EH 34EH 31EH 32EH 34EH 35EH 32EH 30EH 146145 37EH 36EH 34EH 33EH 31EH 32EH 33EH 35EH 32EH 30EH 145144 37EH 35EH 34EH 33EH 31EH 32EH 33EH 35EH 32EH 29EH 144143 36EH 35EH 34EH 33EH 31EH 32EH 33EH 34EH 31EH 29EH 143142 36EH 35EH 34EH 33EH 30EH 31EH 33EH 34EH 31EH 29EH 142141 36EH 34EH 33EH 32EH 30EH 31EH 32EH 34EH 31EH 29EH 141140 36EH 34EH 33EH 32EH 30EH 31EH 32EH 33EH 31EH 28EH 140139 35EH 34EH 33EH 32EH 30EH 31EH 32EH 33EH 30EH 28EH 139138 35EH 34EH 32EH 31EH 29EH 30EH 31EH 33EH 30EH 28EH 138137 35EH 33EH 32EH 31EH 29EH 30EH 31EH 33EH 30EH 28EH 137136 34EH 33EH 32EH 31EH 29EH 30EH 31EH 32EH 29EH 27EH 136135 34EH 33EH 32EH 31EH 29EH 30EH 31EH 32EH 29EH 27EH 135134 34EH 32EH 31EH 30EH 28EH 29EH 30EH 32EH 29EH 27EH 134133 33EH 32EH 31EH 30EH 28EH 29EH 30EH 31EH 29EH 27EH 133132 33EH 32EH 31EH 30EH 28EH 29EH 30EH 31EH 28EH 26EH 132131 33EH 32EH 31EH 30EH 28EH 29EH 30EH 31EH 28EH 26EH 131130 33EH 31EH 30EH 29EH 27EH 28EH 29EH 31EH 28EH 26EH 130129 32EH 31EH 30EH 29EH 27EH 28EH 29EH 30EH 28EH 26EH 129128 32EH 31EH 30EH 29EH 27EH 28EH 29EH 30EH 27EH 25EH 128127 32EH 30EH 29EH 28EH 26EH 27EH 28EH 30EH 27EH 25EH 127126 31EH 30EH 29EH 28EH 26EH 27EH 28EH 29EH 27EH 25DH 126125 31EH 30EH 29EH 28EH 26EH 27EH 28EH 29EH 27EH 25DH 125

123-124 31EH 29EH 29EH 28EH 26EH 27EH 28EH 29EH 26EH 24DH 123-124121-122 30EH 29EH 28EH 27EH 25DH 26DH 27EH 28EH 26DH 24DH 121-122119-120 30EH 28EH 27EH 27DH 25DH 26DH 27DH 28EH 25DH 23DH 119-120117-118 29EH 28EH 27DH 26DH 24DH 25DH 26DH 27EH 25DH 23DH 117-118115-116 28EH 27DH 26DH 25DH 24DH 25DH 25DH 27DH 24DH 22DH 115-116113-114 28EH 27DH 26DH 25DH 23DH 24DH 25DH 26DH 24DH 22DH 113-114111-112 27DH 26DH 25DH 24DH 23DH 23DH 24DH 25DH 23DH 21DH 111-112109-110 27DH 25DH 25DH 24DH 22DH 23DH 24DH 25DH 23DH 21DH 109-110107-108 26DH 25DH 24DH 23DH 22DH 22DH 23DH 24DH 22DH 20DH 107-108105-106 25DH 24DH 23DH 23DH 21DH 22DH 23DH 24DH 22DH 20DH 105-106103-104 25DH 24DH 23DH 22DH 21DH 21DH 22DH 23DH 21DH 19CH 103-104101-102 24DH 23DH 22DH 22DH 20DH 21DH 22DH 23DH 21DH 19CH 101-10298-100 24DH 23DH 22DH 21DH 20CH 20DH 21DH 22DH 20DH 19CH 98-10095-97 23DH 22DH 21DH 20DH 19CH 19CH 20DH 21DH 19CH 18CH 95-9792-94 22DH 21DH 20DH 19CH 18CH 19CH 19CH 20DH 18CH 17CH 92-9489-91 21DH 20DH 19CH 19CH 17CH 18CH 19CH 20DH 18CH 16BH 89-9186-88 20DH 19CH 18CH 18CH 16CH 17CH 18CH 19CH 17CH 16BH 86-8883-85 19DH 18CH 18CH 17CH 16BH 16CH 17CH 18CH 16BH 15BH 83-8580-82 18CH 17CH 17CH 16CH 15BH 15BH 16CH 17CH 15BH 14BH 80-8277-79 17CH 17CH 16CH 15BH 14BH 15BH 15BH 16CH 14BH 13BH 77-7974-76 16CH 16CH 15BH 14BH 13BH 14BH 14BH 15CH 14BH 13AH 74-7670-73 16CH 15CH 14BH 14BH 13BH 13BH 14BH 14BH 13BH 12AH 70-7366-69 14CH 14BH 13BH 13BH 12AH 12BH 13BH 13BH 12AH 11AH 66-6962-65 13BH 13BH 12BH 11BH 10AH 11AH 11BH 12BH 11AH 10AH 62-6558-61 12BH 11BH 11BH 10AH 9AH 10AH 10AH 11BH 10AH 9AH 58-6154-57 11BH 10BH 10AH 9AH 8AH 9AH 9AH 10AH 9AH 8 54-5750-53 10BH 9AH 9AH 8AH 7 8AH 8AH 9AH 8 7 50-5345-49 8AH 8AH 8AH 7AH 6 7 7AH 8AH 7 6 45-4940-44 7AH 6AH 6 6 5 5 6 6AH 5 5 40-4435-39 5AH 5 5 4 4 4 4 5 4 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

8.4.

El

emen

tal

Att

acks

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 85

Ice BoltCriticals: Impact(I), Cold(O), Impact(I)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 42EI 40EI 38EI 36EI 33EI 31EI 35EI 32EI 28EI 26EI 150149 42EI 40EI 38EI 35EI 33EI 31EI 35EI 32EI 28EI 25EI 149148 42EI 39EI 38EI 35EI 33EI 31EI 34EI 31EI 27EI 25EI 148147 41EI 39EI 37EI 35EI 32EI 30EI 34EI 31EI 27EI 25EI 147146 41EI 39EI 37EI 34EI 32EI 30EI 34EI 31EI 27EI 25EI 146145 41EI 38EI 37EI 34EI 32EI 30EI 33EI 30EI 26EI 24EI 145144 40EI 38EI 36EI 34EI 31EI 29EI 33EI 30EI 26EI 24EI 144143 40EI 37EI 36EI 33EI 31EI 29EI 33EI 30EI 26EI 24EI 143142 39EI 37EI 35EI 33EI 31EI 29EI 32EI 30EI 26EI 24EI 142141 39EI 37EI 35EI 33EI 30EI 28EI 32EI 29EI 25EI 23EI 141140 39EI 36EI 35EI 32EI 30EI 28EI 32EI 29EI 25EI 23EI 140139 38EI 36EI 34EI 32EI 30EI 28EI 31EI 29EI 25EI 23EI 139138 38EI 36EI 34EI 32EI 29EI 28EI 31EI 28EI 24EI 23EI 138137 38EI 35EI 34EI 31EI 29EI 27EI 31EI 28EI 24EI 22EI 137136 37EI 35EI 33EI 31EI 29EI 27EI 30EI 28EI 24EI 22DI 136135 37EI 35EI 33EI 31EI 28EI 27EI 30EI 27EI 24EI 22DI 135134 36EI 34EI 33EI 30EI 28EI 26EI 30EI 27EI 23DI 22DI 134133 36EI 34EI 32EI 30EI 28EI 26EI 29EI 27EI 23DI 21DI 133132 36EI 33EI 32EI 30EI 28EI 26EI 29EI 26EI 23DI 21DI 132131 35EI 33EI 32EI 29EI 27EI 25EI 29EI 26EI 23DI 21DI 131130 35EI 33EI 31EI 29EI 27EI 25DI 28EI 26EI 22DI 20DI 130129 35EI 32EI 31EI 29EI 27EI 25DI 28EI 26DI 22DI 20DI 129128 34EI 32EI 31EI 28EI 26DI 24DI 28EI 25DI 22DI 20DI 128127 34EI 32EI 30EI 28EI 26DI 24DI 27EI 25DI 21DI 20DO 127126 33EI 31EI 30EI 28EI 26DI 24DI 27DI 25DI 21DI 19DI 126125 33EI 31EI 30EI 27EI 25DI 24DI 27DI 24DI 21DI 19DO 125

123-124 33EI 31EI 29EI 27DI 25DI 23DI 26DI 24DI 21DI 19CI 123-124121-122 32EI 30EI 28EI 26DI 24DI 23DI 26DI 23DI 20DI 18CI 121-122119-120 31EI 29EI 28DI 26DI 24DI 22DI 25DI 23DI 19CI 18CI 119-120117-118 30EI 28DI 27DI 25DI 23DI 21DI 24DI 22DI 19CI 17CI 117-118115-116 30EI 28DI 26DI 24DI 22DI 21DI 24DI 21DI 18CI 17BI 115-116113-114 29DI 27DI 26DI 24DI 22DI 20CI 23DI 21DI 18CI 16BI 113-114111-112 28DI 26DI 25DI 23DI 21DI 20CI 22DI 20CI 17CI 16BI 111-112109-110 27DI 25DI 24DI 22DI 21DI 19CI 22DI 20CI 17BI 15BI 109-110107-108 27DI 25DI 24DI 22DI 20CI 18CI 21DI 19CI 16BI 15BI 107-108105-106 26DI 24DI 23DI 21DI 19CI 18CI 20CI 18CI 16BI 14BI 105-106103-104 25DI 23DI 22DI 20CI 19CI 17CI 20CI 18CI 15BI 14AI 103-104101-102 24DI 23DI 21DI 20CI 18CI 17BI 19CI 17CI 14BI 13AI 101-10298-100 24DI 22DI 21DI 19CI 17CI 16BI 18CI 17BI 14BI 13AI 98-10095-97 22DI 21DO 20CO 18CO 16BO 15BO 17CO 16BO 13AI 12AI 95-9792-94 21DI 20DI 19CI 17CI 15BI 14BI 16BI 15BI 12AI 11AI 92-9489-91 20DI 19CO 18CO 16BO 15BO 13AO 15BO 14BO 11AI 10 89-9186-88 19DI 18CI 16CI 15BI 14BI 12AI 15BI 13AI 11AI 9 86-8883-85 18CO 16CO 15CO 14BO 13AO 11AI 14BO 12AI 10 9 83-8580-82 17CI 15CI 14BI 13BI 12AI 11AI 13BI 11AI 9 8 80-8277-79 16CO 14BO 13BO 12AO 11AI 10AI 12AO 10AI 8 7 77-7974-76 15CI 13BI 12BI 11AI 10AI 9 11AI 9 7 6 74-7670-73 13CO 12BO 11BO 10AI 9 8 10AI 8 6 6 70-7366-69 12BO 11BO 10AO 9AI 8 7 8 7 5 5 66-6962-65 10BO 9AO 8AI 7 6 5 7 6 4 3 62-6558-61 9BO 8AO 7 6 5 4 6 4 58-6154-57 7AO 6 6 5 4 54-5750-53 6AO 5 50-5345-49 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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86 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Water BoltCriticals: Impact(I), Krush(K), Impact(I)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 26EI 25EI 24EI 22EI 19EI 20EI 21EI 17EI 15EI 13EI 150149 26EI 25EI 24EI 22EI 19EI 20EI 21EI 17EI 15EI 13EI 149148 26EI 25EI 24EI 21EI 18EI 20EI 20EI 17EI 15EI 12EI 148147 26EI 25EI 23EI 21EI 18EI 19EI 20EI 17EI 14EI 12EI 147146 26EI 25EI 23EI 21EI 18EI 19EI 20EI 17EI 14EI 12EI 146145 25EI 24EI 23EI 21EI 18EI 19EI 20EI 17EI 14EI 12EI 145144 25EI 24EI 23EI 21EI 18EI 19EI 20EI 16EI 14EI 12DI 144143 25EI 24EI 23EI 21EI 18EI 19EI 20EI 16EI 14EI 12DI 143142 25EI 24EI 22EI 20EI 17EI 19EI 19EI 16EI 14EI 12DI 142141 25EI 24EI 22EI 20EI 17EI 18EI 19EI 16EI 14DI 12DI 141140 24EI 23EI 22EI 20EI 17EI 18EI 19EI 16EI 13DI 12DI 140139 24EI 23EI 22EI 20EI 17EI 18EI 19EI 16EI 13DI 11DI 139138 24EI 23EI 22EI 20EI 17EI 18EI 19EI 16DI 13DI 11DI 138137 24EI 23EI 21EI 19EI 17EI 18EI 19EI 15DI 13DI 11CI 137136 24EI 23EI 21EI 19EI 16DI 18EI 18EI 15DI 13DI 11CI 136135 23EI 22EI 21EI 19EI 16DI 17EI 18EI 15DI 13DI 11CK 135134 23EI 22EI 21EI 19EI 16DI 17DI 18EI 15DI 13DI 11CI 134133 23EI 22EI 21EI 19EI 16DI 17DI 18DI 15DI 13DI 11CK 133132 23EI 22EI 20EI 19EI 16DI 17DI 18DI 15DI 12CI 11CI 132131 22EI 22EI 20EI 18DI 16DI 17DI 17DI 15DI 12CI 11CK 131130 22EI 21EI 20EI 18DI 15DI 17DI 17DI 14DI 12CI 10BI 130129 22EI 21EI 20EI 18DI 15DI 16DI 17DI 14DI 12CK 10BK 129128 22EI 21EI 20DI 18DI 15DI 16DI 17DI 14DI 12CI 10BI 128127 22EI 21EI 19DI 18DI 15DI 16DI 17DI 14DI 12CK 10BK 127126 21EI 21EI 19DI 17DI 15DI 16DI 17DI 14CI 12CI 10BI 126125 21EI 20DI 19DI 17DI 15DI 16DI 16DI 14CI 12BK 10BK 125

123-124 21EI 20DI 19DI 17DI 15DI 16DI 16DI 13CI 11BI 10BI 123-124121-122 21DI 20DI 18DI 17DI 14CI 15DI 16DI 13CI 11BI 10BI 121-122119-120 20DI 19DI 18DI 16DI 14CI 15CI 16DI 13CI 11BI 9BI 119-120117-118 20DI 19DI 18DI 16DI 14CI 15CI 15DI 13CI 11BI 9BI 117-118115-116 19DI 18DI 17DI 16DI 13CI 14CI 15CI 12BI 10BI 9AI 115-116113-114 19DI 18DI 17DI 15CI 13CI 14CI 14CI 12BI 10BI 9AI 113-114111-112 18DI 18DI 16DI 15CI 13BI 14CI 14CI 12BI 10BI 8AI 111-112109-110 18DI 17DI 16DI 15CI 12BI 13CI 14CI 11BI 10AI 8AI 109-110107-108 18DI 17DI 16CI 14CI 12BI 13BI 13CI 11BI 9AI 8AI 107-108105-106 17DI 16DI 15CI 14CI 12BI 13BI 13BI 11BI 9AI 8AI 105-106103-104 17DI 16DI 15CI 13CI 11BI 12BI 13BI 10BI 9AI 7AI 103-104101-102 16DI 16CI 14CI 13BI 11BI 12BI 12BI 10BI 9AI 7AI 101-10298-100 16DI 15CI 14CI 13BI 11BI 12BI 12BI 10AI 8AI 7 98-10095-97 15CI 15CI 14CK 12BK 10BK 11BK 11BK 9AK 8AI 7 95-9792-94 15CI 14CI 13BI 12BI 10AI 10BI 11BI 9AI 7AI 6 92-9489-91 14CI 13CI 12BK 11BK 9AK 10AK 10BK 8AI 7 6 89-9186-88 13CI 13CI 12BI 11BI 9AI 9AI 10AI 8AI 7 6 86-8883-85 13CK 12BK 11BK 10BK 8AI 9AK 9AK 8AI 6 5 83-8580-82 12BI 11BI 11BI 9AI 8AI 8AI 9AI 7AI 6 5 80-8277-79 11BK 11BK 10BK 9AK 7AI 8AI 8AK 7 5 5 77-7974-76 11BI 10BI 9BI 8AI 7AI 7AI 8AI 6 5 4 74-7670-73 10BK 10BK 9AK 8AK 6 7AI 7AI 6 5 4 70-7366-69 9BK 9BK 8AK 7AI 6 6 7AI 5 4 3 66-6962-65 8BK 8AK 7AK 6AI 5 6 6 5 4 3 62-6558-61 8AK 7AK 6AK 6 4 5 5 4 3 3 58-6154-57 7AK 6AK 6AI 5 4 4 4 3 3 2 54-5750-53 6AK 5AK 5 4 3 4 4 3 2 50-5345-49 5AK 5AI 4 3 2 3 3 45-4940-44 4AI 4 3 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 87

Lightning BoltCriticals: Electricity(L), Heat(H), Electricity(L)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 50EL 49EL 47EL 42EL 40EL 45EL 44EL 43EL 41EL 40EL 150149 50EL 49EL 47EL 42EL 40EL 45EL 44EL 43EL 41EL 40EL 149148 50EL 49EL 47EL 42EL 40EL 45EL 44EL 42EL 41EL 40EL 148147 49EL 48EL 46EL 41EL 39EL 44EL 43EL 42EL 40EL 39EL 147146 49EL 48EL 46EL 41EL 39EL 44EL 43EL 41EL 40EL 39EL 146145 48EL 47EL 45EL 41EL 39EL 44EL 43EL 41EL 40EL 39EL 145144 48EL 47EL 45EL 40EL 38EL 43EL 42EL 41EL 39EL 38EL 144143 47EL 47EL 45EL 40EL 38EL 43EL 42EL 40EL 39EL 38EL 143142 47EL 46EL 44EL 39EL 38EL 42EL 41EL 40EL 39EL 38EL 142141 47EL 46EL 44EL 39EL 37EL 42EL 41EL 40EL 38EL 37EL 141140 46EL 45EL 43EL 39EL 37EL 42EL 41EL 39EL 38EL 37EL 140139 46EL 45EL 43EL 38EL 37EL 41EL 40EL 39EL 37EL 37EL 139138 45EL 44EL 43EL 38EL 36EL 41EL 40EL 38EL 37EL 36EL 138137 45EL 44EL 42EL 38EL 36EL 40EL 39EL 38EL 37EL 36EL 137136 44EL 44EL 42EL 37EL 35EL 40EL 39EL 38EL 36EL 35EL 136135 44EL 43EL 41EL 37EL 35EL 40EL 39EL 37EL 36EL 35EL 135134 44EL 43EL 41EL 36EL 35EL 39EL 38EL 37EL 36EL 35EL 134133 43EL 42EL 41EL 36EL 34EL 39EL 38EL 37EL 35EL 34EL 133132 43EL 42EL 40EL 36EL 34EL 38EL 37EL 36EL 35EL 34EL 132131 42EL 41EL 40EL 35EL 34EL 38EL 37EL 36EL 34EL 34EL 131130 42EL 41EL 39EL 35EL 33EL 38EL 37EL 35EL 34EL 33EL 130129 41EL 41EL 39EL 35EL 33EL 37EL 36EL 35EL 34EL 33EL 129128 41EL 40EL 38EL 34EL 33EL 37EL 36EL 35EL 33EL 33EL 128127 41EL 40EL 38EL 34EL 32EL 36EL 36EL 34EL 33EL 32EL 127126 40EL 39EL 38EL 33EL 32EL 36EL 35EL 34EL 33EL 32EL 126125 40EL 39EL 37EL 33EL 31EL 36EL 35EL 33EL 32EL 31EL 125

123-124 39EL 39EL 37EL 33EL 31EL 35EL 34EL 33EL 32EL 31EL 123-124121-122 38EL 38EL 36EL 32EL 30DL 34EL 34EL 32EL 31DL 30DL 121-122119-120 38EL 37EL 35EL 31DL 30DL 34EL 33EL 32DL 30DL 30DL 119-120117-118 37EL 36EL 34EL 30DL 29DL 33EL 32EL 31DL 30DL 29DL 117-118115-116 36EL 35EL 34EL 30DL 28DL 32DL 31DL 30DL 29DL 28DL 115-116113-114 35EL 34EL 33EL 29DL 27DL 31DL 30DL 29DL 28DL 27DL 113-114111-112 34EL 33EL 32DL 28DL 27DL 30DL 30DL 29DL 27DL 27DL 111-112109-110 33EL 33DL 31DL 27DL 26DL 30DL 29DL 28DL 27DL 26DL 109-110107-108 32DL 32DL 30DL 27DL 25DL 29DL 28DL 27DL 26DL 25DL 107-108105-106 32DL 31DL 29DL 26DL 25DL 28DL 27DL 26DL 25DL 25DL 105-106103-104 31DL 30DL 29DL 25DL 24DL 27DL 27DL 26DL 24DL 24DL 103-104101-102 30DL 29DL 28DL 24DL 23DL 26DL 26DL 25DL 24DL 23DL 101-10298-100 29DL 28DL 27DL 24DL 22CL 26DL 25DL 24DL 23DL 22CL 98-10095-97 28DL 27DL 26DL 23CH 21CH 24DH 24DH 23DH 22CH 21CH 95-9792-94 26DL 26DL 25DL 21CL 20CL 23DL 23DL 22CL 21CL 20CL 92-9489-91 25DL 25DL 23DH 20CH 19CH 22DH 21CH 21CH 20CH 19CH 89-9186-88 24DL 23DL 22DL 19CL 18BL 21CL 20CL 19CL 19CL 18BL 86-8883-85 23DH 22DH 21CH 18CH 17BH 20CH 19CH 18CH 17BH 17BH 83-8580-82 21DL 21DL 20CL 17BL 16BL 19CL 18CL 17BL 16BL 16BL 80-8277-79 20DH 20CH 18CH 16BH 15BH 17CH 17CH 16BH 15BH 15BH 77-7974-76 19CL 18CL 17CL 15BL 14AL 16CL 16BL 15BL 14BL 14AL 74-7670-73 17CH 17CH 16CH 13BH 13AL 15BH 14BH 14BH 13AH 13AL 70-7366-69 16CH 15CH 14BH 12AL 11AL 13BH 13BH 12AH 12AL 11AL 66-6962-65 14CH 14CH 13BH 10AL 10 12BH 11AH 11AL 10 10 62-6558-61 12BH 12BH 11BH 9 8 10AL 10AL 9 9 8 58-6154-57 11BH 10BH 9AH 7 7 9AL 8 8 7 7 54-5750-53 9BH 9AH 8AL 6 5 7 7 6 6 5 50-5345-49 7AH 7AL 6 5 5 45-4940-44 40-4435-39 35-3930-34 30-3425-29 25-2920-24 20-2415-19 15-1910-14 10-14

5-9 5-9

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88 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Cold BallCriticals: Cold(O), Cold(O), Cold(O)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 24EO 23EO 20EO 23EO 22EO 20EO 20EO 18EO 18EO 17EO 150149 24EO 22EO 20EO 22EO 22EO 20EO 20EO 18EO 18EO 17EO 149148 24EO 22EO 19EO 22EO 22EO 19EO 19EO 18EO 18EO 17EO 148147 24EO 22EO 19EO 22EO 22EO 19EO 19EO 18EO 18EO 17EO 147146 24EO 22EO 19EO 22EO 22EO 19EO 19EO 18EO 18EO 17EO 146145 24EO 22EO 19EO 22EO 21EO 19EO 19EO 18EO 17EO 17EO 145144 24EO 22EO 19EO 22EO 21EO 19EO 19EO 18EO 17EO 17EO 144143 23EO 22EO 19EO 22EO 21EO 19EO 19EO 18EO 17EO 17EO 143142 23EO 21EO 19EO 21EO 21EO 19EO 19EO 18EO 17EO 16EO 142141 23EO 21EO 19EO 21EO 21EO 19EO 19EO 17EO 17EO 16EO 141140 23EO 21EO 18EO 21EO 21EO 18EO 18EO 17EO 17EO 16EO 140139 23EO 21EO 18EO 21EO 21EO 18EO 18EO 17EO 17EO 16EO 139138 23EO 21EO 18EO 21EO 20EO 18EO 18EO 17EO 17EO 16EO 138137 22EO 21EO 18EO 21EO 20EO 18EO 18EO 17EO 17EO 16EO 137136 22EO 21EO 18EO 21EO 20EO 18EO 18EO 17EO 16EO 16EO 136135 22EO 20EO 18EO 20EO 20EO 18EO 18EO 17EO 16EO 16EO 135134 22EO 20EO 18EO 20EO 20EO 18EO 18EO 17EO 16EO 16DO 134133 22EO 20EO 18EO 20EO 20EO 18EO 18EO 17EO 16DO 15DO 133132 22EO 20EO 17EO 20EO 20EO 17EO 17EO 16DO 16DO 15DO 132131 22EO 20EO 17EO 20EO 19EO 17EO 17EO 16DO 16DO 15DO 131130 21EO 20EO 17DO 20EO 19EO 17DO 17DO 16DO 16DO 15DO 130129 21EO 20EO 17DO 20EO 19EO 17DO 17DO 16DO 16DO 15DO 129128 21EO 19EO 17DO 19EO 19EO 17DO 17DO 16DO 16DO 15DO 128127 21EO 19EO 17DO 19EO 19EO 17DO 17DO 16DO 15DO 15DO 127126 21EO 19EO 17DO 19EO 19EO 17DO 17DO 16DO 15DO 15DO 126125 21EO 19EO 17DO 19EO 19DO 17DO 17DO 16DO 15DO 15DO 125

123-124 20EO 19DO 16DO 19DO 18DO 16DO 16DO 15DO 15DO 14DO 123-124121-122 20EO 19DO 16DO 19DO 18DO 16DO 16DO 15DO 15DO 14DO 121-122119-120 20EO 18DO 16DO 18DO 18DO 16DO 16DO 15DO 15DO 14DO 119-120117-118 20DO 18DO 16DO 18DO 18DO 16DO 16DO 15DO 14DO 14CO 117-118115-116 19DO 18DO 15DO 18DO 17DO 15DO 15DO 15DO 14CO 14CO 115-116113-114 19DO 17DO 15DO 17DO 17DO 15DO 15DO 14CO 14CO 13CO 113-114111-112 19DO 17DO 15DO 17DO 17DO 15DO 15DO 14CO 14CO 13CO 111-112109-110 18DO 17DO 15CO 17DO 17DO 15CO 15CO 14CO 13CO 13CO 109-110107-108 18DO 17DO 14CO 17DO 16DO 14CO 14CO 14CO 13CO 13CO 107-108105-106 18DO 16DO 14CO 16DO 16DO 14CO 14CO 13CO 13CO 12BO 105-106103-104 17DO 16DO 14CO 16DO 16DO 14CO 14CO 13CO 13CO 12BO 103-104101-102 17DO 16DO 14CO 16DO 15DO 14CO 14CO 13CO 13BO 12BO 101-10298-100 17DO 15DO 13CO 15DO 15CO 13CO 13CO 13BO 12BO 12BO 98-10095-97 16DO 15CO 13CO 15CO 15CO 13CO 13CO 12BO 12BO 11BO 95-9792-94 16DO 15CO 13BO 15CO 14CO 13BO 13BO 12BO 12BO 11BO 92-9489-91 15CO 14CO 12BO 14CO 14CO 12BO 12BO 12BO 11BO 11BO 89-9186-88 15CO 14CO 12BO 14CO 13CO 12BO 12BO 11BO 11BO 11BO 86-8883-85 14CO 13CO 12BO 13CO 13CO 12BO 12BO 11BO 11BO 10BO 83-8580-82 14CO 13CO 11BO 13CO 13BO 11BO 11BO 11BO 10BO 10AO 80-8277-79 14CO 12BO 11BO 12BO 12BO 11BO 11BO 10BO 10BO 10AO 77-7974-76 13CO 12BO 10BO 12BO 12BO 10BO 10BO 10AO 10AO 9AO 74-7670-73 13CO 12BO 10BO 12BO 11BO 10BO 10BO 9AO 9AO 9AO 70-7366-69 12BO 11BO 10AO 11BO 11BO 10AO 10AO 9AO 9AO 8AO 66-6962-65 11BO 10BO 9AO 10BO 10BO 9AO 9AO 9AO 8AO 8AO 62-6558-61 11BO 10BO 9AO 10BO 10BO 9AO 9AO 8AO 8AO 8AO 58-6154-57 10BO 9BO 8AO 9BO 9BO 8AO 8AO 8AO 7AO 7AO 54-5750-53 10BO 9AO 8AO 9AO 9AO 8AO 8AO 7AO 7AO 7 50-5345-49 9BO 8AO 7AO 8AO 8AO 7AO 7AO 7AO 6AO 6 45-4940-44 8BO 7AO 6AO 7AO 7AO 6AO 6AO 6 6 6 40-4435-39 7AO 7AO 6 7AO 7AO 6 6 6 5 5 35-3930-34 7AO 6AO 5 6AO 6AO 5 5 5 5 5 30-3425-29 6AO 5AO 5 5AO 5AO 5 5 4 4 4 25-2920-24 5AO 5AO 4 5AO 5 4 4 4 4 3 20-2415-19 4AO 4 3 4 4 3 3 3 3 3 15-1910-14 4AO 3 3 3 3 3 3 3 3 2 10-14

5-9 5-9

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 89

Fire BallCriticals: Heat(H), Heat(H), Heat(H)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 33EH 33EH 32EH 31EH 29EH 30EH 31EH 31EH 30EH 29EH 150149 33EH 33EH 32EH 30EH 29EH 29EH 31EH 31EH 30EH 29EH 149148 33EH 32EH 31EH 30EH 29EH 29EH 31EH 30EH 30EH 29EH 148147 33EH 32EH 31EH 30EH 29EH 29EH 31EH 30EH 30EH 28EH 147146 33EH 32EH 31EH 30EH 28EH 29EH 30EH 30EH 29EH 28EH 146145 32EH 32EH 31EH 30EH 28EH 29EH 30EH 30EH 29EH 28EH 145144 32EH 32EH 31EH 29EH 28EH 28EH 30EH 30EH 29EH 28EH 144143 32EH 31EH 30EH 29EH 28EH 28EH 30EH 29EH 29EH 28EH 143142 32EH 31EH 30EH 29EH 28EH 28EH 30EH 29EH 29EH 27EH 142141 32EH 31EH 30EH 29EH 28EH 28EH 29EH 29EH 28EH 27EH 141140 31EH 31EH 30EH 29EH 27EH 28EH 29EH 29EH 28EH 27EH 140139 31EH 31EH 30EH 28EH 27EH 27EH 29EH 29EH 28EH 27EH 139138 31EH 30EH 29EH 28EH 27EH 27EH 29EH 29EH 28EH 27EH 138137 31EH 30EH 29EH 28EH 27EH 27EH 29EH 28EH 28EH 26EH 137136 31EH 30EH 29EH 28EH 27EH 27EH 28EH 28EH 28EH 26EH 136135 30EH 30EH 29EH 28EH 26EH 27EH 28EH 28EH 27EH 26EH 135134 30EH 30EH 29EH 27EH 26EH 27EH 28EH 28EH 27EH 26EH 134133 30EH 29EH 28EH 27EH 26EH 26EH 28EH 28EH 27EH 26EH 133132 30EH 29EH 28EH 27EH 26EH 26EH 28EH 27EH 27EH 26EH 132131 29EH 29EH 28EH 27EH 26EH 26EH 27EH 27EH 27EH 25EH 131130 29EH 29EH 28EH 27EH 25EH 26EH 27EH 27EH 26EH 25EH 130129 29EH 28EH 28EH 26EH 25EH 26EH 27EH 27EH 26EH 25EH 129128 29EH 28EH 27EH 26EH 25EH 25EH 27EH 27EH 26EH 25EH 128127 29EH 28EH 27EH 26EH 25EH 25EH 27EH 26EH 26EH 25EH 127126 28EH 28EH 27EH 26EH 25EH 25EH 26EH 26EH 26EH 24EH 126125 28EH 28EH 27EH 26EH 25EH 25EH 26EH 26EH 25EH 24EH 125

123-124 28EH 27EH 27EH 25EH 24EH 25EH 26EH 26EH 25EH 24EH 123-124121-122 28EH 27EH 26EH 25EH 24EH 24EH 26EH 25EH 25EH 24EH 121-122119-120 27EH 27EH 26EH 25EH 24EH 24EH 25EH 25EH 24EH 23EH 119-120117-118 27EH 26EH 25EH 24EH 23DH 24DH 25EH 25EH 24EH 23DH 117-118115-116 26EH 26EH 25EH 24DH 23DH 23DH 24EH 24EH 24DH 23DH 115-116113-114 26EH 25EH 25EH 24DH 23DH 23DH 24DH 24DH 23DH 22DH 113-114111-112 25EH 25EH 24DH 23DH 22DH 22DH 24DH 23DH 23DH 22DH 111-112109-110 25EH 25DH 24DH 23DH 22DH 22DH 23DH 23DH 23DH 22DH 109-110107-108 25DH 24DH 23DH 22DH 21DH 22DH 23DH 23DH 22DH 21DH 107-108105-106 24DH 24DH 23DH 22DH 21DH 21DH 22DH 22DH 22DH 21DH 105-106103-104 24DH 23DH 23DH 22DH 21DH 21DH 22DH 22DH 21DH 20DH 103-104101-102 23DH 23DH 22DH 21DH 20DH 21DH 22DH 21DH 21DH 20DH 101-10298-100 23DH 22DH 22DH 21DH 20DH 20DH 21DH 21DH 21DH 20DH 98-10095-97 22DH 22DH 21DH 20DH 19DH 20DH 21DH 20DH 20DH 19DH 95-9792-94 22DH 21DH 21DH 20DH 19DH 19DH 20DH 20DH 19DH 19DH 92-9489-91 21DH 21DH 20DH 19DH 18CH 18CH 20DH 19DH 19DH 18CH 89-9186-88 20DH 20DH 19DH 19DH 18CH 18CH 19DH 19DH 18CH 17CH 86-8883-85 20DH 19DH 19DH 18CH 17CH 17CH 18CH 18CH 18CH 17CH 83-8580-82 19DH 19DH 18CH 17CH 17CH 17CH 18CH 18CH 17CH 16CH 80-8277-79 18DH 18DH 18CH 17CH 16CH 16CH 17CH 17CH 17CH 16CH 77-7974-76 18DH 17CH 17CH 16CH 15CH 16CH 17CH 16CH 16CH 15BH 74-7670-73 17CH 17CH 16CH 16CH 15BH 15BH 16CH 16CH 15CH 15BH 70-7366-69 16CH 16CH 15CH 15CH 14BH 14BH 15CH 15CH 15BH 14BH 66-6962-65 15CH 15CH 15CH 14BH 13BH 14BH 14BH 14BH 14BH 13BH 62-6558-61 15CH 14CH 14BH 13BH 13BH 13BH 14BH 13BH 13BH 13BH 58-6154-57 14CH 13BH 13BH 12BH 12BH 12BH 13BH 13BH 12BH 12BH 54-5750-53 13BH 13BH 12BH 12BH 11BH 11BH 12BH 12BH 12BH 11AH 50-5345-49 12BH 12BH 11BH 11BH 10AH 11AH 11BH 11BH 11BH 10AH 45-4940-44 11BH 11BH 10BH 10AH 10AH 10AH 10BH 10AH 10AH 9AH 40-4435-39 10BH 10BH 9AH 9AH 9AH 9AH 9AH 9AH 9AH 8AH 35-3930-34 9BH 9AH 8AH 8AH 8AH 8AH 8AH 8AH 8AH 8AH 30-3425-29 8AH 8AH 7AH 7AH 7 7AH 7AH 7AH 7AH 7 25-2920-24 7AH 7AH 6AH 6AH 6 6 6AH 6AH 6 6 20-2415-19 6AH 6AH 5AH 5 5 5 5 5 5 5 15-1910-14 5AH 5AH 4 4 4 4 4 4 4 4 10-14

5-9 5-9

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90 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Lightning BallCriticals: Heat(H), Heat(H), Heat(H)

Roll NoneHeavy Clothes Soft Leather Scaled Hide Laminar

Rigid Leather Metal Scale Mail Brigandine Plate Roll

150 50EH 49EH 47EH 42EH 40EH 45EH 44EH 43EH 41EH 43EH 150149 50EH 49EH 47EH 42EH 40EH 45EH 44EH 43EH 41EH 43EH 149148 50EH 49EH 47EH 42EH 40EH 45EH 44EH 42EH 41EH 43EH 148147 50EH 49EH 47EH 42EH 40EH 45EH 44EH 42EH 41EH 43EH 147146 49EH 48EH 46EH 41EH 39EH 44EH 43EH 42EH 40EH 42EH 146145 49EH 48EH 46EH 41EH 39EH 44EH 43EH 42EH 40EH 42EH 145144 49EH 48EH 46EH 41EH 39EH 44EH 43EH 41EH 40EH 42EH 144143 48EH 47EH 45EH 41EH 39EH 43EH 43EH 41EH 40EH 42EH 143142 48EH 47EH 45EH 40EH 38EH 43EH 42EH 41EH 39EH 41EH 142141 48EH 47EH 45EH 40EH 38EH 43EH 42EH 41EH 39EH 41EH 141140 47EH 46EH 44EH 40EH 38EH 43EH 42EH 40EH 39EH 41EH 140139 47EH 46EH 44EH 40EH 38EH 42EH 41EH 40EH 39EH 40EH 139138 47EH 46EH 44EH 39EH 37EH 42EH 41EH 40EH 38EH 40EH 138137 46EH 45EH 44EH 39EH 37EH 42EH 41EH 39EH 38EH 40EH 137136 46EH 45EH 43EH 39EH 37EH 41EH 41EH 39EH 38EH 40EH 136135 46EH 45EH 43EH 38EH 37EH 41EH 40EH 39EH 38EH 39EH 135134 45EH 44EH 43EH 38EH 36EH 41EH 40EH 39EH 37EH 39EH 134133 45EH 44EH 42EH 38EH 36EH 41EH 40EH 38EH 37EH 39EH 133132 45EH 44EH 42EH 38EH 36EH 40EH 39EH 38EH 37EH 38EH 132131 44EH 44EH 42EH 37EH 36EH 40EH 39EH 38EH 36EH 38EH 131130 44EH 43EH 41EH 37EH 35EH 40EH 39EH 37EH 36EH 38EH 130129 44EH 43EH 41EH 37EH 35EH 39EH 39EH 37EH 36EH 38EH 129128 43EH 43EH 41EH 37EH 35EH 39EH 38EH 37EH 36EH 37EH 128127 43EH 42EH 41EH 36EH 35EH 39EH 38EH 37EH 35EH 37EH 127126 43EH 42EH 40EH 36EH 34EH 39EH 38EH 36EH 35EH 37EH 126125 42EH 42EH 40EH 36EH 34EH 38EH 37EH 36EH 35EH 37EH 125

123-124 42EH 41EH 40EH 35EH 34EH 38EH 37EH 36EH 35EH 36EH 123-124121-122 41EH 41EH 39EH 35EH 33EH 37EH 37EH 35EH 34EH 36EH 121-122119-120 41EH 40EH 38EH 34EH 33EH 37EH 36EH 35EH 34EH 35EH 119-120117-118 40EH 39EH 38EH 34EH 32EH 36EH 35EH 34EH 33EH 35EH 117-118115-116 40EH 39EH 37EH 33EH 32EH 36EH 35EH 34EH 32EH 34EH 115-116113-114 39EH 38EH 37EH 33EH 31EH 35EH 34EH 33EH 32EH 33EH 113-114111-112 38EH 38EH 36EH 32EH 31DH 34EH 34EH 33EH 31DH 33EH 111-112109-110 38EH 37EH 35EH 32DH 30DH 34EH 33EH 32EH 31DH 32EH 109-110107-108 37EH 36EH 35EH 31DH 30DH 33EH 33EH 31DH 30DH 32DH 107-108105-106 36EH 36EH 34EH 31DH 29DH 33EH 32DH 31DH 30DH 31DH 105-106103-104 36EH 35EH 34EH 30DH 29DH 32DH 31DH 30DH 29DH 31DH 103-104101-102 35EH 34EH 33EH 29DH 28DH 32DH 31DH 30DH 29DH 30DH 101-10298-100 34EH 34EH 32DH 29DH 28DH 31DH 30DH 29DH 28DH 30DH 98-10095-97 33EH 33EH 31DH 28DH 27DH 30DH 29DH 28DH 27DH 29DH 95-9792-94 32DH 32DH 31DH 27DH 26DH 29DH 29DH 28DH 27DH 28DH 92-9489-91 32DH 31DH 30DH 26DH 25DH 28DH 28DH 27DH 26DH 27DH 89-9186-88 31DH 30DH 29DH 26DH 24DH 27DH 27DH 26DH 25DH 26DH 86-8883-85 30DH 29DH 28DH 25DH 24DH 27DH 26DH 25DH 24DH 25DH 83-8580-82 29DH 28DH 27DH 24DH 23CH 26DH 25DH 24DH 23DH 25DH 80-8277-79 28DH 27DH 26DH 23DH 22CH 25DH 24DH 23DH 23CH 24DH 77-7974-76 27DH 26DH 25DH 22CH 21CH 24DH 23DH 23CH 22CH 23DH 74-7670-73 26DH 25DH 24DH 22CH 21CH 23DH 23DH 22CH 21CH 22CH 70-7366-69 24DH 24DH 23DH 20CH 19CH 22CH 21CH 21CH 20CH 21CH 66-6962-65 23DH 23DH 22DH 19CH 18BH 21CH 20CH 20CH 19CH 20CH 62-6558-61 22DH 21DH 21CH 18CH 17BH 20CH 19CH 19CH 18BH 19CH 58-6154-57 21DH 20DH 19CH 17BH 16BH 18CH 18CH 17BH 17BH 18BH 54-5750-53 19DH 19CH 18CH 16BH 15BH 17CH 17BH 16BH 16BH 17BH 50-5345-49 18CH 18CH 17CH 15BH 14AH 16BH 16BH 15BH 15BH 15BH 45-4940-44 16CH 16CH 15CH 14AH 13AH 15BH 14BH 14BH 13AH 14BH 40-4435-39 15CH 15CH 14BH 12AH 12AH 13BH 13BH 12AH 12AH 13AH 35-3930-34 13CH 13BH 12BH 11AH 10 12AH 12AH 11AH 11 11AH 30-3425-29 12BH 11BH 11BH 10 9 10AH 10AH 10 9 10 25-2920-24 10BH 10BH 9AH 8 8 9 9 8 8 8 20-2415-19 8BH 8AH 8AH 7 6 7 7 7 7 7 15-1910-14 7AH 7AH 6 6 5 6 6 6 5 6 10-14

5-9 5-9

Page 91: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 91

Cold Critical Strike Table Roll A B C D E

Hea

d

1 Just mist. + 1 Hit

A cool breeze musses foe’s hair. Brk

Your blast looks good, works poorly. + 4 Hits

It isn’t nice to hit someone in the face with a snowball. + 1 Hit, Daze

Small patch of foe’s cheek goes numb with frostbite.

-5, Brk

Che

st

2 - 3 Mild chill fails to impress foe.

+ 2 HitsTiny patch of frost glistens on foe’s chest.

+ 4 HitsFoe experiences just a nip of frostbite.

+ 1 Hit, -5Foe breaks out in goosebumps.

+ 4 Hits, -5

Like a jab in the chest by Jack Frost. Frostbitten area is curiously circular.

-10

Gro

in

4 - 5 Better than nothing. Keep trying.

+ 4 HitsCold hits foe’s groin.

+ 1 Hit, Daze

Foe gets a small frozen patch just above the hip. + 3 Hits, -5

Foe shivers with the chill. + 11 Hits

Pelvic frostbite draws a gasp of shock from foe. + 3 Hits, -10

Leg

6 - 1

0 Frostbite on the knee annoys foe. + 2 Hits, -5

Small patch freezes above foe’s knee. + 4 Hits, -5

Suddenly chill foot throws foe off his game.

+ 3 Hits, Daze, Stag

Foe’s lower leg pales where frostbite sets in. + 1 Hit, -15

Foe now has a frostbitten toe. + 14 Hits, -5

Arm

11 -

15 Foe flinches from icy touch on shoulder, falls flat.

Prone

Cold sears along foe’s forearm. Foe drops anything held in the hand.

+ 3 Hits

Foe jumps back as hand feels like ice. Made him flinch!

+ 2 Hits, KB

Skin on foe’s wrist goes the white of frostbite. + 1 Hit, -20

Upper arm takes the brunt, leaving foe with a large patch of frostbite.

-25

Hea

d

16 -

20

Foe’s ear grows white as frostbite gnaws at it like a hungry winter wolf of living cold

described by a frustrated novelist. + 1 Hit, Ftg(-10), Daze, Brk

Frost numbs one whole side of foe’s face. St, Brk

Frost races across foe’s head as scalp freezes. Bits of hair break off and shatter

on the floor. + 7 Hits, St

Frost gathers like a short beard under one side of foe’s jaw, hiding a patch of frostbite. Foe cannot move jaw to speak or bite for

3 rounds. + 2 Hits, -10, Daze

Cold bursts across foe’s face, leaving lots of small patches of frostbite. Numb senses give foe -50 to Perception for five rounds.

-20

Che

st

21 -

25 Painful patch of frostbite forms over ribs. + 1 Hit, -15

Blast of cold leaves a white frozen patch in the center of foe’s chest.

+ 1 Hit, -20

Skin flakes away from frostbite patch on foe’s chest.

+ 1 Hit, -25

Sudden cold cracks one of foe’s ribs. + 12 Hits, -20

Cold triggers muscle spasm that squeezes air from foe’s lungs. Foe drops, fighting

for air. + 11 Hits, Down

Gro

in

26 -

35 Strike catches foe in the side below ribs, freezing a patch of skin.

-20

Frostbitten patch of skin in groin hurts whenever foe moves legs. Foe is at half

movement rate until healed. + 1 Hit, -10, Ftg(-10)

Bitter cold to the groin freezes patches of skin and sends a shiver up foe’s spine.

+ 3 Hits, -30

Foe shivers uncontrollably, dropping anything in his hands.

+ 24 Hits, Ftg(-10)

Cold causes muscle spasm that strains back, devastates foe.

-20, Down

Leg

36 -

45 Mist rolls down foe’s leg from a frozen patch on his thigh.

+ 5 Hits, -20

Ice grips foe’s ankle, causing minor frostbite, but sending extraordinary pain

up a sensitive nerve. + 2 Hits, -5, SUP

Whole top of foe’s foot frostbitten. Foot frost-welded to the ground for a moment.

+ 4 Hits, -35

Foe’s lower leg sheathed in ice, weight causes foe to stumble back for balance. Foe pulls muscle in back of knee. Ice

falls off. + 10 Hits, -20, KB, Brk

Cold momentarily leaves foe’s legs numb and wobbly. + 14 Hits, SUP, KB

Arm

46 -

55 Foe is frostbitten along back of fingers, drops anything in that hand.

+ 11 Hits, -10

Frostbite reaches fingers of cold deep into bicep. Foe recoils.

+ 4 Hits, -20, KB

Cold grips foe’s arm, sending a sudden change in blood pressure and stray nerve impulses that confuses foe’s whole body.

+ 18 Hits, Ftg(-10), Down

Frostbitten elbow causes tears to well in foe’s eyes.

+ 12 Hits, -40, Daze

Cold snaps foe’s wrist. Pain is unbearable. + 1 Hit, -40, Down

Arm

56 -

65 You give foe the cold shoulder. + 3 Hits, -20, KB

Cold along lower arm causes foe’s muscle to twitch, tear slightly, and send a massive

signal through a pain nerve. + 4 Hits, -5, St, SUP

Foe’s hand is gripped by cold. Speaking of grips, foe loses his on anything in

that hand. + 24 Hits, SUP

Upper arm takes frostbite from shoulder to elbow. + 10 Hits, -60

Frostbite now runs from foe’s palm to a little above the elbow.

+ 10 Hits, -70

Gro

in

66

Cold bites deep, doing damage to foe’s kidney.

+ 11 Hits, -50, Ftg(-20), Down, Brk

Blast of cold to foe’s groin leaves it with massive frostbite. -20 to enemy morale.

+ 13 Hits, -100

Frost forms over foe’s abdomen and groin. Foe collapses in shock.

+ 23 Hits, -100, Down

Deep striking cold bursts foe’s spleen. He is active for another 20 rounds, before

keeling over stone dead. + 3 Hits, -20

Chill overwhelms foe. Core temperature drops, causes biological shutdown (aka death) after 9 rounds of 80% activity.

+ 12 Hits, Down

Leg

67 -

75 Large patch of skin frozen, affecting the thigh muscle directly in some places.

+ 1 Hit, -40, Daze

Front half of foot frostbitten. Numbness costs foe his balance.

+ 3 Hits, -5, SUP, Down

Ice cold thighs suffer frostbite. Foe shivers. + 13 Hits, -50, Ftg(-10), Brk

Foe’s knee experiences major frostbite. Foe is at half movement rate until healed.

+ 3 Hits, -70

Frostbitten foot bleeds as skin splits open. Foe is at half movement rate until healed.

+ 20 Hits, 2B, -30, Down

Che

st

76 -

80 Frostbite sears foe’s chest. + 3 Hits, -50

Cold wreathes foe’s chest, forcing air from foe’s lungs. Foe drops, gasping for breath.

+ 30 Hits, Ftg(-20), Down, Brk

Death’s icy fingers claw at foe’s breast. Frostbite lingers.

+ 1 Hit, -55, SUP

Ice covers foe’s chest, causes not only frostbite but driving the air from his

lungs. +20 to friendly morale. + 1 Hit, -55, Ftg(-10), Down

Cold punches into chest, burning skin and down into lung. Foe coughs up mist a few times. Foe is at -25 to Fatigue checks.

+ 1 Hit, -90, Ftg(-10), Brk(-25)

Hea

d

81 -

85

Foe’s ear grows white as frostbite gnaws at it like a hungry winter wolf of living cold

described by a frustrated novelist. + 1 Hit, -50, Ftg(-10), Daze

Foe’s head is dusted with frost. Nose suffers frostbite, while the brain is a bit

overwhelmed. + 22 Hits, -20, Ftg(-10), Down, Brk(-25)

Foe suffers frostbite to the side of head, parts of the ear break off and fall.

+ 22 Hits, -70

Frostbite along whole side of face damages eye. Foe blind on that side until healed.

Skin on cheek splits. + 14 Hits, 2B, -75

Foe’s whole head caught out in the cold, frostbite on ears, chin and nose. Foe’s numbed Perception is at -50 for six

rounds. + 4 Hits, -80, Ftg(-10), SUP

Arm

86 -

90

Foe raises arm to shield his face from cold, backpedaling. Foe saves face, suffers

frostbitten arm. + 11 Hits, -50, KB

Frostbite reaches from foe’s hand to mid-forearm. Foe drops anything in his hand.

+ 5 Hits, -50, Ftg(-10), SUP

Foe’s whole arm locks up, then bends again at the elbow with a pop of breaking

frost and torn tendons. Foe drops anything held in the hand.

+ 10 Hits, -70, SUP

Cold leaves frostbite up and down foe’s arm; shock almost causes foe to pass out. Foe drops anything held in either hand.

+ 15 Hits, -80, Ftg(-10), Down

Foe’s arm is frozen and useless. Cold will spread and stop heart in 6 rounds.

+ 4 Hits

Leg

91 -

95 Frostbite covers much of foe’s lower leg. -60, Ftg(-10), SUP

Frostbite covers whole foot, but two toes are frozen through, and will need to be

amputated. + 4 Hits, -75, Down

Foe’s leg is numb with cold, resulting in wrongly placed weight snapping lower

leg bone. Foe at half movement rate until healed.

+ 22 Hits, -75, Ftg(-10), Down

Foe’s legs are engulfed in cold. Frost crisscrosses foe’s extremities. Core

temperature drops. In 12 rounds, foe dies. + 10 Hits

Foe’s leg is covered in ice, limiting foe to 10% movement. Foe will freeze to death

in 10 rounds. + 14 Hits, Daze, Brk(-25)

Gro

in

96 -

97 Frozen abdomen causes spasm, foe drops, breaks hip.

+ 13 Hits, -65, Down, Brk

Frozen groins are always funny when they happen to someone else. +20 friendly

morale. + 20 Hits, -55, Ftg(-10), St, SUP, Brk

Foe winded as stomach tightens under oppressive cold. Core temperature

plummets; foe dies in 9 rounds. + 4 Hits, Ftg(-10)

Deep freeze to groin, reproductive organs shatter (destroyed). Foe dies of shock in

six rounds. + 1 Hit, -20, St

Deep frost burns midsection, pelvis shatters and both legs go limp. Foe spends 20 rounds of inactivity, dies from shock

and cold. -5, Daze, Brk

Che

st

98 -

99

Cold penetrates to lung, causes internal rupturing. Foe is at -25 to Fatigue checks

until healed. + 11 Hits, -100, Ftg(-10), Brk

Cold is too diffuse to do much specific damage (touch of frostbite), but core temperature drops lethally. Death in

15 rounds. -10

Foe freezes to death in six rounds. Until then, you are not safe.

+ 5 Hits, -10, SUP, Brk

Foe’s heart is frozen, stops. Foe dies instantly. -20 enemy morale.

+ 2 Hits, -10, Brk

Foe’s heart is frozen solid, ice tearing apart the entire structure. Death is swift and

gruesome (but out of sight). + 1 Hit, -5

Hea

d

100 Ice forms in blood vessels. Brain starved.

Foe dies in six rounds. Foe chokes as saliva freezes, blocks throat.

Foe dies in four rounds. + 3 Hits, -5, Ftg(-10), Down

Foe shudders, loses life as arteries in neck shatter. -20, Stag

Foe’s head freezes, leaking blood before it too freezes. Foe is dead. -20 enemy

morale. + 3 Hits

Foe’s skull cracks and frozen brain peeks out. Gruesome death of foe gives -20 to

enemy morale. + 20 Hits, -20

9. Critical and Fumble Tables

Page 92: 0230-RMU-ArmsLaw

92 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Electricity Critical Strike TableRoll A B C D E

Hea

d

1

Foe’s hair stands on end as it takes a charge. + 1 Hit

Some sizzle and smell of ozone around foe’s head.

+ 2 Hits

Shockingly ineffective. + 4 Hits

Electrical arcs across foe’s skull, and foe’s body twitches.

+ 1 Hit, Daze

Skin along foe’s cheek is burnt by arcing current. + 2 Hits, -5

Che

st

2 - 3 Much light, little damage.

+ 2 Hits

Foe’s muscles twitch as small sparks race across his chest.

+ 4 Hits

Foe’s heart skips a beat as current flows through chest.

+ 1 Hit, Stag

Spark catches foe in the side of the chest. + 4 Hits, -5

Blast catches foe mid-chest, knocking foe down.

Prone

Gro

in

4 - 5

Mild shock to groin does not seem to please foe.

+ 4 Hits

Abdominal muscles twitch and dance. + 6 Hits

Foe twitches as current flows into groin and down legs.

+ 3 Hits, Daze

Arc to groin looks painful. + 11 Hits

Foe’s hairs all stand up as electricity enters foe’s belly.

+ 13 Hits

Leg

6 - 1

0 Current flows down foe’s leg. + 2 Hits, Stag

Power arcs into knee with a pop. + 4 Hits, -5

An arc starts between foe’s knees, slides to the ground.

+ 13 Hits

Leg twitches madly as sparks run down it. + 11 Hits, Stag

Mild burn results as current arcs through foot.

+ 4 Hits, -15

Arm

11 -

15 Zap to the shoulder makes foe twitch and drop anything held.

Mild burns to bicep as power surges up arm. Foe drops anything held.

+ 3 Hits

Bolt strikes foe’s arm. Foe staggers back. + 2 Hits, KB

Electricity running up and down foe’s arm motivates fallback, fails to do much harm.

+ 6 Hits, KB

Sparks arc up forearm, damaging nerves. -20, Daze

Hea

d

16 -

20

Arc jumps to the tip of foe’s chin, leaving a small burn as it passes on through

foe’s body. + 3 Hits, -10

Current arcs into hinge of jaw, causing some nerve damage to that side of the face.

+ 12 Hits, -5

Power arcs to top of head, setting hair on fire for a moment and burning scalp as

foe spasms. + 2 Hits, -20

Sudden electrical surge across foe’s skull proves a distraction.

+ 2 Hits, SUP

Zap catches foe just under the chin, twitch strains a neck muscle.

-5, SUP

Che

st

21 -

25 Skin on foe’s chest burns a bit as arc rebounds to floor.

+ 1 Hit, -10, Stag

A thunderbolt to the torso reminds foe he lives in a wondrous world of magical

enchantments. + 21 Hits

Blast to chest skips heart, but rattles the nerves on its way down to the feet.

+ 1 Hit, Down

Hard current to the side of the chest causes hard spasms that crack rib.

+ 10 Hits, -20, Brk

Foe struck just below shoulder and feels like Thor’s bowling pin.

+ 1 Hit, SUP, Prone

Gro

in

26 -

35 Foe buckles around zap to the gut as power burns muscle internally.

-20

Power arcs into groin and down leg, and foe’s body spasms.

+ 1 Hit, Down

Power drives deep into belly, knotting intestines up in spasms.

+ 13 Hits, Daze, St

Power rips across ribs, muscles tear as they clench ferociously. + 12 Hits, -20, Stag, Brk

Arc into groin and down leg causes nerve damage. + 15 Hits, -30

Leg

36 -

45 Zap deep into thigh damages muscle. Foe loses 20% activity.

+ 5 Hits, -10

Power arcs down foe’s legs, causing a momentary loss of control.

+ 17 Hits, KB

Arc into foot. Muscle clenches and reduces foe’s movement pace to half normal until

wound heals. + 4 Hits, -20, Daze

Blasted ankle spasms, and foe tumbles. + 12 Hits, 2Daze, Down

Snap to hip sends spike of pain into foe as it damages cartilage in joint.

+ 24 Hits, -30

Arm

46 -

55 Electricity enters the arm, but makes the legs fold as it grounds.

+ 4 Hits, Down, Brk

Power enters upper arm, damaging muscle, and causing foe to drop anything

held. + 4 Hits, -20, Daze

Hand jerks into a claw so hard tendons tear. Hand unusable for 10 rounds.

+ 3 Hits, -20

Power arcs into forearm, burning the skin. Foe drops anything held.

+ 2 Hits, -20, Down

Upper arm jerks as current enters it; nerves damaged, whole arm goes numb.

+ 1 Hit, -60, Stag

Arm

56 -

65 Power burns deep into shoulder, damaging cartilage. Foe drops anything held.

+ 13 Hits, -10, Stag

Strike to wrist flows up arm, disrupting nervous system. + 22 Hits, Down, Brk

Arcing power strikes arm, which spasms and releases anything held.

+ 24 Hits, SUP

Foe is knocked down by arcing bolt to shoulder. Spectacle of blast delivers -20

penalty to enemy morale. 2SUP, Prone

Foe’s hand is severely burnt by electrical energies. + 10 Hits, -70

Gro

in

66

Foe takes it right in the belly button. Spasms tear muscles all around

midsection. + 13 Hits, -70, St

Zap to top of pelvis damages nerves en route to ground.

+ 11 Hits, -100, Prone, Brk

Thunderbolt to the groin is like a kick from Zeus. The burns are terrible.

+ 23 Hits, -100, Down

Little visible damage shows from shock to abdomen, but liver damage cause foe to die

after 6 further rounds of activity. + 3 Hits, -20

Power arcs across foe’s groin and stomach. Internal damage to intestines will catch

up to foe in 12 rounds, causing death. + 2 Hits, -20, Down

Leg

67 -

75

Foe’s knee buckles under assault from savage arc. Foe drops anything held,

clutches at knee. + 11 Hits, Down

Power sears toes on way to ground, two toes burned and blistered.

+ 13 Hits, -20, SUP

Power drives into ankle and down into foot. Tendons in ankle damaged.

+ 15 Hits, -30, Down

Pain from leg strike causes foe to turn own ankle, tear muscle. + 3 Hits, -50, Daze, Down

Foe’s thighs become the target. Foe is burned and thrown to the ground.

+ 23 Hits, -20, SUP, Down, Brk

Che

st

76 -

80

Nerves are momentarily overwhelmed as arc strikes foe’s chest. Foe drops anything

held. + 13 Hits, Daze, Down

Power arcs into one rib, boiling marrow, rib breaks in two places. Foe loses 20%

activity pondering the pain. + 10 Hits, -45, Brk

Center strike to sternum makes foe dance with spasms, muscles tear on both sides

of chest. + 1 Hit, -80

Strike catches foe in the armpit and arcs down side, damaging muscles. Anything

held is dropped. + 31 Hits, -55

Direct strike momentarily pauses foes heart, leaving that organ damaged. Foe at

-25 to Fatigue checks until healed. -50, SUP, Down

Hea

d

81 -

85 Strike to forehead knocks foe down, while foe’s head is badly burned.

+ 1 Hit, -50, Prone

Electricity passes through one eyeball, damaging it in a blue flash.

+ 11 Hits, -50, St

Outer ear melts a bit as arcing charge ravages inner ear, but damage to both

saves foe’s brain. + 10 Hits, -50, Ftg(-10), Down, Brk

Foe takes nerve damage in face due to electrical blast, as well as falling and

dropping anything held. + 4 Hits, -60, Ftg(-20), Down

Powerful sparks envelop foe’s head, singing hair and cracking a clenched jaw. All foe’s magic items glow green for three rounds.

+ 24 Hits, -50, SUP, KB

Arm

86 -

90

Like a reverse lightning bolt, arc enters foe’s palm; muscles in hand tear as they spasm.

Foe takes it hard. + 11 Hits, -25, St, SUP

Charge flows deep into forearm, damaging tendons. Foe drops to ground, drops

anything held. -35, SUP, Down

Arc into arm makes arm hyperextend, bone in forearm snaps.

+ 23 Hits, -65, Down, Brk

Power surge to upper arm internally cooks muscle. Anything held is dropped.

-75, 2SUP

Arc enters through foe’s arm. On the way through foe’s body, it destabilizes

the heart. Foe lasts six more rounds, then drops dead.

+ 4 Hits

Leg

91 -

95 Flow of power pulls muscles so tight they crack hip bone. Foe loses 20% activity.

-55, Down

Power arcs through foot to ground, cooking flesh on bottom of foot. Foe is at

half movement rate until it heals. + 4 Hits, -50, 2SUP

Arc through knee shatters bone. Foe drops anything held and staggers back.

+ 12 Hits, -100, KB

Electricity wreathes foe’s legs and down foe goes. Foe may rise again, but 7 rounds

later a surge through the nerves stops foe’s heart.

Prone

Spasms from entering arc tear tendons in lower leg. Feedback through nervous

system stops heart 4 rounds later. + 3 Hits, -30

Gro

in

96 -

97

Electricity pours into foe’s abdomen, damaging the stomach. Surging power

carries half of foe’s PP away with it. + 5 Hits, -50, Down

Power surges deep into pelvis, knocking foe down and damaging nerves. Foe’s

magic items glow blue for three rounds. + 2 Hits, -55, Daze, 2SUP, Prone

Foe spasms for a moment as arc strikes at waist height. Freak injury leaves foe

paralyzed. + 9 Hits

Electricity enters groin, wanders nervous system. After six rounds of 80% activity,

foe drops dead. + 1 Hit, Daze, SUP, Stag

Power fries abdominal organs. Foe is inactive for the 12 rounds it takes to die.

+ 2 Hits, Daze, Stag

Che

st

98 -

99 Foe cannot stand against direct hit to chest. Muscle spasms crack two ribs.

+ 23 Hits, -50, Ftg(-10), SUP, Down

One rib cracks, but it punctures a lung. Foe is active 4 rounds, spends 3 more

concentrating on coughing blood, then dies.

-10

Arc misses the heart. Foe drops anything held, sighs in relief, dies six rounds later as

nerves fail to keep lungs going. + 2 Hits, SUP, Stag

Foe falls and flops around like a fish. (Heart damaged, foe dead in 15 rounds.)

-20 to enemy morale. + 2 Hits, -10, Brk

Charge arcs into chest, lungs damaged and heart destroyed.

+ 1 Hit, -5

Hea

d

100 Arc to base of neck, then straight down

spine leaves foe paralyzed.

Strike damages nose, leaving interior burnt. Five rounds later, the tongue swells

up, choking foe to death. + 3 Hits, -20, St

Foe glows blue as power arcs through foe’s head. Neural disruption stops heart, foe dies. Foe’s magic items glow for a day.

+ 15 Hits

Head strike shuts down brain, foe dies unless he has extra brain ready to go.

+ 13 Hits

Brain is cooked by direct current through head. Bits dribble out the ears.

+ 10 Hits, SUP, KB

Page 93: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 93

Grapple Critical Strike TableRoll A B C D E

Hea

d

1 You rip a few hairs from foe’s head. + 1 Hit

For a moment, you grab foe’s chin, but then you lose your grip.

Brk

Slap to side of neck results in missed hold. + 4 Hits

Yank on foe’s ear damages cartilage. + 1 Hit, -5

Hair-pulling is not an elegant maneuver, but you take what you can get.

+ 2 Hits, 5%G

Che

st

2 - 3 Are you wrestling or copping a feel?

Brk

You can feel foe’s ribs but cannot get a hold on him.

+ 4 Hits

Weak grip on foe’s chest reminds you of a bad date. + 1 Hit, 5%G

Loose grip on foe’s chest pulls foe off balance.

+ 4 Hits, Stag

You produce hairline fracture in one of foe’s ribs with your crushing hold, but

then he wiggles free. -10

Gro

in

4 - 5

Attempt to grab is more like a punch in the belly.

+ 4 Hits

You gain a loose hold around the belly. + 1 Hit, 5%G

You do not have much of a grip on your foe, but it would do for dancing.

+ 3 Hits, 5%G

Grab misses legs, settles around waist. + 4 Hits, 5%G, Brk

You manage a half solid grasp around foe’s waist. + 3 Hits, 10%G

Leg

6 - 1

0 You clutch one leg in an uncertain hold. + 2 Hits, 5%G

You have a hand on your foe’s leg. + 4 Hits, 5%G

Quick grab gets foe by one leg, pulls foe closer.

+ 3 Hits, 5%G, Daze

You now have a well-earned ankle hold on your foe. + 1 Hit, 15%G

Both your hands grip foe’s lower leg. + 4 Hits, 15%G

Arm

11 -

15 Weak grip on forearm pulls foe off balance. Daze, Stag

Routine move jerks foe to one side by the arm.

+ 3 Hits, 5%G, Stag

You grab foe’s arm, send him stumbling back as he slips from your grasp.

+ 2 Hits, KB

You pull foe toward you by one elbow. He pulls back and free, but also pulls a muscle

in his lower arm. + 1 Hit, -20

Jerking foe by the wrist almost dislocates his elbow.

-20, 5%G

Hea

d

16 -

20 You stick a finger in foe’s eye. Foul! + 3 Hits, -10

You get a loose grip on your foe’s face. In the process, you break any grip foe

has on you. 5%G, Brk

Neck grab cuts off air for a moment. + 2 Hits, 20%G

You secure a painfully tight grip around foe’s head 25%G, Brk

Foe’s head is secured. Now work on the rest of him.

30%G

Che

st

21 -

25 Get a grip! Done. + 1 Hit, 15%G

Grab at foe turns into more a wicked elbow.

+ 1 Hit, -5, St

Bruising squeeze to foe’s chest shows him who’s boss. + 1 Hit, 25%G

You have a pretty good grip, but don’t get overconfident.

+ 2 Hits, 30%G

Ribs creak as chest is compressed. Foe loses any grip he had on you.

+ 1 Hit, -25

Gro

in

26 -

35 You painfully grab foe through crotch around back. Not very sporting.

15%G, Stag

Squeeze around belly forces burp out of foe.

+ 1 Hit, 25%G

Solid squeeze to foe’s abdomen is sure to leave a bruise.

+ 1 Hit, -20, Prone, Brk

Now that’s just inappropriate! + 2 Hits, 25%G, Prone, Brk

You are firmly locked around foe’s waist. 45%G

Leg

36 -

45 You give foe’s knee a painful twist. -20, Ftg(-10)

Foe almost evades you, but grab hold of his thigh.

+ 12 Hits, 5%G, KB

Muscle in foe’s thigh is pulled as you get hold of his leg. + 4 Hits, -20, 15%G

With a solid grip on foe’s ankle, you make him wobble. 40%G, Stag, Brk

You wrap both of foe’s legs. + 4 Hits, 50%G

Arm

46 -

55 Painful grip on bicep feels like it is cutting arm off.

+ 1 Hit, -5, 25%G

Shoulder grab pulls arm up over foe’s head, straining shoulder muscle.

+ 4 Hits, -10, 25%G

Old wrestling trick twists arm painfully. + 13 Hits, 25%G, Ftg(-10), Daze

Wrist grab gives you control of foe’s arm. + 2 Hits, 50%G, Daze

Grip on foe’s elbow turns painful as you dig your fingers in.

+ 1 Hit, 50%G, St

Arm

56 -

65 Grasp of foe’s arm is bruising in its force. + 13 Hits, 25%G

Sharp jerk to forearm sprains foe’s elbow. + 4 Hits, -20, 25%G

Sharp jerk to forearm sprains foe’s elbow. You may take one item off your foe into your own possession, if it is less secured

than a worn ring. + 4 Hits, -5, 25%G

You yank foe’s arm behind his back. Foe loses anything held in that hand.

50%G, Ftg(-10), Daze

You take control of foe’s arm. Foe drops anything in that hand.

60%G, Ftg(-20)

Gro

in

66

Crushing grip on groin makes foe howl. -20 to enemy morale.

+ 3 Hits, -50, 5%G, Ftg(-10), Down

You tackle foe around waist, overwhelming him.

+ 3 Hits, 105%G, KB

Iron hold on foe’s lower torso put foe at your mercy. You may move foe and

yourself up to 20’ in any direction. + 11 Hits, 125%G, Brk

Crushing squeeze ruptures multiple internal organs. Foe fights on for six more

rounds, then dies. + 3 Hits, -5, KB

Unsanctioned wrestling move proves effective. Reveals reason it is unsanctioned

when ruptured spleen kills foe three rounds later.

+ 2 Hits, 25%G, Ftg(-10), KB

Leg

67 -

75 When you yank lower leg out and twist, foe bruises shoulder in fall.

+ 11 Hits, -10, 25%G

You are firmly locked around foe’s hips. + 3 Hits, 55%G

You grab foe’s lower leg, twisting the knee. The tortured joint gives under pressure.

-50, 20%G

You grip both of foe’s legs, yank foe off balance.

+ 3 Hits, 75%G, Daze

Foe is going to have trouble getting out of this hold.

-5, 90%G

Che

st

76 -

80 Tight squeeze empties foe’s lungs. Foe struggles to refill them.

+ 13 Hits, 15%G, SUP

One rib cracks with an audible pop as you squeeze foe’s torso.

+ 2 Hits, -10, 55%G

Chest squeeze deeply bruises muscle. + 16 Hits, -50, 15%G

Tackle wraps foe as you take him to the ground.

+ 1 Hit, 70%G, Down

Magnificent technique obtains a solid lock around the foe.

110%G

Hea

d

81 -

85 You grab foe around the head, pull him down.

+ 1 Hit, 50%G, Prone

You now have foe around the neck and by the hair at the same time.

+ 1 Hit, 75%G

Foe dodges your feint, moves right into your real attack. + 2 Hits, 65%G, SUP

Choke hold and tackle combined make foe feel a bit vulnerable. + 4 Hits, 50%G, Daze, SUP, Down

A hair pull move like this is rarely seen outside a women in prison movie.

+ 4 Hits, 100%G, Daze, KB

Arm

86 -

90 Arm twisted behind foe’s back produces wrenched shoulder tendons.

+ 1 Hit, -50, 25%G

Brutal wrench to shoulder pinches a nerve.

+ 10 Hits, -10, 75%G

You grasp foe’s wrist and shoulder, use arm as a level to handle foe’s body.

115%G

Double arm holds allow you excellent control of foe. Foe drops anything in

his hands. 125%G

Grip on foe’s arm is broken by desperate flailing that causes foe to injure his head.

Foe suffers brain damage that kills in 9 rounds.

+ 4 Hits

Leg

91 -

95 Ankle grab and twist looks as painful as it feels. -50, 25%G, St

You pull foe’s foot up and back behind him, pulling a muscle in his leg.

+ 2 Hits, -10, 100%G, Brk

Knee bends back painfully, knocking foe prone and damaging cartilage.

+ 12 Hits, -50, 25%G, SUP, Down

Leg hold leads to submission hold. Foe cannot free himself and will fall

unconscious after five rounds. + 10 Hits

Lucky leg grab topples foe. Foe hits head on ground. Foe falls into 1-10 hours of

unconsciousness. + 3 Hits, -5, 25%G

Gro

in

96 -

97 Lower body hold has foe all but helpless in your grasp.

100%G, Ftg(-10)

Crushing damages kidneys, foe will pee blood for a week.

+ 2 Hits, -55, 75%G

Grab between foe’s legs brings foe under control. Foe cannot escape so long as

you concentrate. You can kill foe with 3 rounds pressure.

+ 4 Hits, Stag

Stomach gives under force of your grip and foe dies in four rounds, vomiting

blood. + 1 Hit, 30%G, Daze

You take your foe down. Foe’s neck breaks and after six inactive rounds, foe dies.

+ 2 Hits, -10

Che

st

98 -

99 Four ribs crack as you tighten grip on foe’s chest.

+ 3 Hits, -50, 50%G, SUP

Unbreakable pressure on foe’s chest, starving the body of oxygen, will render

foe unconscious in six more rounds. -10

Foe’s heart knocked off its rhythm by pressure. In four more rounds, it gives up

trying to recover the beat. -20, 20%G, Brk

You achieve more force than finesse, but that results in foe falling, breaking

spine, dying. + 12 Hits, Ftg(-10), Daze, Brk

You crush foe’s chest, driving broken ribs into lungs and heart. Blood splatters

from caved in cheat, then flows from foe’s mouth.

+ 1 Hit, 5%G

Hea

d

100

Stranglehold is one that foe cannot break. You have the option of killing foe or rendering him unconscious, taking 3

rounds in either case.

Foe’s throat crushed by neck hold. Foe fights on for 3 more rounds, coughs

morbidly through 3 rounds of inactivity, then dies.

+ 3 Hits, -10, 25%G

Perfect grip around head and neck allows you to choke foe unconscious or snap foe’s

neck at will. 25%G

Powerful wrench of foe’s head breaks spine, pulls skull loose from spine. Foe’s

head tilts as a sickening angle. + 3 Hits, 10%G

Skull crushed into paste scatters sharp shards of bone.

25%G, SUP

Page 94: 0230-RMU-ArmsLaw

94 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Heat Critical Strike TableRoll A B C D E

Hea

d

1 Marshmellow fire. + 1 Hit

Foe prefers cold beverages for 1 week. + 2 Hits

Fail smell of burnt hair. + 4 Hits

Slightly burn foe’s cheekbone. + 1 Hit, -5

Heat obscures foe’s vision. + 2 Hits, Daze

Che

st

2 - 3 No more than a smolder. Try harder.

+ 2 HitsHard, hot, breeze.

+ 4 HitsFoe evades, receiving but a scorch.

+ 4 Hits, BrkFoe escapes blast, but inhales smoke.

+ 4 Hits, Ftg(-10)

Clothing singed. The gods are with the foe today. He contemplates this.

+ 1 Hit, Daze, Brk(-25)

Gro

in

4 - 5

The air between the foe’s legs ripples with heat.

+ 4 Hits

A brief look of concern comes across foe’s face as his groin heats up.

+ 1 Hit, -5

Foe stumbles back while avoiding the blast.

+ 3 Hits, Stag

Foe drops to protect vitals. + 1 Hit, Prone

Pinpoint accuracy, but attack is weak. + 13 Hits

Leg

6 - 1

0 Foe dances to avoid flames. + 2 Hits, Daze

Burn to hip unbalances foe. + 4 Hits, Stag

Flame envelopes foe’s foot, but dissipates a moment later.

+ 3 Hits, -10

Blistering burn to shin, boots will be uncomfortable for a while.

+ 11 Hits, -5

Foe believes he escaped unharmed, but knee has been compromised.

-15, Brk(-25)

Arm

11 -

15 Burned shoulder causes foe to become distracted.

-5, Daze

Foe uses arm as a shield. Luckily the attack is weak.

+ 3 Hits, -10

Burn foe on the back of one hand. + 2 Hits, KB

Fire surrounds foe’s wrist creating a bracelet of blisters. + 1 Hit, -10, Ftg(-10), Daze

Searing heat to arm causes foe to drop anything held.

+ 15 Hits

Hea

d

16 -

20 It could have worked, but the fire was not impressive. Still hurts.

+ 13 Hits

Foe inhales hot air and vomitsm, reducing his DB by 20 next round.

+ 7 Hits

Blast moves quickly, but foe is quicker and moves back to escape.

-5, KB, Brk

Neck blisters prevent foe from speaking. + 12 Hits, -5

Burn to face causes foe to cry out and drop anything held to protect face. But

it is too late. -20

Che

st

21 -

25 Foe is in shock over his survival. + 1 Hit, St

Chest burn raises blisters, skin tightens and cracks.

+ 1 Hit, -20

Flames surround chest. Organic clothing and armor burn to nothing.

+ 1 Hit, -10, Daze

Foe shields face from blow, catching it in the armpit.

+ 2 Hits, -30

Blast to upper body causes intense pain, but no serious damage.

+ 20 Hits, Daze

Gro

in

26 -

35 Sizzling heat causes foe to jump back. Good instincts.

Ftg(-10), KB

Blistering burn to the groin causes ongoing problems.

-20, Brk(-50)

Cook vitals. You feel bad for foe. + 8 Hits, -25

Scorching heat makes moving painful. + 9 Hits, Ftg(-30), 3Daze

Pants on fire! Foe must spend next round concentrating on putting fire out (or

catch fire). + 10 Hits, -25

Leg

36 -

45 The faint smell of burning meat comes from foe’s thigh. + 5 Hits, -10, Ftg(-20)

Engulfing but brief flame unbalances foe. Any critical within 1 round will knock

him prone. -20, Brk

Charred skin falls away and begins to bleed.

+ 9 Hits, 2B, -20

Foe briefly turns to escape blast, but catches it on lower leg. + 2 Hits, -15, Ftg(-20), Stag, KB

Foe frantically thrashes about to escape destruction and ends up on the ground.

+ 14 Hits, Ftg(-30), Down

Arm

46 -

55

Foe finds it difficult to use his arm, due to the 2nd degree burns. Strange that it

doesn’t hurt. + 1 Hit, -30

Fry inner arm, bursting a minor blood vessel.

+ 4 Hits, 3B, -5, St

Burn two fingers on one of foe’s hand so badly charred skin begins to fall off.

+ 8 Hits, -15, SUP

Burn inner forearm, foe is lucky major blood vessels are not compromised.

+ 10 Hits, 1B, -10, 2St, Brk

Most of foe’s upper arm is scalded leaving a painful burn. + 11 Hits, -30, SUP

Arm

56 -

65 Painful arm burns cause foe to drop anything held.

+ 3 Hits, -25

Forceful blasts causes foe to drop and his skin crack.

+ 14 Hits, Ftg(-10), Daze, Down

For lashes out to knock the blast aside and receives painful burns that remind him

to not repeat it. + 2 Hits, -30, SUP, Brk

Foe’s shoulder sizzles like bacon fat. + 10 Hits, -35, Down

Flame spreads over foe’s hand, he shakes it off along with blackened skin.

+ 10 Hits, -55, St

Gro

in

66

Foe’s belly burns and splots. If armor is not removed it does 5 hits a round for 4

rounds from searing heat. + 3 Hits, -55, Daze, Down

Searing pain as vitals get incinerated. Foe is unable to reproduce. -20 to enemy

morale. + 8 Hits, -55, 2SUP

Fires burn into abdomen muscle exposing intestines.

+ 17 Hits, -100, Down, Brk(-50)

Flames encompass foe and slowly burn him to death over 5 minutes.

+ 23 Hits

Foe’s burning loins destroy him from the inside over 1 minute.

+ 12 Hits, -10, SUP

Leg

67 -

75 Foe falls backwards trying to escape heat, but still receives burns to the lower leg.

+ 11 Hits, -20, Ftg(-10), Prone

Foes skin peels back from his toes leaving burnt and bloody toenails.

+ 3 Hits, -40, St

Roast foe’s ankle and hear cracking bone. + 10 Hits, -60

Burn to knee melts flesh and exposes bone.

+ 1 Hit, 1B, -50, Down, Brk

Deep burn to outer thigh reveals muscle, leg fails momentarily.

+ 20 Hits, -70, Stag

Che

st

76 -

80

Flames engulf foe’s chest, licking at face. Foe must concentrate on beating out fire

(or catch fire). + 8 Hits, -20, St

Skin cracks. Foes gasps. It hurts. Bad. + 27 Hits, -40

Foe turns to side, but blast catches side and burns skin and muscle down to bone.

+ 6 Hits, 1B, -50, Daze, St

Burn runs from hip to armpit. Burning armor delivers 5 hits/round for 4 rounds

or until removed. + 6 Hits, -50, Ftg(-10), St, Brk(-100)

Flames dance in a peculiar way to burn what looks like a skull on foe’s chest.

+ 10 Hits, -50, St, Down

Hea

d

81 -

85 Flames leap at face and miss eyes but not much else.

+ 16 Hits, -40, Ftg(-10)

Most of foe’s outer ear is burned away. + 1 Hit, -50, Down

Heat fuses together foe’s lips. Foe cannot speak…or scream. (-10 enemy morale)

+ 2 Hits, -50, Ftg(-10), SUP

Nearly all of foe’s hair burns away and leaves his face burned and blistered.

+ 20 Hits, -80, Daze, Brk(-25)

Flames envelope foe’s head, burning scalp down to the skull.

+ 24 Hits, -70, Ftg(-10), Down

Arm

86 -

90 Foe gives off lots of smoke and muscle and tendon burns.

+ 1 Hit, -45, Ftg(-10), Down

Blast to foe’s hand knocks away anything held.

+ 13 Hits, -70, Brk

Cook most of skin on elbow causing foe to drop anything held.

-75, Ftg(-10), Down

Blood boils and vessels burst in arm. (-20 to enemy morale).

6B, -65, 2St

Forearm and hand incinerated leaving only bone. Foe drops and screams for 6

rounds. Then foe dies. + 4 Hits

Leg

91 -

95 Big toe burns away to nothing and the bone turns to ash.

+ 15 Hits, -50, St

Foe attempts to evade but flames engulf leg roasting it to a crisp black.

+ 16 Hits, -90, Brk(-75)

Skin peels back exposing foe’s entire lower leg.

+ 12 Hits, -100, SUP

Foe’s leg catches fire and burns hot. Fire cannot be smothered and foe dies after a

frantic minute. -10

Foot burned to char and cinder. Foe falls unconscious from pain and dies 10

minutes later. + 3 Hits, -30

Gro

in

96 -

97

Foe’s butt catches fire and the fat burns and smokes. Foe lets loose a blood

curdling scream and drops anything held. -45, SUP, Down

Foe’s pelvic bone pops through melting skin and tissue.

+ 20 Hits, -100, 2Daze, Brk

Entire lower back burns, exposing foe’s spine. Foe is paralyzed and burned alive

over 5 rounds. + 4 Hits, Daze

Foe’s intestine bursts, showering everyone within 5’ (-20 enemy morale). Foe dies

after 5 painful minutes. + 26 Hits

Groin burns away and legs fail. Foe drops only wishing death. His wish is granted.

+ 2 Hits, -5, Daze

Che

st

98 -

99 Solid blast knocks back foe, while any held weapon goes flying. + 13 Hits, -75, SUP, KB, Brk(-100)

Foe’s ribs are exposed as flame spreads over body. The smell of burnt flesh is

not easily forgotten. Foe burns, dying in 4 rounds.

Prone

Blast punches hole through chest, exposing beating heart. Heart continues

to beat for 2 minutes. (-20 enemy morale) + 2 Hits, -20, 2Daze

All of foe’s torso skin burns away. Foe expires in a heap.

+ 2 Hits, -20, Brk

Flames burn through foe’s body, destroying the heart and lungs.

+ 6 Hits

Hea

d

100

Foe’s face burns while he screams for 2 rounds. Then foe collapses and dies 9

rounds later.

One of foe’s eyes pops from the heat, while his tongue burns away. It’s a painful, but

silent death lasting 8 rounds. + 3 Hits, -10, SUP

Foe’s eyes boil away while the skin melts off face. Foe’s allies lose 10% action the

following round due to gawking. + 11 Hits, Brk(-25)

Foe’s neck burns completely away, leaving the head to fall to the floor.

+ 13 Hits

Foe’s face burns away, while boils out of skull through eye and ear holes.

+ 5 Hits, -20, Down

Page 95: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 95

Impact Critical Strike TableRoll A B C D E

Hea

d

1 Strike lands without force. + 1 Hit

Strike glances off foe. + 2 Hits

Some force is delivered in the general area of the foe’s head.

+ 2 Hits, Brk

Like a slap in the face, but not by someone strong. + 6 Hits

Solid blow comes like a knocking on foe’s skull. + 2 Hits, Daze

Che

st

2 - 3 Bump foe in the chest.

+ 2 Hits

Maybe you should have just thrown a stone. + 4 Hits

Well, at least it was enough to get foe’s attention + 4 Hits, Brk

Chest strike forces foe to exhale. + 7 Hits, Brk

Chest strike delivers a bruise. + 1 Hit, -5, Brk(-25)

Gro

in

4 - 5 Like a hard slap to the belly.

+ 4 Hits

Blow runs out of force before foe runs out of belly.

+ 1 Hit, Daze

Abdominal strike does minor muscle tear.

+ 3 Hits, -5

Impact to groin discomforts foe. + 1 Hit, -10

Breath knocked out of foe by belly blasting blow. + 6 Hits, Ftg(-10), Brk

Leg

6 - 1

0 Stinging slap to the leg boosts your confidence. + 3 Hits, Brk(-25)

Smart slapping sound as blow strikes foe’s leg fills you with pride.

+ 4 Hits, Daze

This blow is hard enough to leave a mark. + 3 Hits, -10

Weak blow catches foe off guard. + 1 Hit, KB

Lower leg takes a painful amount of force. + 4 Hits, St

Arm

11 -

15 Foe’s arm struckand drops anything held. You feel superior.

Arm flung out to one side, resulting in mild muscle tear.

+ 1 Hit, -10, Brk

Stinging blow to foe’s hand causes him to drop anything held.

Ftg(-10), Brk

Foe almost spins as arm is shoved by force of impact. + 4 Hits, KB, Brk

Force of blow cracks an arm bone. + 10 Hits, -15

Hea

d

16 -

20 Foe’s head snaps back, hard. + 3 Hits, Daze, Stag

Blow to head stretches neck, strains a muscle.

+ 10 Hits, -5, Brk

Whack to the neck makes foe gag, then spit.

+ 2 Hits, -10, Ftg(-10), Daze

Blow rings foe’s skull like a bell. SUP, Brk

Strike to throat slows foe down a bit. + 10 Hits, Ftg(-10), St

Che

st

21 -

25 Foe takes blow in the chest. + 11 Hits, -5

Blow hits solidly, knocks foe back a bit. + 6 Hits, KB

Impact rattles foe. It did not do great damage, but he sure felt it.

+ 2 Hits, Daze, KB, Brk(-25)

Like a well-thrown punch, strike to chest knocks wind out of foe.

-20, Ftg(-10), Stag, Brk

Force of blow shoves foe over. + 2 Hits, -5, Down, Brk(-25)

Gro

in

26 -

35 Groin strike stings foe. Nice cheap shot. + 3 Hits, St, Brk

Force catches foe across the hips, putting hairline fractures into those hips.

+ 4 Hits, -20, Brk

Blow to gut makes foe’s eyes roll back in his head.

+ 4 Hits, SUP, Brk(-25)

Eye-watering shot to groin leaves foe with a -30 to attack you (and only you) for the

rest of the fight. -5, Daze, Brk(-25)

Force of blow catches foe on the groin and takes him to the ground.

+ 10 Hits, SUP, Prone

Leg

36 -

45 Force of blow sweeps leg from under foe. Down

Foe’s knee bends painfully, but miraculous bends back unharmed.

+ 1 Hit, SUP, Brk(-50)

Blow takes foe’s feet out from under him. Foe barely recovers without going to the

ground. + 4 Hits, Ftg(-20), SUP

Bruising force is spread across foe’s thighs. + 47 Hits

Blow to foe’s leg does minor knee damage, with a side of acute pain.

+ 12 Hits, -10, Ftg(-10), SUP, Brk

Arm

46 -

55 Foe’s wrist takes brunt of blow, develops sprain.

+ 11 Hits, -20

Foe’s arm forced back into head with an amusing impact sound.

+ 12 Hits, SUP, Brk

Foe’s shoulder absorbs much of the impact, foe’s whole torso turns a bit.

+ 31 Hits, KB, Brk

Attack blasts foe’s arm, knocking foe off balance and down. In the fall, he jams a finger, causing minor muscle damage.

-5, SUP, Down, Brk

Foe takes blow on the wrist, bending it back and damaging tendons. Skin on

palm splits, blood makes escape. + 1 Hit, 2B, -55

Arm

56 -

65

Foe raises arm in an attempt to ward off blow. Arm slightly injured, force of blow transmits to body and takes foe

to ground. + 3 Hits, -10, Down

Blow to arm pulls muscle. + 20 Hits, -20, Daze, Brk(-25)

Foe’s arm pinned to side by force of blow, which rocks foe, not quite enough to bring

him down. + 34 Hits, SUP

Foe’s hand gets in the way, two fingers broken.

+ 4 Hits, -60, Brk(-50)

Elbow is twisted as foe is yanked to ground by force of impact. Joint is painful

and starts to swell. + 3 Hits, -50, Down, Brk

Gro

in

66

Internal damage to kidney amid a spasm of pain stuns foe. + 11 Hits, -60, SUP, Brk

Painful muscle pull in groin joins a bleeding thigh as foe gets hammered.

+ 33 Hits, 2B, -70, Ftg(-20)

Direct strike to foe’s groin. Foe will not be having any more children. -20 to enemy

morale. + 23 Hits, -100, St

Intestines are torn in multiple places. Foe will be active for 6 rounds, have 6 more

rounds at 60% activity, then die. + 1 Hit, Daze, KB, Brk

Mighty is he who smites his enemy’s loins with such power. Reproductive system suffer internal bleeding. In 8 rounds,

foe dies. + 2 Hits, -25, Ftg(-10), KB

Leg

67 -

75 Blast injures thigh muscle. + 12 Hits, -5, SUP, Brk(-25)

Force of attack takes foe’s legs out from under him.

+ 4 Hits, SUP, Down, Brk(-25)

A knee injury, again. Who designed those crazy things, anyway?

+ 20 Hits, -20, Ftg(-10), SUP

Foe’s ankle breaks under force of impact. + 13 Hits, -50, Ftg(-10), St

Foe tumbles to the ground with a sprained knee.

+ 10 Hits, -25, 2Daze, SUP, Down

Che

st

76 -

80 Lung takes a beating as impact goes through foe’s chest.

+ 3 Hits, -50

Two ribs break. Foe finds breathing less than comfortable, takes extra -25 to any

Fatigue checks. + 2 Hits, -55

Foe feels sting through entire chest as impact rattles his torso. Blood oozes from

primary impact point. + 1 Hit, 1B, -70, Ftg(-10)

Chest strike breaks two ribs and sends foe sliding back on the floor 10’.

+ 1 Hit, -70, Down

Four ribs broken, foe reconsiders options. + 10 Hits, -100

Hea

d

81 -

85 Teeth rattle in foe’s mouth as blow to chin dislocates jaw. + 1 Hit, -55, Ftg(-10)

Blow to face pushes foe back, breaks cartilage in nose.

+ 1 Hit, -45, St, KB

Foe takes it in the top of the head, and ends up on the ground. + 3 Hits, -35, SUP, Down, Brk(-25)

Foe’s head hit’s the ground hard enough to give him a concussion. Momentary

double vision means foe misses completely his next attack.

+ 42 Hits, Daze, SUP, Down, Brk

Foe thrown down hard, tearing a muscle in his neck.

+ 2 Hits, -75, Ftg(-10), St, Down, Brk

Arm

86 -

90 Hand absorbs most of the blow, breaking two fingers.

+ 20 Hits, -50, Brk(-50)

Attack bends foes finger the wrong way, pulling muscle. + 50 Hits, -20, SUP

Blow breaks a finger. Foe distressed. + 13 Hits, -80, Daze, St, Brk

Strike to arm has enough force to pull body along for a fall. Elbow takes brunt

of damage. + 21 Hits, 2B, -50, SUP, Down, Brk(-25)

Hand bones shatter. Shock kills foe three rounds later.

+ 4 Hits

Leg

91 -

95

Another knee takes a beating. Leg twists unnaturally under force of blow, torn

tissues in knee joint suffer. + 1 Hit, -80, Ftg(-10), Brk(-25)

Foe thrown to the ground, breaking hip. + 4 Hits, -100, Prone

Shin is shattered. Foe cannot move faster than a walking pace until it heals or at

least foe finds crutches. + 12 Hits, -100, Ftg(-10), Daze, Stag

Foe is thrown to ground, but thinks he is fine. Foe is wrong; blood clot in knee rises

to cause stroke, killing in 7 rounds. Prone

You hit foe in the foot. Six rounds later, foe dies. Coincidence?

+ 3 Hits, -20, 2Daze

Gro

in

96 -

97 Tendons in thigh yield to excessive force. + 5 Hits, -70, Ftg(-10), Down

Blow to foe’s midsection knocks wind out of him, also some vomit. Stomach

is injured. + 16 Hits, -50, Ftg(-10), Daze, 2SUP, Brk(-50)

Both kidneys are smashed by blow. Foe attacks in a frenzy (melee, no parry, +10

OB) five rounds, then dies. -5, Brk(-25)

Force of blow focused on foe’s groin, severely damaging reproductive organs.

Shock kills foe four rounds later. + 11 Hits, SUP

Force of blow crushes liver and kidneys. Foe spends 20 rounds inactive, then dies.

+ 3 Hits, Ftg(-10), Brk(-25)

Che

st

98 -

99 Force of blow breaks three ribs, squeezes breath from foe’s lungs.

+ 31 Hits, -60, Ftg(-10), SUP, Stag, Brk

Force of impact focuses on foe spine, paralyzing him from the waist down.

-5, Daze

The force that hurls foe to ground cracks his sternum. Heart loses its rhythm

and never gets it back. Foe dies in three rounds.

+ 2 Hits, -10, Ftg(-10), Down

Thrown down hard, spine cleanly broken, foe’s lower body goes limp. (Foe will die if moved)

+ 4 Hits, -5, St

Whole torso caves in, multiple organs fail. Insides are so... gooey.

+ 1 Hit, Daze

Hea

d

100

Foe spends one more round active, then damage to spinal cord kicks in and foe experiences permanent paralysis below

the neck.

Foe loses several teeth and bleeds from ears. In four more rounds, foe will bleed

from eyes and choke to death on his own vomit. + 13 Hits, SUP

Force of impact snaps foe’s neck. Foe collapse in a terminal heap.

+ 10 Hits, KB

Foe’s lower jaw is torn off and a piece of skull is driven into the brain. Grim

Reaper time. + 1 Hit, -10, Brk

Force of blow shatters skull, shards of bone shred brain. Brain splatters in 10’

radius. Ew. -50

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96 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Krush Critical Strike TableRoll A B C D E

Hea

d

1 Blow barely grazes foe’s ear. + 1 Hit

You had hoped for more. Brk

Foe anticipates blow and almost gets away with a last second dodge.

+ 4 Hits

If foe will turn the other cheek, you can give it a matching bruise next round.

+ 1 Hit, -5

Knock on foe’s noggin demonstrates protective value of skull.

+ 2 Hits, Ftg(-10)

Che

st

2 - 3 Thud.

BrkNot your best work.

+ 2 Hits, Brk

Foe yields to impact, absorbs it with knees.

+ 1 Hit, Stag

Blow hits shoulder, but glances off due to angle.

+ 2 Hits, -5, Brk

Strike to the side leaves a big bruise. + 3 Hits, Daze, Brk

Gro

in

4 - 5 Better than missing, right?

+ 4 HitsBlow to stomach is modestly effective.

+ 4 Hits, Brk

Skin splits along inner thigh, and blood trickles down foe’s leg.

+ 3 Hits, 1B

Blow to groin leaves foe glad you did not hit with more force.

+ 1 Hit, -10

Foe has trouble stomaching blow to abdomen. + 3 Hits, 2Daze

Leg

6 - 1

0 Blow to foe’s knee results in simple bruising.

+ 7 Hits

Hip strike leaves purple mark. + 2 Hits, -5, Brk

Impact bruises foe’s thigh. + 3 Hits, -10

Foe’s leg struck mid-step. Foe barely keeps balance. + 1 Hit, KB

Your weapon comes down on foe’s foot. Blood results. If he survives, he’ll want

new shoes. 2B, Daze, Brk(-25)

Arm

11 -

15 Foe, more surprised than hurt, drops whatever is in his hand.

You hit foe’s upper arm, leaving a big bruise.

+ 3 Hits, -10

Striking foe’s arm almost at the shoulder, you rattle foe a bit.

+ 2 Hits, St

Blow to hand cracks a bone. + 1 Hit, -20

Blow lands just above foe’s wrist, bringing a cry of pain. + 3 Hits, -20, Brk

Hea

d

16 -

20 Foe’s cheek is split and blood dribbles from his mouth.

+ 1 Hit, 2B, Brk

Foe’s forehead takes the blow. St, Brk

You rattle foe’s skull. + 22 Hits

Foe’s nose has cartilage damage and blood flows from both nostrils.

2B, -10, Stag, Brk

Foe’s jaw is cracked and two teeth fly from foe’s mouth.

-20

Che

st

21 -

25 Blow lands on foe’s chest with a thump. + 1 Hit, -15

Foe’s chest is struck rather hard. Good show!

+ 17 Hits, Brk(-25)

Blow to side of chest knocks foe half a step out of place. + 11 Hits, -10, Stag

Solid chest strike transmits force to lung, doing a little organ damage.

+ 12 Hits, -20

Blow to the sternum rings foe’s chest like a drum. + 11 Hits, SUP

Gro

in

26 -

35 Punishing hit leaves foe with bruised liver. -20

Strike to foe’s groin is less damaging than painful, but it sure is painful.

+ 1 Hit, Down

Bouncing strike off pelvis looks really painful.

+ 1 Hit, -5, SUP, Brk

Strike to the belly makes foe regurgitate last meal.

+ 22 Hits, St, Brk

Blow sinks into foe’s side with bruising force.

+ 30 Hits, St

Leg

36 -

45 Weak delivery, but great timing. Foe caught off balance.

Down

Knees take a lot of punishment. For example, right now.

+ 7 Hits, Down

Foe takes attack on upper thigh, does not enjoy it.

+ 12 Hits, -20, Daze, Brk

Shot to the hip causes leg to momentarily fail, foe falls.

+ 15 Hits, Daze, Down, Brk

Knee survives painful impact, but force of blow leaves foe bloody.

+ 22 Hits, 1B, SUP, Brk

Arm

46 -

55 Foe’s arm is driven almost into his chest by force of blow.

SUP, Brk(-50)

Muscle in foe’s arm tears slightly as elbow moved by impact.

+ 4 Hits, -10, SUP

Blow knocks forearm aside, breaking one bone.

+ 3 Hits, -20, Down

Deep shot to bicep cracks bone in upper arm.

+ 20 Hits, -10, SUP, Brk

Hand takes blow without any bones breaking. Foe drops anything held by

hand, hollering in pain and anger. + 31 Hits, SUP

Arm

56 -

65 Strike to the back of one hand breaks a bone, opens blood vessels.

+ 3 Hits, 2B, -25

Foe partly blocks attack with arm, but force of blow transmit to body.

+ 9 Hits, SUP, KB

Strike knocks shoulder out of its socket, which shifts back into place with an

audible pop. Joint back home, but injured. + 4 Hits, -55

Elbows aren’t supposed to bend like that, are they? Ow. Seriously, ow.

+ 10 Hits, -60

Hard impact to foe’s side breaks bone in upper arm.

+ 3 Hits, -50, Down, Brk

Gro

in

66

Straight shot to groin. Comedy gold. + 3 Hits, -20, 2SUP, Down

Waist-high strike knocks breath out of foe.

+ 1 Hit, -5, St, 3SUP, Down, Brk

Upward strike to side bruises kidney, foe will be peeing blood for weeks. + 11 Hits, -100, Ftg(-10), Daze, Down, Brk

Deep gut strike damages spleen, leading to death in 10 rounds.

+ 4 Hits, KB, Brk(-25)

Smashing blow to groin crushes reproductive organs, destroying them. Foe

is helpless for 20 rounds. + 10 Hits, -20, KB, Brk

Leg

67 -

75 Bone foe’s lower leg cracks. + 1 Hit, -20, SUP

Foe manages to avoid most of blow’s impact, badly damaging his ankle

doing so. + 3 Hits, -55

Deep strike to thigh leaves bone deep bruise, foe falls.

-20, SUP, Down

Hip stops blow without breaking, but cartilage is damaged. + 41 Hits, -20, Daze, St, Brk

Smashing blow breaks three toes. Foe will be at half movement rate until they heal.

+ 5 Hits, 2B, -70

Che

st

76 -

80 Truly, a solid hit was landed. + 11 Hits, St, SUP, Brk

Foe shifts head just before strike, blow breaks collar bone instead.

+ 12 Hits, -55

Hammering foe’s chest pays off as foe folds beneath your might. + 14 Hits, -10, Daze, SUP, Down, Brk

Strike to chest sets off a coughing fit for foe. Broken rib puts pressure on lung. Foe

is at -75 to Fatigue checks until healed. + 4 Hits, 2B, -50, Stag, Brk

Downward blow breaks three ribs. + 4 Hits, -70, Daze, Down, Brk(-50)

Hea

d

81 -

85

Blow to foe’s head results in amnesia. Maybe you can convince foe he’s on

your side. + 6 Hits, -20, 2Daze

A little lower and you might have crushed foe’s skull.

+ 14 Hits, -5, Daze, SUP, Down, Brk

Foe hit right in the ear, loses balance. + 20 Hits, -20, SUP, Down, Brk

The skull is tough, is it not? That squishy thinking mass inside noticed you

knocking, though. + 21 Hits, Ftg(-10), 3SUP, Brk(-75)

Blow breaks foe’s jaw. 2B, -70, St, Down, Brk(-25)

Arm

86 -

90 Funny bone strike damages nerves, leaving whole arm tingly.

+ 11 Hits, -40, SUP

Force of blow slams foe’s arm into foe’s body, knocking the wind out of him.

+ 21 Hits, Ftg(-10), St, SUP, Down, Brk(-25)

Blow breaks a bone in foe’s hand, sending a wave of pain up that arm. Foe drops

anything in that hand. + 35 Hits, 2B, -20, SUP, KB

Bruising on foe’s upper arm is going to be epic.

+ 60 Hits, -20, Daze, SUP, Down

Blood clot forms after foe’s arm is struck. In nine rounds, it will reach his brain,

causing a fatal stroke. + 4 Hits

Leg

91 -

95 Foe’s ankle breaks in several places. + 1 Hit, -70, St, Brk(-25)

Foe’s hip is broken. Blood meanders down foe’s thigh. You are impressed foe can

still stand. + 10 Hits, 1B, -50, Ftg(-10), SUP, KB, Brk(-25)

Bone snaps in foe’s lower leg. Foe drops items from both hands.

+ 23 Hits, -70, Ftg(-10), SUP, Brk(-25)

Foe’s foot bleeds freely. In 8 rounds, blood pressure drops and foe faints, never to

wake again unless healed. 2B

Foe’s face goes white before he collapses as blow snaps femur. Foe dies of shock after

4 rounds of 80% activity. + 6 Hits, SUP, Brk

Gro

in

96 -

97 Solid groin strike makes foe moan in pain. Hipbone is fractured.

+ 11 Hits, -75, St, Brk(-25)

Cruel blow delivers internal damage, leaving one kidney nearly useless.

+ 10 Hits, -95, Down, Brk

Impact to groin triggers massive adrenaline release that leads to a heart

attack in five rounds. + 2 Hits, Daze, Brk

Blow ruptures foe’s appendix. After seven rounds of 80% activity, foe collapses.

+ 1 Hit, -20, St

Blow to foe’s midsection ruptures multiple internal organ. Foe dies after two

inactive rounds in extreme pain. I hope you’re proud.

+ 2 Hits, Ftg(-10), Stag

Che

st

98 -

99

Ribs badly bruised, but not broken, foe looks shaken. You feel great (recover

5 hits)! + 13 Hits, -30, 3SUP

Chest strike drives rib into foe’s heart. Foe is at 60% activity for six rounds, then dies.

Foe’s breathing and heartbeat become irregular. You scored some kind of freak kill, as foe drops dead after three more

rounds fully active. SUP, KB, Brk

Blow shatters two ribs, sending shards into lung, foe coughs up blood. Dies after

three rounds of inactivity (other than blood vomit).

-20, Brk(-25)

Strike shatters sternum, sending bone fragments into heart and lungs. Death is

instantaneous. + 1 Hit, Stag

Hea

d

100

Blow seems miraculous ineffective for three rounds. Then blood clots cause foe

to have massive stroke and die.

Skull cracks and brain takes four rounds to conclude it is time to die.

+ 1 Hit, -20, St, Brk

Strike crushes windpipe. Foe collapses, dies after five rounds of inactivity.

+ 10 Hits, St

Solid blow to side of head snaps neck, severing spine. P.S.: Foe dies.

+ 3 Hits, 2Daze

Downward strike to forehead shatters skull, splashing contents in a 5’ radius.

+ 6 Hits, -10, Ftg(-10), Down, Brk(-25)

Page 97: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 97

Puncture Critical Strike TableRoll A B C D E

Hea

d

1 Glancing blow disappoints. + 1 Hit

Foe dodges most of attack. + 2 Hits

Are you certain you remembered to use the pointed end?

+ 4 Hits

A tiny line of blood marks foe’s neck. Foe is not fazed, but you feel inspired.

+ 1 Hit, +10

A little wound to the side of foe’s head begins to bleed, and it does not stop.

+ 2 Hits, 1B

Che

st

2 - 3 Strike bounces off.

+ 2 Hits

Glancing strike to the ribs fails to penetrate.

+ 4 Hits

Almost a great hit, but your grip was not quite right at the moment of impact.

+ 4 Hits, Brk

Foe’s shoulder begins to bleed. + 4 Hits, 1B

Point breaks skin, stopped by rib. You may, however, quickly scribe your initial or other simple sign into foe’s garment/

skin.

Gro

in

4 - 5 Sideways strike across belly tears clothing.

+ 4 HitsPoked in the belly, foe starts losing blood.

+ 1 Hit, 1BThrust to foe’s thigh draws blood.

+ 1 Hit, 1B, BrkStomach jab.

+ 1 Hit, -10Glancing blow to groin is still painful.

+ 13 Hits

Leg

6 - 1

0 Foe dodges most of attack, at the cost of his balance. + 2 Hits, Stag

In goes the stabbing thing, out comes the sticky red fluid.

+ 4 Hits, 1B

Surface wound to the thigh. + 3 Hits, 2B

Foe bleeds from lower leg. + 1 Hit, 2B, -5

Stab to knee draws spurts of blood. + 4 Hits, 3B

Arm

11 -

15 Stab to forearm annoys foe. -10

Thrust to foe’s arm starts a bleeder. + 1 Hit, 2B, Brk

Point grazes back of hand, opens gash. Neatly done!

+ 2 Hits, 1B, +20

Wrist catches point, but moves with blow so damage is minor.

+ 1 Hit, -20

Stabbing foe’s elbow makes whole arm spasm for a moment.

1B, -20

Hea

d

16 -

20 Point skips off cheekbone, which begins to bleed. + 3 Hits, 2B

Point glances off side of head, opening bloody furrow.

+ 2 Hits, 1B, -10

Point tears skin along jaw line. -20, Brk

Thrust damages foe’s ear. + 2 Hits, -25

Foe flinches from blow, avoiding even greater damage to his neck.

2B, -20

Che

st

21 -

25 Point tears through pectoral, bounces off bone.

+ 1 Hit, 1B, -10

Grazing along ribs opens painful cut. + 11 Hits, -10

Shoulder strike draws arc of spurting blood. You feel inspired.

+ 1 Hit, 3B, +20

That is a lot of bleeding going on there. Try not to get it all over your own clothes.

+ 2 Hits, 6B

You damage muscle, but thrust is turned by rib. You just know your next attack

will be even better. + 11 Hits, -20, +10

Gro

in

26 -

35

Point penetrates into top of groin, but misses vitals. The bleeding is good,

though. Sweet move! 2B, +20

Strike with flat fails to produce penetration, but foe feels the blow.

+ 21 Hits, -5

Point penetrates just above pelvis, tearing muscle.

+ 1 Hit, 2B, -20, Brk

Point gives the foe a second belly button. + 14 Hits, 4B, -5

Stab foe in groin. Savor the triumph. 4B, -5, +40

Leg

36 -

45 Point stabs into the muscle above the knee. 1B, -20

Point sinks a few inches into thigh muscle. -30, Brk

Wow. That must have been an artery or something. + 14 Hits, 5B

Thrust to the knee damages the joint and creates a serious leak.

+ 2 Hits, 4B, -25

Blow passes through lower leg, between the bones, damaging muscle.

+ 2 Hits, 2B, -40, Brk

Arm

46 -

55 Point sinks an inch into foe’s bicep muscle. + 1 Hit, -30

Point goes through arm just above wrist. + 4 Hits, 5B, -10

Point slides between forearm bones, damaging muscle.

+ 3 Hits, -45

Powerful thrust to foe’s shoulder causes foe to drop whatever is in his hand,

stumble backward. 6B, KB, Brk

Point passes through palm and out back of hand, damaging tendons.

+ 1 Hit, -65

Arm

56 -

65 Point breaks a finger then sinks into palm. Foe’s pain is your gain.

+ 3 Hits, -25, +20

Stabbing foe in the elbow damages joint, draws blood and cry of pain. You feel

triumphant. + 24 Hits, 2B, -5, +20

Deep stab into shoulder damages muscle. + 14 Hits, 4B, -25

Stab into hand cracks bone, slides along back of hand, drawing blood.

+ 33 Hits, 2B, -25, Brk

Point passes between forearm bones, passing through skin and scoring muscle.

6B, -50

Gro

in

66

Force of thrust causes break in foe’s pelvis. + 23 Hits, -75

Thrust to groin brings a veritable fountain of blood. -20 to enemy morale.

+ 23 Hits, 18B

Deep belly wound damages bladder. + 23 Hits, -100, Ftg(-20), KB

Thrust penetrates intestines. It will take 12 more rounds, but foe is about to die.

+ 11 Hits, -10, Brk

Stabbing through a kidney doesn’t seem so bad, but the other one fails for reasons

unclear. Foe will drop and die in 9 rounds. + 12 Hits, 1B, -30

Leg

67 -

75 Stabbing through foot damages tendons. + 4 Hits, 2B, -30, Brk

Thrust to foot severs a toe. + 1 Hit, 3B, -30, Brk

Thrust to knee leaves that joint in a bad way.

-70

Point stabs into hip joint, damaging cartilage.

+ 1 Hit, -80, Brk

Point penetrates foe’s ankle, damaging joint and sending a fan of blood from

the wound. + 10 Hits, 6B, -50, Ftg(-10)

Che

st

76 -

80 Point cracks a rib and penetrates torso, missing vitals.

+ 3 Hits, 2B, -40

Point passes through collarbone next to neck, tearing muscle.

+ 10 Hits, -55, Brk

Foe is stabbed between two ribs, breaking both.

+ 21 Hits, 2B, -50

Thrust deflect off collarbone, finds artery. Surprise of result costs foe 20% activity he

can not well afford. + 21 Hits, 13B

Your attack breaks two ribs, which serve as secondary weapons in opening up foe’s

blood vessels. + 20 Hits, 8B, -50

Hea

d

81 -

85 Point scrapes side of foe’s head, removing a large chunk of outer ear.

+ 11 Hits, -50

Thrust into spine does damage to nerves. + 21 Hits, -50, Ftg(-10)

Point passes through cheek, foe spits up blood. Foe cannot speak until bleeding

is topped. + 12 Hits, 4B, -50

Thrust to neck damages tendons. + 24 Hits, 5B, -60

Thrust into foe’s eye. Eye pops like a hammered grape. +20 boost to friendly

morale. + 4 Hits, 2B, -100

Arm

86 -

90

Point stabs all the way into upper arm, damaging muscle. Foe drops anything

held by hand on that side. + 1 Hit, 2B, -55

Strike digs deep into shoulder, tearing cartilage.

+ 10 Hits, 6B, -55

Point passes through arm. Blood comes out on both sides. + 30 Hits, 10B, -10, SUP

Thrust to foe’s hand removes a random finger.

2B, -100, Down

Point goes through shoulder down into foe’s body. Only when foe coughs blood six rounds later and dies, do you know

it hit lung. + 4 Hits

Leg

91 -

95

Thrust damages muscles in foe’s upper leg. Foe is at half normal movement rate

until it heals. 2B, -70

Thunk! Blow passes through lower leg, tearing muscle and coming out bloody.

+ 14 Hits, 2B, -90

Thrust goes clear through foe’s ankle. Severe muscle, tendon, and bone damage.

Also, blood. + 2 Hits, 7B, -100

Thrust stopped by bone. Blood clots, takes 20 rounds to travel to foe’s head, where it

triggers a fatal stroke. -10

Freak death of shock turns simple leg wound lethal as foe dies six rounds after

this wound occurs. + 3 Hits, -30

Gro

in

96 -

97 Thrust into groin is inspiring in its awful majesty.

+ 5 Hits, 4B, -70, +20

The stomach is pierced. Is this the end? Getting near, I reckon.

+ 12 Hits, 4B, -100

Deep stab damages stomach. Foe loses 5% activity each round. At 0%, foe dies.

+ 2 Hits, -5, Brk

Strike sinks deep into foe’s side, damaging intestines. Foe will die in 8 rounds.

+ 14 Hits, -20, Brk

Attack rips through belly and out back, damaging liver and intestines,

incapacitating foe. (Foe dead in 1 hour) + 2 Hits, 2B

Che

st

98 -

99 Strike passes through ribs and nicks lung; foe coughs up pain.

+ 3 Hits, 5B, -100

Penetrating stab damages lung. It fills with blood, killing foe after 12 rounds.

-10

Thrust breaks a rib. Foe thinks he has escaped death, but the next critical he

takes will drive the bone into his heart, killing him.

+ 5 Hits, -20, KB, Brk

Quick thrust through the heart kills foe, neat as you please.

+ 24 Hits

Point goes through foe’s heart and one lung. As if this was not lethal enough, blood floods the lungs, drowning foe.

+ 6 Hits

Hea

d

100

Point drives into foe’s brain. Foe remains active 3 rounds, faints for another 3

rounds, then dies.

Thrust into throat leads foe to choke on his own blood and die in three rounds.

+ 33 Hits, -5

Point penetrates spinal cord. Heart stops. Foe dies.

-25

Thrust through eye into brain comes out far side of skull. Bits of brain ooze from

the cracked skull. + 3 Hits, -10

Point enters mouth and comes out the top of the head, destroying foe’s brain.

-50

Page 98: 0230-RMU-ArmsLaw

98 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Slash Critical Strike TableRoll A B C D E

Hea

d

1

Cutting edge trims hair off the top of foe’s head as foe ducks.

+ 1 Hit

Blade shaves close along one side of the chin. + 2 Hits

Edge just grazes neck; you make a lousy barber. + 4 Hits

Nick to the chin makes foe bleed profusely.

+ 1 Hit, 1B

Strike cuts skin on neck, missing major vessels.

+ 2 Hits, Ftg(-10)

Che

st

2 - 3 Much style, little result.

+ 2 Hits

Edge slices open clothing/fur but fails to reach flesh.

+ 4 Hits

Strike is well-placed, but weak. + 6 Hits

A shallow cut produces a bloody flow. + 4 Hits, 1B

Foe sliced high on one side along the ribs. It hurts.

-10

Gro

in

4 - 5

Foe sighs in relief that the blow only stings a bit.

+ 4 Hits

Slash cuts a shallow slice just above the belt line.

+ 6 Hits

Edge flicks across foe’s inner thigh, misses major vessels.

+ 6 Hits, Brk

Minor cut to inner thigh, with impact to sensitive areas. + 1 Hit, -5, Ftg(-10)

Foe dodges cut to the groin awkwardly; you only get a glancing hit.

+ 13 Hits

Leg

6 - 1

0 Cut is shallow, but finds a decent-sized vein.

+ 2 Hits, 1B

Foe cut just below the knee. + 4 Hits, -5

Edge flicks across foe’s thigh, leaving a crimson trail.

+ 3 Hits, 2B

Cut along ankle starts a fluid leak. + 11 Hits, 1B

Edge slices into lower leg, damaging muscle. + 4 Hits, -15

Arm

11 -

15 Foe suffers a small cut to forearm. + 10 Hits

Slash to upper arm is rewarded with a spray of blood.

+ 3 Hits, 2B

Foe takes blow on the back of the hand. + 12 Hits, -5

The element of surprise must be yours. The cut is not deep, but startles your foe.

His next attack is at -10. + 1 Hit, -5, Daze

Cut just above the elbow looks nasty; foe recoils from the blow.

2B, KB

Hea

d

16 -

20 The skull is nice and thick, but maybe there is something else to break?

+ 11 Hits, Brk

Chopping at foe’s ear gets some blood in it. + 2 Hits, -15

Slash to the cheek skips off bone. + 10 Hits, -10, Brk

Foe’s hair becomes matted with blood as skull stops blow, but not without feeling

the impact. + 2 Hits, -20, Ftg(-10)

Strike to the temple bounces off skull, bleeds a lot for a small cut.

+ 10 Hits, 2B, -10

Che

st

21 -

25 You did not cut much, but you cut the right spot. Blood wells in the wound.

+ 1 Hit, 2B, -5

Ribs prevent a more serious wound, but foe feels the impact and the cut is bright

with blood. + 11 Hits, 1B, Daze

Cut cracks a rib, and foe drops his weapon. + 1 Hit, -15

Solid blow hits the side of the upper torso. + 22 Hits, 2B

Cutting beneath the ribs, your blow sends a spray of blood that would draws cheers

in the arena. + 6 Hits, 4B, -10

Gro

in

26 -

35

Blood gushes from groin; foe drops any items held in instinctive move to cover

wound. 2B

Slicing flesh just above the hip, you feel your foe flinch.

+ 1 Hit, -25

Cut below the belt line grates on pelvic bone. Ouch.

+ 3 Hits, -30

Blow at belt level packs a punch. + 2 Hits, 2B, Down, Brk

Cut along abdomen and down to groin fountains red.

+ 10 Hits, 7B

Leg

36 -

45 Edge catches foe behind the knee. + 10 Hits, Ftg(-10), Prone

Solid chop sinks into side of foe’s thigh. + 3 Hits, 2B, -15, Brk(-25)

Neat strike to the leg leaves foe spurting blood, you in perfect stance.

+ 4 Hits, 3B, -15, Daze

Ankle strike takes down foe, who drops anything in his hands.

+ 2 Hits, 2B, Down

Cut to kneecap cracks the bone. Crunch! + 4 Hits, -50

Arm

46 -

55 Lower arm strike cuts into tendon. + 11 Hits, -20

Cut to the shoulder makes a solid thunk. Foe cannot handle the impact.

+ 4 Hits, -10, Down

Slash to forearm flicks drops of blood off to the side. + 3 Hits, 3B, -30

Cut to foe’s upper arm is impressive. + 20 Hits, 6B, Ftg(-10), Brk

Bloody slash to the hand damages tendons.

+ 1 Hit, 2B, -55

Arm

56 -

65 Blade bites elbow, damages bone. + 13 Hits, -20, Daze

Cut to upper arm damages muscle. + 24 Hits, -25

The shoulder bone’s connected to your weapon, albeit briefly. The bone gets the

worst of it. + 4 Hits, -50, Ftg(-10)

Foe’s elbow takes full force of your blow. It does not work quite normally afterward.

+ 20 Hits, -50

Your weapon leaves a bloody trail down foe’s arm, and it looks like the road to

victory. + 3 Hits, 5B, -50, Brk

Gro

in

66

Edge cuts deep into groin, damaging nerves. Foe crumples and shrieks (-20 to

enemy morale). + 3 Hits, 6B, -30, Down

Strike to groin creates a grisly shower of blood.

+ 21 Hits, 10B, -50, Brk

Blade cuts deep, slicing the stomach (organ damage). Feel pity, or press your

advantage. + 16 Hits, 2B, -70, 2SUP, Brk

Slice cuts all the way through abdominal muscle. After four active round, foe dies

as intestines fall out. + 3 Hits, 1B, St

Chop to groin destroys reproductive organs. Foe dies after 8 rounds of 50%

activity. + 12 Hits, 1B, -20

Leg

67 -

75 Lower leg wound bleeds freely. + 16 Hits, 2B, -20

Edge cuts into the side of foe’s knee, which momentarily buckles.

+ 13 Hits, 4B, -20, Stag

Blow cuts into thigh, damaging muscle. + 30 Hits, 4B, -20

Solid strike stopped by hip bone. Hip bone develops a break.

+ 13 Hits, 2B, -60

Low blow cuts toe. Wound to foe’s foot is a solid hit.

+ 20 Hits, 2B, -50, St

Che

st

76 -

80 Chop to the side of the chest breaks one rib. + 3 Hits, -50

Downward chop cracks collarbone. + 12 Hits, -55

Hard chop cracks sternum. + 1 Hit, 2B, -50, Ftg(-10), KB

Deep cut to upper chest damages pectoral muscle.

+ 11 Hits, 4B, -50, KB

Hard chop misses neck, breaks collar bone and drives foe to floor. You may take

his weapon. + 10 Hits, 2B, -55, Down

Hea

d

81 -

85 Blow delivers bone-crunching force to foe’s jawbone.

+ 11 Hits, -50

Cut to forehead sends blood pouring down foe’s face, foe shakes head to try to

clear eyes. Foe loses 20% activity. + 6 Hits, 4B, -40

Slash opens foe’s face from the corner of one eye to the side of chin. Foe loses grip

on weapon. 6B, -50, Brk

Edge cuts open the corner of foe’s mouth and slashes tongue. Foe spits blood.

+ 14 Hits, 6B, -50, KB

Chop to side of head bites into ear, rendering it useless.

+ 14 Hits, 2B, -100

Arm

86 -

90 Cut into upper arm damages muscle. Foe drops anything held by that arm.

+ 6 Hits, 2B, -50

Hack to shoulder damages tendons. 2B, -70, St

Cut into foe’s hand, severs finger. 6B, -50, SUP

Chopping blow cuts in, then breaks one bone in forearm. Painfully. Very

painfully. 7B, -50, SUP, Down

Strike feels like a miss, but cleanly severs foe’s hand. Fountain of blood lasts 9 rounds, during which foe stand idle.

Then foe dies. + 4 Hits

Leg

91 -

95 Blade damages muscles in upper leg. Foe is at half movement rate until it heals.

+ 10 Hits, 2B, -60

Deep cut to lower leg damages muscle until stopped by bone. Foe is at half

movement rate until it heals. + 12 Hits, 2B, -80, Brk

Chop to knee severs leg. That was just brutal.

+ 2 Hits, 6B, -100, Daze

The bleeding is bad, but it is shock that kills the foe after 5 more rounds of

activity. 2B

Cut across both legs makes foe wobbly. He seems almost fine for 3 more rounds, then

falls, twitches, dies. + 3 Hits, 2B, -5, KB

Gro

in

96 -

97 Slash into belly damages muscle, foe’s eyes go wide at near disembowelment.

+ 10 Hits, 4B, -50, SUP

Slash to the inner thigh damages muscle. + 12 Hits, 4B, -100

Cut to abdomen ruptures spleen. Foe takes a cumulative -10 penalty each

round for the organ injury. At -100, it proves fatal.

-5, Brk(-25)

Foe drops anything in hands as blow to groin sinks in. Your weapon is stuck there

until foe dies after 4 rounds of nothing but screaming.

+ 1 Hit, 1B, -20

Slash across foe’s belly opens it wide, blood and internal organs begin to spill out.

+ 2 Hits, -10

Che

st

98 -

99 Solid chop slips between ribs, barely missing lung.

+ 33 Hits, 2B, -55, Ftg(-10), SUP

Savage chop to the chest breaks 3 ribs and punctures a lung. Foe fights on for 3 more

rounds, then collapses and dies. -10

Deep cut under arm opens major vessel, blood pours down foe’s side. It takes foe three more rounds to realize it is time

to die. + 12 Hits, 2B, -20

Edge cuts deep into chest, bisecting lung, a gout of frothy blood comes from foe’s

mouth. He is dead before hitting the ground. + 4 Hits, -20

Blade slips between ribs, cuts into heart and lung. Foe is dead.

+ 1 Hit, -5

Hea

d

100

Strike to base of foe’s neck seems strangely ineffective for 3 rounds, after which foe

drops, paralyzed, dying in 6 more rounds.

Cut appears bad, but is even worse. After six rounds of activity, foe chokes on

internal bleeding and dies. + 3 Hits, 2B, -20, Ftg(-10)

Slash across the front of foe’s neck severs all but the spine.

4B, -5

Slice through neck separates foe’s head from its torso.

+ 13 Hits

Blade cleaves through foe, bisecting it, or coming as close as the size of your

weapon allows. + 23 Hits, SUP, Brk

Page 99: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 99

Unbalance Critical Strike TableRoll A B C D E

Hea

d

1 Tag! He’s it. + 1 Hit

You produce a good sound effect. + 2 Hits

You clip foe’s ear. + 4 Hits

Blow lacks force, but hits foe’s throat. + 1 Hit, Ftg(-10)

Solid hit stopped by skull. + 2 Hits, Stag

Che

st

2 - 3

Your opponent stands firmly in front of you. + 2 Hits

You thought your attack was perfect, but then your foe moved just a little.

Brk(-25)

You force air from foe’s lungs. + 1 Hit, Ftg(-10)

Foe goes, Oof! as impact forces air from his lungs.

+ 2 Hits, Ftg(-10), Brk

Foe gets turned around by force of blow and is facing the opposite direction from

which he previously faced.

Gro

in

4 - 5 Belly slap delivers more sound than fury.

+ 4 HitsAbdominal blow bruises slightly.

+ 1 Hit, -5Groin strike bruises thigh.

+ 3 Hits, -5Abdominal blow knocks down foe!

+ 1 Hit, ProneFoe’s groin absorbs bulk of blow.

+ 3 Hits, -10

Leg

6 - 1

0 You deliver a stinging blow to foe’s thigh. + 2 Hits, Daze

You hit your foe’s knee. You thought those things broke easily. Not this time.

+ 5 Hits, Brk(-25)

Blow to leg pulls muscle in foe’s thigh. + 3 Hits, -5, Daze

Foe’s ankle turns as he gives to force of leg blow. Joint damage results.

+ 1 Hit, -15

Foe takes blow on legs, stumbles back to retain footing.

+ 4 Hits, KB

Arm

11 -

15 Foe tries putting shoulder into the impact. Foe’s shoulder regrets it.

-10

Foe hit on the elbow, drops anything in his hand.

+ 3 Hits

You catch foe on the wrist. -10, Ftg(-10), Brk

Remember that point on the elbow. It seems to sting if you hit there.

+ 16 Hits, Ftg(-10)

Foe forced back by impact. + 10 Hits, KB

Hea

d

16 -

20

Tap to foe’s head leaves him vulnerable. Any stun results during the next round

against him will count double. + 3 Hits

Foe takes it on the chin. + 2 Hits, -15

Blow strikes foe’s cheek with head-turning force.

+ 10 Hits, Ftg(-10), Stag, Brk

Knock to head leaves foe disoriented. -50 to Perception for five rounds.

+ 10 Hits, Stag, Brk

Classic blow to head. All but a knockout. Daze, Down

Che

st

21 -

25 Thump! + 11 Hits, Daze

Impact rocks foe. + 6 Hits, St

Foe stands his ground, rather wishes that he hadn’t. + 1 Hit, SUP

A rib cracks under the force of your attack.

-20, Ftg(-10), Stag, Brk

A broken rib now pushes back against the lung.

+ 1 Hit, -30, Ftg(-10)

Gro

in

26 -

35 Blow goes right to the gut. -20

Foe takes blow in the abdomen, drops. + 1 Hit, Down

Blow slams into foe’s groin. + 11 Hits, -20, Brk

Foe struck in groin. Spasm of pain causes foe to drop anything he is holding.

+ 4 Hits, SUP

You hit the foe hard in the gut. The effects are most gratifying.

+ 10 Hits, 2Daze, Down

Leg

36 -

45 Knee strike forces foe back. + 10 Hits, KB

Nice move catches foe in the leg. You can send foe 10’ in any direction of your

choice. + 2 Hits, Daze, KB

Foe pulls muscle in upper leg. + 14 Hits, -20, Ftg(-10)

Muscle in foe’s lower leg pulled as he tries to evade your attack. + 20 Hits, -20, Ftg(-10), Brk

Foe’s knee bends sideways under impact, resulting in joint injury.

+ 2 Hits, -50, Brk

Arm

46 -

55 Foe gets a broken finger. + 1 Hit, -30

You catch your foe inside the elbow and throw him to the ground. Bravo!

+ 14 Hits, Down

Bruising blow to the shoulder drives foe to the ground. + 21 Hits, Down, Brk

Blow strikes foe’s arm, driving it back against foe’s body, transmitting force

throughout. + 10 Hits, St, SUP, Stag, Brk

You strike foe’s upper arm. Bone breaks. + 1 Hit, -50, St

Arm

56 -

65 Blow to shoulder makes foe backpedal. + 23 Hits, KB

Using foe’s arm, you drag him down in a hard fall.

+ 10 Hits, Ftg(-10), Daze, Down, Brk(-25)

Muscle in foe’s shoulder is pulled. Foe drops anything held in the hand on

that side. + 2 Hits, -20, SUP, Brk

Foe’s wrist is sprained in fall as force to arm unbalances him. Foe drops anything

in the hand. -10, SUP, Down

Blow damages shoulder joint, knocks foe backward.

+ 10 Hits, -55, KB

Gro

in

66

Hammering blow damages foe’s kidney. + 33 Hits, -50, Ftg(-10), Prone

Force of blow to foe’s lower torso cracks spine. Agony shoots through foes nerves.

+ 3 Hits, -90, Ftg(-10), Down

Blow breaks foe’s pelvis. Think about what you’ve done.

+ 1 Hit, -100, Ftg(-10), St, Down, Brk

Blow to groin rolls back foe’s eyes. Foe falls into 1-10 hour coma.

+ 3 Hits, -20

Impact ruptures foe’s spleen. Foe will go on for 9 more rounds before dropping

dead. -20, Down, Brk

Leg

67 -

75 Low blow twists lower leg, pulls tendon. + 1 Hit, -20, Ftg(-10), St, Stag

Kneecap cracks under force of blow. + 1 Hit, -50, Ftg(-10), Brk

Blow takes leg out from under foe, brings him down like a felled tree. + 3 Hits, -10, Ftg(-10), SUP, Down, Brk

Hip joint injury results from blow that topples foe.

+ 14 Hits, -50, Ftg(-10), Prone, Brk(-25)

Knee twists, fails under pressure. Foe screams.

+ 11 Hits, -50, Ftg(-10), Down, Brk(-25)

Che

st

76 -

80 You crack foe’s rib as you slam foe to the ground.

+ 3 Hits, -25, Down

Foe takes deep bruising to chest and air is forced from his lungs. You have the option

of moving foe 5’ in any direction. + 10 Hits, -15, Ftg(-10), SUP, Brk

Foe’s sternum cracks under your assault. You have the option of moving foe 5’ in

any direction. + 11 Hits, -50, Ftg(-20)

Foe grunts from impact that cracks three ribs.

+ 1 Hit, -50, Ftg(-10), SUP, KB

Muscle along foe’s side is strained as body blow takes him to the ground.

+ 30 Hits, -20, Ftg(-20), SUP, Down

Hea

d

81 -

85 Pow! Right in the face! Foe is now facing in the direction of your choice.

+ 21 Hits, Ftg(-10), SUP

You hear the crunch of foe’s cheekbone breaking. Sweet music.

+ 21 Hits, -55

Hairline fracture of skull does not shield brain from being rattled.

+ 12 Hits, -5, 2SUP, Down

Blow raises foe up, pulling muscles in neck, then drops him.

+ 4 Hits, -55, SUP, Down

Skull bone breaks under impact. Foe is now not right in the head.

+ 17 Hits, -70, Ftg(-10), Daze, Down, Brk

Arm

86 -

90

Foe drops anything in hand as it is driven into his torso by blow, delivering painful

impact to groin. + 21 Hits, Ftg(-10), St, SUP

Bone in hand cracks as foe is knocked to the ground.

+ 15 Hits, -20, Ftg(-10), Daze, SUP, Down

Taking foe down by the wrist, which sprains, you stand above him like a

triumphant god. Enemy must make RR versus Fear at your level + 5.

-40, SUP, Down

Force of blow pulls muscles in foe’s shoulder, sends him to the ground with

bone-rattling force. + 1 Hit, -30, 3SUP, Down, Brk(-25)

Foe’s arm is torn off by force of blow. Death in 6 rounds.

+ 4 Hits

Leg

91 -

95

You knock foe’s leg out from under him, though he refuses to fall. He does drop

anything in his hands to keep his balance. + 30 Hits, Ftg(-10), St, SUP, Stag

Savagely jerking foe’s leg out from under him sprains foe’s ankle, drops him on his back. Foe is at half movement rate

until healed. + 4 Hits, -50, SUP, Down

Foe’s knee yields to punishment. As damaged joint fails its duties, foe tumbles.

+ 3 Hits, -55, 2SUP, Down, Brk(-25)

Blow to leg shows little damage. Blood clot triggers fatal stroke 14 rounds later.

+ 10 Hits

You take foe’s legs out from under him. Spinal injury from the fall leaves foe

paralyzed. + 3 Hits, Ftg(-10), Down

Gro

in

96 -

97 You drive foe to the ground, fracturing his spine.

+ 11 Hits, -50, Ftg(-20), Daze, Down, Brk(-25)

Kidney-damaging blow leaves foe with a new reference point for pain. + 21 Hits, -50, Ftg(-30), St, Down, Brk(-50)

Blow to groin leaves foe helpless for the next 12 rounds. You may kill him as a

50% action. + 4 Hits, Stag

Damage to intestines is not immediately apparent, but results in death from shock

in 10 rounds. + 11 Hits, Down

Blow rupture a kidney and the pancreas. Foe drops and dies in 6 agonizing rounds

of inactivity. + 10 Hits, Brk

Che

st

98 -

99 Ribs break as you drive foe to the ground. + 11 Hits, -55, Ftg(-20), SUP, Down, Brk

Bruised rib results in blood clot, stroke after 9 rounds. Foe then dies.

-5, Ftg(-10)

Foe staggers back, unaware that impact has caused damage to nerves. Heart loses

its beat 7 rounds later, killing foe. + 2 Hits, SUP, KB

Broken rib punctures foe’s heart; blood fountains from chest. +20 friendly morale

for this inspiring move. + 4 Hits, -10

Internal ruptures bleed into lungs. Foe spurts blood from mouth and nose. Foe

spends 4 rounds twitching helplessly before dying.

+ 1 Hit, Daze

Hea

d

100 Blow to neck breaks spine, paralyzes foe.

Blow to ear leaves it bloody. Neck snaps from force of blow. Foe is paralyzed for 12

rounds, then dies. + 1 Hit, -10, SUP, Brk

Foe drops from head shot, breaking neck. Death is almost instantaneous.

SUP

Foe’s jaw is dislocated by blow, which sends bone shards into the brain, shutting

down function. + 13 Hits

You drive foe head-first to the ground, splitting the skull and spilling out his

gray matter. -40, Ftg(-20)

Page 100: 0230-RMU-ArmsLaw

100 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

Holy Critical Strike TableRoll A B C D E

Hea

d

1

Blow to head has force but no faith behind it.

+ 1 Hit

Slap to face is a fair warning of things to come.

+ 2 Hits

Wickedness is strong with this one. + 2 Hits, Brk

A wisp of smoke rises from one cheek as foe is burned by holy energies.

+ 1 Hit, -5

Tiny vessels burst, the whites of foe’s eyes turn red, and blood streams from

foe’s nose. + 2 Hits, -5

Che

st

2 - 3

A sudden blaze of light signifies... a mild rash of holy vengeance.

+ 2 Hits

Pray harder next time. + 4 Hits

Invisible force passes through foe’s chest, fingering internal organs.

+ 6 Hits

Ripple passes outward from blow, foe begins to sweat blood from a hand sized

patch. + 4 Hits, -5

Circle of skin on chest tears and reforms into rippled and cracked scar tissue.

-10

Gro

in

4 - 5 Foe’s stomach growls as it is disturbed.

+ 4 Hits

Holy force feels like thousands of flea bites in and around foe’s groin.

+ 1 Hit, Stag

Dozens of tiny holes, like thorn punctures, appear across foe’s abdomen.

+ 3 Hits, -5

Perhaps foe’s fall will teach him humility? + 1 Hit, Prone

Foe’s intestines writhe inside him painfully, then subside to a throbbing

soreness. + 3 Hits, -10

Leg

6 - 1

0 Tiny cracks form on foe’s femur, but it holds. + 2 Hits, -5

Tiny tears to cartilage inside hip joint warn foe of divine wrath.

+ 4 Hits, -5

Toe bone snaps as foe’s foot is stomped upon by an unseen, heavier foot.

+ 3 Hits, -10

In a blaze of holy light, the symbol of your god is branded on your foe’s thigh.

+ 1 Hit, -5

Foe’s lower leg erupts in boils, which burst and bleed.

+ 4 Hits, -10, Daze

Arm

11 -

15

Foe’s arms writhe like snakes for a moment. No damage is done, but he drops

anything he is holding.

Skin tightens and pulls toward shoulder, foe begins to bleed around each fingernail.

+ 3 Hits, -10

All of foe’s fingernails are torn out by unseen hands.

+ 7 Hits, -10

Foe’s elbow twists painfully, spraining as golden sparks swirl around the arm.

+ 1 Hit, -20

There is sound like a deep-pitched gong as you smite your foe’s arm.

+ 23 Hits, Brk

Hea

d

16 -

20 Foe’s teeth all hurt, and foe begins to bleed heavily from all gums.

+ 3 Hits, -5, Daze

The faithless head recoils from the truth of heaven. + 2 Hits, KB

Foe feels the noose of judgment around his neck. It even leaves a ring of rope burn.

+ 2 Hits, -20

Foe feels a vengeful hand reach down his throat, then withdraw.

+ 2 Hits, -20, Stag

Foe bites his own tongue, leaving a mouth full of bloody spittle.

+ 10 Hits, -20

Che

st

21 -

25 Foe feels like he inhaled bees. Angry bees. + 16 Hits

And cracked shall be the rib of wickedness, so it is written, so it now is.

+ 1 Hit, -20

Foe’s heart skips a few beats, pain radiates across chest and down left arm.

+ 6 Hits, -20

A hurricane force wind that only your foe can feel roars for a moment.

+ 7 Hits, Down

A patch of foe’s chest erupts in a heatless blue flame that burns foe nonetheless.

+ 1 Hit, -20, St

Gro

in

26 -

35

Foe is transfixed for a moment on an impaling spike, which fades to an echo

of soreness. -20

Foe will not be up to practicing the sin of lust for a couple of days.

+ 1 Hit, Down

Something constricts foe’s stomach hard enough to induce vomiting. Foe finds

gluttony less inviting for awhile. + 3 Hits, Daze, SUP

Wrenching gut spasms tear muscles, foe should pray for mercy.

+ 14 Hits, -20, Stag

Wrath passes through flesh, damaging liver from the inside. You are granted a

+10 bonus to your next action. -10, Down

Leg

36 -

45 Sensation like a burning arrow through thigh has foe writhing on ground.

Down

Foe’s knees all but buckles as the crushing weight of a heavenly glare falls on him for

but a moment. + 10 Hits, St, Stag, Brk

Foe’s leg muscles are weary, pulled, as if pushing a boulder up a hill for eternity.

Foe is at half movement rate until healed. + 4 Hits, -20, Ftg(-10)

Blaze of white fire shoots through foe’s leg, takes half of foe’s PPs with it.

+ 12 Hits, -10

Ripple of force enters one hip, passes across, and erupts from opposite hip, tearing muscles on its way through.

+ 4 Hits, -50

Arm

46 -

55 For a moment, foe’s arm is replaced with a mass of tiny serpents.

+ 6 Hits, SUP

Arm twists in pain; one of the forearm bones cracks before it relaxes.

+ 4 Hits, -20, KB

Thunderclap flattens foe, leaves foe deaf for the next hour.

+ 13 Hits, Down

Numbness spreads from strike as nerves in forearm and hand are damaged.

+ 2 Hits, -50, Stag

Foe feels an invisible wing buffet his upper arm, breaking bone.

+ 1 Hit, -50, St

Arm

56 -

65 Strike to the shoulder sends burning pain running down foe’s arm to fingertips.

+ 13 Hits, -25

Boils erupt and burst all up one forearm. + 4 Hits, -20, SUP

Strike ignores flesh to break bone in upper arm.

+ 14 Hits, -40, Daze

Muscles in upper and lower arm whither as foe’s skin turns the color of cold ash.

-70

Unseen hand sprains foe’s wrist as it makes foe hit himself. Foe makes +0

attack on self with MA Strikes, claw, or weapon held. No DB.

+ 20 Hits, -50

Gro

in

66

Foe’s groin bursts into flames, scarring groin, thighs, and belly. -20 to enemy

morale. + 3 Hits, -85

Sloth overtakes foe after blast to liver damages organ. Foe loses 40% activity

until healed. + 33 Hits, -60, Ftg(-10)

In a burst of silver radiance, one of foe’s kidneys turns to stone. You are granted

+15 to your next action. + 8 Hits, -100, Daze, SUP

Broken spine paralyzes foe from the waist down.

+ 3 Hits, -20

Foe’s stomach feels disturbs. It is filling with honey. In four rounds it fills foe’s

throat and foe strangles. You have a +10 to your next action.

+ 12 Hits, -25

Leg

67 -

75 Toe is torn from foe’s foot by a small animal out of nowhere.

+ 11 Hits, -25

Pain travels up and down foe’s leg. If you strike this foe next round, your attack will

be Slaying I. + 13 Hits, -10, SUP

The very ground rejects foe’s feet, sending him sprawling. Foe drops anything he

was holding. + 13 Hits, Ftg(-10), St, Down, Brk

Foe’s calf grows a small calf head, tearing out muscle tissue to do so.

+ 6 Hits, -50, SUP, Brk

Muscle in thigh twists and tears itself. -70, SUP

Che

st

76 -

80

Foe feels agony as sparks fly around and through his chest. He is too angry to

parry for the rest of the fight. + 33 Hits, Daze, Stag

Tiny balls of light radiate out from blow, burning radiating lines across foe’s chest.

+ 10 Hits, -30, Down, Brk

Small slices, as from a knife or claw, crisscross foe’s chest in a starburst pattern.

+ 1 Hit, -55, Down

Light ripples across chest, stopping heart for a moment, then rips out far side

breaking a rib. + 1 Hit, -55, St, SUP

Foe’s back and chest are bleeding from dozens of lash marks. Foe’s heart is

weaken by the instant ordeal. -20 to enemy morale.

+ 10 Hits, 2B, -80

Hea

d

81 -

85 Foe’s pride makes him take it on the chin, which breaks. + 1 Hit, -50, Prone

You smite foe on the forehead, leaving smoking symbol of condemnation for

all to see. + 11 Hits, -50, Daze

Divine touch to forehead robs foe of all magical abilities for a month, forces foe to honestly answer one question with

language no barrier. + 15 Hits, SUP, Brk

Foe loses sight in one eye, which changes color. It also burns with a pain that makes

foe envy the dead. + 4 Hits, -100, Ftg(-10)

Heatless, unquenchable fire burns like third eye in middle of foe’s forehead for 2

rounds. Skull is cracked beneath. + 20 Hits, -100, Brk(-25)

Arm

86 -

90 Light slashes through wrist, severing tendons without breaking skin.

+ 21 Hits, -55

Vine erupts from the ground, wraps foe’s wrist, yanks foe to ground, dislocating foe’s shoulder, vanishes without trace.

+ 10 Hits, -55, Daze, Down

Foe’s arm turns to lead, dragging foe to a hard fall, then turns back along with a

broken hand. + 23 Hits, -60, Ftg(-10), Down, Brk

Arm withers, muscles atrophying and shrinking.

+ 20 Hits, -80, Ftg(-10), SUP, Stag

Flesh and bone of hand wither, die, and fall off like an autumn leaf. It takes 2 more rounds for the arm to follow, 3

more for the rest of foe. + 4 Hits

Leg

91 -

95 Foe’s vanity is wounded as leg is covered in pus-filled sores.

+ 10 Hits, -55, SUP

Blazing light streams from foe’s knee, leaving behind a ravaged joint. Foe is at

half movement rate until healed. + 24 Hits, -80

A distant horn sounds. Foe’s ankle shatters.

+ 12 Hits, -100, Down

Earthquake under foe (only) topples him. Then foe begins to turn to sand, slowly at first. In six rounds, the process rushes

to conclusion. Prone

Flesh and bone of foot wither, die, and fall off like an autumn leaf. It takes 2 more rounds for the leg to follow, 3 more for

the rest of foe. + 13 Hits, -20

Gro

in

96 -

97

Small shards of sharp salt erupt out of skin on foe’s belly. Muscles beneath are lacerated. You are granted +10 to your

next action. + 10 Hits, -60, SUP

Even gods take cheap shots. Divine light erupts in foe’s groin, causing break in

pelvis. -20 to enemy morale. + 27 Hits, -70, SUP

Spear of blue light opens foe’s abdomen. No bleeding, but in four rounds, intestines

slide out, foe goes into shock and dies. + 9 Hits

Foe’s lungs flooded with holy water, drowns in three rounds.

+ 6 Hits, -30

White light shoots up through foe’s midsection, stops heart. Death is

instantaneous. + 2 Hits, -10

Che

st

98 -

99

Lines spread out across chest, then skin opens and bleeds. The heart is strained

but beats on. + 1 Hit, 2B, -90, Down, Brk

Your faith’s symbol is burned into foe’s chest. Foe’s heart stops in five more

rounds. -10

Foe begins to burn without heat. Foe’s possessions are not even touched by the

fire, but foe collapses into ash in four rounds. + 2 Hits, -40

Stop, said your god. Foe’s heart obeys. + 4 Hits, -20

Foe’s flesh melts and flows like wax. Within seconds, there is only a skeleton

in a puddle. + 1 Hit, -5

Hea

d

100

Tiny star spins around foe’s head, slicing skin each time it touches. Foe takes A

Slash crit each round until dead.

Blast of divine power through the skull works a miracle. Foe has seen the light. Foe converts wholeheartedly to your

faith. + 3 Hits, -30, Daze

Foe turns into a tree. Foe might turn back in 1000 years, or maybe not.

+ 5 Hits, -20

A painfully pure musical note sounds, then every bone in foe’s body crumbles

to dust. + 3 Hits, -10

A liquid flow of white spreads from the point of impact, foe is left as a solid statue

of bone. + 10 Hits, -10, Daze, SUP

Page 101: 0230-RMU-ArmsLaw

Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 101

Subdual Critical Strike Table

Roll A B C D E

Hea

d

1 “Poke foe’s fat. + 1 Hit”

“Foe moves his head at the last minute, avoiding contact.

Brk”

“You were convinced that was lethal, but it was only a slap.

+ 4 Hits”

“Bonk foe on noggin. Foe’s eyes cross. + 1 Hit, Daze”

“Foe gasps as you jab him in the windpipe. + 2 Hits, Ftg(-10)”

Che

st

2 - 3 “Light tap to the chest.

Brk”“Poke foe in the chest.

+ 4 Hits”“Jab foe in the chest.

+ 1 Hit, Stag”“Thump foe in the chest.

+ 4 Hits, Daze”“Hard shot to the chest.

Prone”

Gro

in

4 - 5

“Grazing strike to the belly, foe isn’t ticklish. + 4 Hits”

“Foe turns into blow, you only graze his groin. + 1 Hit, -5”

“Strike foe in the belly. + 1 Hit, Ftg(-10), Brk”

“Backhand shot catches foe in the groin. + 1 Hit, Ftg(-20)”

“Upward shot into foe’s gut. + 1 Hit, Brk”

Leg

6 - 1

0 “Whack foe in the thigh. -5, Brk”

“Smite foe’s hip and thigh, smite harder next time.

+ 4 Hits, Ftg(-10)”

“Downward shot into foe’s foot. + 3 Hits, -5, Ftg(-10)”

“Whack foe across the shin. + 1 Hit, St”

“Catch the foe just above the knee. -10, Ftg(-10), Brk(-25)”

Arm 11

- 1

5 “Solid shot to foe’s shoulder. Daze, Stag”

“Solid shot to the bicep. + 1 Hit, -5, Daze, Brk”

“Slap foe across the knuckles. + 2 Hits, KB”

“Strike down across foe’s wrist. + 1 Hit, -5, KB”

“Whack foe’s forearm. St”

Hea

d

16 -

20 “Clip foe at the hinge of the jaw. + 1 Hit, Ftg(-10), Daze, Brk”

“Tap foe in the temple, nice shot. -10, Stag, Brk”

“Hammer down on the top of foe’s head. Ftg(-20), Brk”

“Slap foe hard across the side of the neck. + 12 Hits, -10, Ftg(-10)”

“Upward strike catches foe under the chin.

+ 1 Hit, Ftg(-20), St, Brk(-25)”

Che

st

21 -

25 “Side strike to the upper ribs. + 1 Hit, Ftg(-20), Stag”

“Jab foe hard in the center of his chest. + 1 Hit, Ftg(-20), Prone”

“Blow slams foe in the chest with some weight behind it.

+ 14 Hits, Brk”

“Slightly off center shot to the solar plexus. + 10 Hits, -10, Ftg(-10), Daze, Brk”

“Strike down between neck and shoulder, that’ll leave a bruise.

+ 1 Hit, Ftg(-20), SUP”

Gro

in

26 -

35 “Side strike in the side, below the ribs. -20”

“Fake high, strike low, catch foe in the groin.

+ 11 Hits, Ftg(-10)”

“Solid gut shot knocks some of the fight out of foe.

+ 1 Hit, Ftg(-20), Prone, Brk”

“Bruising blow sinks into side below ribs. + 2 Hits, -10, SUP, Brk”

“Catch foe cleanly in the groin. + 10 Hits, Ftg(-20), Down”

Leg

36 -

45 “Blow sinks into the meaty part of foe’s thigh.

-20, Ftg(-10)”

“Bounce a solid hit off foe’s hip. + 12 Hits, -20”

“Bash foe hard on the top of the foot, foe hops back a step. + 14 Hits, Ftg(-20), Stag”

“Strike down at an angle, hit foe in the muscle on the back of the calf.

+ 10 Hits, -20, Ftg(-10), Brk”

“You feel your blow bounce off foe’s hip bone.

Ftg(-30), Prone, Brk(-25)”

Arm

46 -

55 “Whack to the elbow drives a twinge of pain down foe’s arm. + 2 Hits, Ftg(-30), Brk(-25)”

“Strike to the bicep drives foe’s arm into his side.

+ 2 Hits, -20, Ftg(-30), Brk”

“Hit foe in the hand hard, he’s shaking the tingles out of his fingers.

+ 3 Hits, Daze, St, SUP”

“Strike to forearm bruises tendons. + 10 Hits, Ftg(-10), St, SUP, Brk”

“Bicep strike bruises muscle. + 1 Hit, -10, Ftg(-10), SUP, Down”

Arm

56 -

65 “Slam foe in the shoulder. + 3 Hits, Down”

“Hit foe’s wrist hard enough to bat arm aside.

+ 14 Hits, Ftg(-20), Down”

“Hit the funnybone, foe makes a face. + 2 Hits, -10, Ftg(-20), SUP, Brk”

“Hard shot to the shoulder leaves a bruise. -70”

“Solid shot to the hand sprains a finger. -50, Daze, SUP”

Gro

in

66

“Blow sinks hard into foe’s stomach, bruising abdominal muscles. + 2 Hits, -50, Ftg(-10), Down, Brk(-50)”

“Groin strike, foe will walk bow legged for days.

+ 1 Hit, -50, Ftg(-10), St, Brk”

“Foe folds over a solid shot to the stomach. + 13 Hits, -50, Ftg(-50), SUP, Down”

“Gut punch foe hard enough to deeply bruise abdominal muscles.

+ 3 Hits, Ftg(-10), KB”

“Hit foe so hard in the groin, his decendants feel it.

+ 10 Hits, Ftg(-20), SUP, Brk”

Leg

67 -

75 “Bruising strike to the top of the thigh. + 1 Hit, -20, Ftg(-20), KB”

“Wild strike breaks one of foe’s toes. + 1 Hit, -50, Ftg(-10), Brk”

“Play golf with foe’s ankle, spraining it. + 21 Hits, Ftg(-20), Down, Brk(-25)”

“Side strike to the knee sprains it. + 3 Hits, -75, Ftg(-10)”

“Strike foe in the inner thigh, causing leg to momentarily fail.

+ 10 Hits, -50, Down”

Che

st

76 -

80 “Clean hit to the solar plexus, needed more force.

+ 13 Hits, -20, Ftg(-20)”

“Smash foe hard in the upper ribs, forcing an “”oof”” out of him. + 2 Hits, -5, Ftg(-20), St, SUP”

“Sharp, fast strike to the chest cracks one rib.

+ 2 Hits, -55, Ftg(-20), Brk(-25)”

“Hit foe just below the armpit, cracking a rib.

+ 1 Hit, -30, Ftg(-30), SUP, Down”

“You feel a rib snap as you hit foe in the lower chest.

+ 10 Hits, -50, SUP, Down”

Hea

d

81 -

85 “Hit foe just below the eye, opening a cut along the cheekbone.

+ 1 Hit, -50, Ftg(-20)”

“Hit foe in the mouth, rocking his head back and splitting both lips.

+ 1 Hit, -20, 2SUP, Stag”

“Catch foe across the face, blood pours out of his nose.

-55, Ftg(-20), Down, Brk”

“Whack foe in the temple, blood runs freely down the side of his face.

+ 24 Hits, -25, Ftg(-20), Down”

“Hitting foe on the top of the head sends tingles up your arm, blood runs down

into his face. + 12 Hits, -55, Ftg(-10), SUP, Down, Brk”

Arm

86 -

90 “Blow bends foe’s wrist back too far, spraining it.

+ 12 Hits, -50, Prone, Brk(-25)”

“Bruising slap to the forearm. -70, St”

“Elbow strike chips bone, looks painful. -50, Ftg(-10), 2SUP, Prone”

“Upward strike to the armpit damages tendons.

+ 3 Hits, -100, Ftg(-10), Down, Brk”

“You might have swung too hard, break one of foe’s fingers.

+ 4 Hits”

Leg

91 -

95 “Solid shot to the hip knocks foe over. -50, Ftg(-30), Down”

“Use the floor like an anvil to smash foe’s foot, breaking a bone in the arch.

+ 10 Hits, -70, Ftg(-10), Down, Brk(-25)”

“Sweep ankle out from under foe, spraining it.

+ 2 Hits, -100, Ftg(-20), Down”

“You wince a bit as you hit foe in the side of the knee. (Sprained, not broken)

Prone”

“Strike foe clean on the lower leg, cracking one on the bones. + 3 Hits, Ftg(-10), Down”

Gro

in

96 -

97 “Painful strike to one kidney. -50, Ftg(-40), Down”

“Foe’s eyes bug out as you smash them in the groin.

+ 33 Hits, -50, Ftg(-20), Down, Brk(-25)”

“Sucker shot to the side, bruising kidney. + 2 Hits, Ftg(-10), Brk”

“Hit foe so hard in the stomach they almost fall over.

+ 1 Hit, -20, KB”

“Perfect upward slam to the groin. + 2 Hits, -10”

Che

st

98 -

99 “You break two lower ribs on one side of foe’s chest.

+ 3 Hits, -50, Ftg(-40), Daze, SUP, Down”

“Side strike hard enough to break a rib and knock the wind out of him.

Ftg(-10), Stag”

“Miss foe’s head, slam down into collar bone, cracking it. + 12 Hits, Ftg(-30), KB”

“Upward strike breaks two ribs. + 2 Hits, Ftg(-20), 2Daze, Brk”

“Perfect shot to the solar plexus knocks all the fight out of your foe.

+ 6 Hits”

Hea

d

100 “Blow glances off neck into foe’s chin,

causing him to bite the tip of his tongue. “

“Snap foe’s head back with a strike to the forehead, a small cut bleeds freely.

+ 13 Hits, -20, Ftg(-10)”

“Jog foe on the top of the head, crude, but effective.

Ftg(-20), KB”

“Perfect bounce off the temple makes foe’s eyes roll wildly.

+ 3 Hits, -10”

“Strike knocks foe’s head to the side with a whipping motion, severing spinal cord.

-50”

Page 102: 0230-RMU-ArmsLaw

102 Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy

9.2. FumblesRanged Fumbles

Roll Bows Thrown Elemental Bolts Elemental Balls/Cones Slings

1 –

20 Sweat gets in your eye. You lose this round’s attack to wipe it off.

Your grip is weak. You elect not to attack because of lack of control.

The element is unruly. If you choose to not act for the rest of the round, you may hold the bolt and roll your attack next round without recasting.

The element is unruly. If you choose to not act for the rest of the round,

you may hold your attack until next round without recasting.

Not enough spin. Hold your attack until next round.

21 -

30

What should be automatic with practice becomes clumsy

as you overthink it. You fail to attack this round.

You lose control as you release the weapon and it falls harmlessly to

the ground halfway to your target.

The element loses focus and bits spray harmlessly off the bolt. Reroll attack with the Size of

the attack reduced by one.

The energies resist direction. If you choose to not act for the rest of

this round, and all of the following round, you may attack the round

after that without recasting.

You lose your grip. The stone still goes flying off to make a +0 attack on the target, but your sling goes along for the ride.

31 -

40

You spill your ammunition on the ground. Did you do something

to offend the gods recently?

You trip over your own feet. You land face down, but hang on to your weapon.

Bolt goes flying off at an angle 90 degrees left of the intended line

of attack. Roll a +0 attack on each target along the new path until it hits someone, strikes a solid

obstruction, or runs out of range.

Attack is launched along a line at an angle 90 degrees left of that intended.

Roll +0 attacks on those in the new attack zone. When a ball hits

someone (or something) or reaches its range limit, it will detonate normally.

You partly lose your grip. The stone goes skipping off harmlessly along the

ground, but you retain your sling.

41 -

50 The projective breaks, but half is still caught on the string. It

requires 200% Activity to clear it.

You begin juggling your weapon because of a bad grip and smack

yourself in the head. You are Stunned for 2 rounds.

Bolt appears as a fist sized ball of appropriate material, which gently

floats at 10’ per round in the direction intended. If anyone runs into it, or it otherwise makes physical

contact, resolve attack at +0 OB.

Elements appear as a head-sized ball, which gently floats at 10’ per round in the direction intended. If it strikes anything solid, resolve attack as a ball

attack centered on that point (use cone terminal radius for ball radius).

You have been overdoing it. Take a -5 Fatigue penalty.

51 -

60 Twang! The projectile drives into the ground between your feet. It breaks.

Poor release. If there is someone else within 15’ of the intended target,

roll a +0 attack on the closest.

As 31-40 above, except that bolt is launched at 90 degrees

right of the intended path.

As 31-40 above, except that attack is launched at 90 degrees

right of the intended path.

You spin your sling so fast that you almost lose control of it. Suffer a -10 initiative penalty next round.

61 -

65 Bow slips from your sweaty hands and falls at your feet.

You throw very poorly. The weapon ends up 10 + 1d10 feet

away in a random direction and must make a breakage check.

As 31-40 above, except that bolt is launched straight down.

As 31-40 above, except that attack is launched straight down.

You are sure it is the perfect sling until you tire of waiting for your target to fall and notice the stone is on the ground near your feet.

Your next action is at -20.

66

Execute the declared attack on the nearest ally, whoops! (If

no ally in range, put projectile through your own foot for 2d10

hits and a -20 flesh wound.)

Execute the declared attack on the nearest ally, whoops! (If no ally in range, weapon bounces

off an object, comes back at you as a +0 surprise attack.)

Execute the declared attack on the nearest ally, whoops! (If no ally in range, attack is lost, and you are

probably in enough trouble already.)

Execute the declared attack centered on the nearest ally, whoops! (If no ally in range,

execute attack centered on self)

Execute the declared attack on the nearest ally, whoops! (If no ally in range, you do yourself

an ‘A’ Unbalancing crit.)

67 -

70 You mishandle your weapon, causing yourself pain. Take

one round Stunned.

What a throw! The weapon flies out twenty feet beyond its normal maximum range past the intended

target. If someone is there, roll a +0 attack. You take a -10 Fatigue

penalty from your exertion.

As 31-40 above, except that bolt is launched at 180 degrees from the intended path (i.e., in the direction

opposite the intended target).

As 31-40 above, except that attack is launched at 180 degrees from the intended path (i.e., in the direction

opposite the intended target).

The stone drops on your foot. Take 1d5 hits of damage.

71 -

80 The bowstring snap. Draw another weapon or restring your bow.

Just as you are about to release, you slip and fall prone, and are

Stunned for one round.

As 31-40 above, except that bolt is launched at 45 degrees

left of the intended path.

As 31-40 above, except that attack is launched at 45 degrees

left of the intended path.

You put too much body into it, and you fall down before you can release your attack. You are Dazed one round.

81 -

85

You managed to hold your thumb in the way of the string. Your shot misses, and you are

Stunned for two rounds.

Your weapon drops to the ground, hitting your foot on

the way for 1d10 hits.

As 31-40 above, except that bolt is launched at 45 degrees

right of the intended path.

As 31-40 above, except that attack is launched at 45 degrees

right of the intended path.

You clip the side of your head and suffer one round Stunned.

86 -

90 Your shot goes wild, landing 3d10 feet from target in a random direction. If someone is there, roll a +0 attack.

Your poor and weak release sends the weapon up two feet. It immediately comes down and hits you. You take no damage, but are Stunned for one round.

As 31-40 above, except that bolt is launched at 45 degrees

above the intended path.

As 31-40 above, except that attack is launched at 45 degrees

above the intended path.

You clip the side of your head and suffer two rounds Stunned.

91 -

95 You slip and fall as you fire. Your shot goes astray. You are now prone

and Stunned for two rounds.

You manage to throw your weapon 4d10 feet behind you. Anyone in the way takes a +0

attack. You are Dazed one round.

As 31-40 above, except that bolt is launched at 45 degrees

below the intended path.

As 31-40 above, except that attack is launched at 45 degrees

below the intended path.

You injure a tendon in the wrist of your slinging hand. This

results in a -15 injury penalty.

96 -

99

Make a breakage check. If it fails, the bow snaps and you take an ‘A’

Puncture from a flying splinter; if it is passed, the string snaps and lashes

you, doing an ‘A’ Slash critical.

You trip as you release your weapon, which flies off to make a +0 attack on the nearest creature. You are Stunned for two rounds.

As 31-40 above, except that bolt is launched straight up.

As 31-40 above, except that attack is launched straight up.

You pull a muscle in your slinging arm, resulting in a -20 penalty injury.

100

You shoot yourself in the foot. Your foot is pinned to the ground (170% Activity to free yourself). You are Stunned for two rounds,

bleeding at 1 hit/round, and have a -30 flesh wound.

You throw the weapon straight up and it comes down as a

+50 attack on yourself.

Element misfires as it leaves your hand. You take an ‘A’ critical

of the appropriate type.

Elements explode in your face. You take a ‘C’ critical of the appropriate type.

The sling becomes a melee weapon as you manage to hit yourself

for an ‘A’ Krush critical.

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Copyright 2012 Aurigas Aldebaron LLC - Registered Playtester Copy 103

Melee FumblesRoll 1-Handed Melee 2-Handed Melee Animals Mounted Arms Unarmed

1 –

20 Your palm is sweaty. Maybe you will improve.

My that weapon is heavy! You lose the opportunity to take a swing.

Odd smell distracts you. You can try to attack next round.

Lack of coordination between you and your mount costs you, but not your mount, the opportunity to attack.

Foe is too quick, and you lose your chance to attack.

21 -

30 You lose your grip on your weapon; it flies 2d10 feet in a random direction.

Next time wipe your hands first.

One hand slips from your weapon and it moves out of position; you lose

the rest of the round recovering.

Try to look like you meant to do that. You make no attack this round.

Use the column for your weapon to determine the result of this fumble.

You trip over your own feet and lose the chance to attack.

31 -

40

Overenthusiastic attack puts you off balance. You suffer a -5 initiative penalty next round.

You mind wanders, and you partly lose control of your weapon. Suffer a -8 initiative penalty next round.

You slip, but keep your feet. Suffer a -3 initiative penalty next round.

You and your mount are of different minds as to what your direction

meant. You both suffer a -10 initiative penalty next round.

Your mighty yell fails to impress your foes, but it

leaves you a bit breathless. Take a -5 Fatigue penalty.

41 -

50 Fighting sure is tiring! Take a -5 Fatigue penalty.

You stumble over an imaginary, invisible, deceased turtle. This

leaves you Dazed for two rounds.

Somehow, you manage to strike yourself for 1d10 hits.

Your mount shies suddenly. You lose your attack and are at -10 next round.

Your mount loses its attack as well.

That move only works in a saga. Take 1d5 hits damage

and suffer a -7 initiative penalty next round.

51 -

60 You try to impress your opponent with a spin maneuver. Too bad.

Spend two rounds Dazed.

You launch a furious, but poorly-executed series of strikes that your

opponent avoids easily. You only tire yourself. Take a -10 Fatigue penalty.

Suddenly, the world just seems too confusing. Spend

the next round Dazed.

Your poor communication of your desires confuses your mount,

which will be Dazed for the rest of this round and all of the next.

You lost your weapon! Wait, you weren’t using one. Spend

the next round Dazed.

61 -

65 You hit an innocent inanimate object. Both it and your weapon

must make breakage checks.

You manage to completely lose your grip on your weapon, which ends up

1d10 feet away in a random direction.

Instinct is not always as reliable as it is made out to be. Your attacks are at -30 for the next three rounds.

Use the column for your weapon to determine the result of this fumble.

Your move is acrobatic, but misjudged. You end up flat on your back and are Stunned for one round.

66

Execute the declared attack on the nearest ally, whoops! If no ally is in reach, an innocent bystander will do. Failing that,

attack an imaginary friend.

Execute the declared attack on the nearest ally, whoops! If no ally is in reach, an innocent bystander will do. Failing that,

attack an imaginary friend.

Execute the declared attack on the nearest ally, whoops! If no ally is in reach, an innocent bystander will do. Failing that,

attack an imaginary friend.

Execute the declared attack on the nearest ally, whoops! If you can

only attack your mount, and your weapon is not suitable, do 2d10 hits and two rounds of Stun to

your mount with a sloppy blow.

Execute the declared attack on the nearest ally, whoops! If no ally is in reach, an innocent bystander will do. Failing that,

attack an imaginary friend.

67 -

70

Your weapon’s balance seems off somehow. Spend two rounds

attacking at -25 before you realize your grip is wrong.

The good news is that you successfully hit, delivering an ‘A’ Subdual critical. The bad news

is, the target was yourself.

Such an itch! Spend the next two rounds Concentrating on

scratching. Hope that it is not fleas.

Use the column for your weapon to determine the result of this fumble.

You have trouble believing that your awesome kill move did not work at all. Spend two rounds

Stunned by your failure.

71 -

80

You are distracted and overwhelmed. You may not

initiate an attack for two rounds (you may full parry if attacked).

You strain your shoulders in a mighty swing (that misses). Take a -20 penalty.

Survival of the fittest, right? That might not be you. The

fight is going out of you as you take a -15 Fatigue penalty.

You nearly fall off your mount and must Concentrate for the

next two rounds to regain your seat. This distracts your mount, leaving it at -30 during this time.

The problem with using your body is a weapon is that sometime you hit something hard. You take 2d10 hits and

are Stunned two rounds.

81 -

85 You are suddenly very winded. Take a -20 Fatigue penalty.

You confuse yourself and get your limbs all crossed. You

are -50 for three rounds.

Bite the inside of your own mouth for 1d10 hits and a round of Stunned

Unable to Parry followed by a round of Stun. The good news is that foes within 10’ of you must save versus a level 1 Fear effect.

Make a Hard riding maneuver or fall off your mount. If successful, you still suffer one round Dazed

and a -5 penalty from a groin pull.

You execute a perfect blow, but your foe blocks it casually,

perhaps accidentally; you are Stunned for two rounds

by the shock of this.

86 -

90 You clip yourself with your own weapon. You are Stunned this round and Dazed next round.

Your lower back screams as you twist too far and pull a muscle.

You are Stunned two rounds and suffer a -25 penalty for the injury.

You take a tumble, traveling 2d10 feet in a random direction. You are

also Stunned for the rest of this round and the whole of the next. Hope that your foe is just as surprised.

You get tangled in your mount’s tack. It will take 250% Activity to get free. Until then, all actions are at -100 except Riding maneuvers.

Your foot slips out from under you as you begin your

attack. You fall and Stun yourself for two rounds.

91 -

95 You trip and fall prone as your swing goes wide. You are Stunned for two

rounds, then Dazed in the third.

You go down hard on one knee. The pain leaves you Stunned for one

round, then Dazed for the next. The knee injury is a -15 flesh wound.

You also drop your weapon.

You got your target’s tail! Wait, no, that was your own tail. Take

2d10 hits and a round of Stunned followed by a round of Dazed.

Your poorly expressed directives cost both you and your mount not

only your attacks for the round, but also a -50 penalty to all actions

for the next three rounds.

Your balance is a little off while requiring one foot to

support your full weight. You suffer a -20 ankle sprain.

96 -

99

The excitement is just too much! Your momentary frenzy leaves you Stunned Unable to Parry

this round, Stunned next round, and Dazed the third round.

Your shoulder should not bend that way! You are Stunned

for three rounds. The pulled muscle provides a -25 injury.

You look in one direction, move in another, and therefore fail to spot the obstacle in your path.

You not only lose your attack, but take an ‘A’ Unbalancing critical.

Use the column for your weapon to determine the result of this fumble.

You miss and overextend, pulling something in your back. Pulled muscle is a -20 injury. Take 2d10 hits and a round of Stun from the pain.

100 Execute the declared attack on

yourself, with no parry DB. Ow!

Worst move seen in ages! You Stunned Unable to Parry for five rounds and are at -30 with a pulled groin muscle.

There is a 50% chance your foes will be out for 3 rounds, laughing.

Where did he go? You managed to get turned around. Your foe is now behind you and gets a free attack on your back.

You drop your weapon. Trying to recover it, you fall from your mount. This shocking turn of affairs leaves your mount at -30 for two rounds.

You execute a textbook headbutt... to the ground. You are prone, Stunned for three rounds, and bleeding 1/rnd.

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10. Appendix10.1. Standard Long

Combat ExampleThis example presumes the Open Rounds rule (Section 2.3) is not in effect.

›Example: Our three heroes, Gauth the Fighter, Athlon the Rogue, and Aurin the Magician, exit a small canyon into a moun-tain pass, only to find themselves confronted by three Orcs 50’ up the path, armed with spears with short curved swords at their belts. Two Goblins with short bows and daggers crouch on a ledge 30’ above and to the right of the Orcs. One of the Goblins points and shouts. Everyone is aware of each other, nobody is surprised or flatfooted, and combat time starts.

The path is narrow and slightly curved with steeply sloped sides that would require a Light climbing Maneuver to traverse. The GM decides no more than two Humans or Orcs can advance side by side and melee attack without interfering with each other. The path is steep and rough; the GM declares anyone moving at a run or faster will need to make maneuver checks.

Round 1

Declarations Phase• Aurin: I’ll 60% cast Sleep VII on those goblins, then combat

perception for 40%.• Athlon: I’ll fire my short bow 60% on Orc 1, then reload 20%,

then combat perception for 20%• Gauth: I advance on Orc 2 at a jog 30%, 70% melee attack with

broadsword on Orc 2. He declares 20 DB for parry on Orc 2, leaving him 90 OB. He decides against charging, not liking the terrain, or the risk the orcs will brace spears on him.

• Goblin 1: Fires short bow 60% on the one with the bow (Athlon), reload 20%, combat perception for 20%.

• Goblin 2: Fires short bow 60% on the one with the bow (Athlon), reload 20%, combat perception for 20%.

• Orc 1: Advance at a walk 30% and melee attack Gauth 70% with his spear. He puts 10 DB into parry, leaving him 30 OB. No charge. Declares his normal shield on Gauth.

• Orc 2: Advance at a walk 30% and melee attack Gauth 70% with his spear. He puts 10 DB into parry, leaving him 30 OB. No charge. Declares his normal shield on Gauth.

• Orc 3: The path is too narrow for three to advance, so he throws a spear 60% at the one with the bow (Athlon), 20% draw his short sword, and 20% advance at a jog to catch up with the fight.

Initiative PhaseEveryone rolls 2d10 + Qu (nobody has any modifications for status)

Order is Aurin, Orc 3, Athlon, Gauth, Orc 1, Orc 2, Goblin 1, Goblin 2.

Action Phase I (0-30%)• Aurin: (60% casting action starts but doesn’t finish) He begins

chanting words of power, and waving his hands.• Orc 3: (60% throw action starts but doesn’t finish) Notices the

man next to his target appears to be casting a spell, and de-cides to cancel action, losing his phase I and allowing him to re-declare Phases II and III for 70% action. He declares a 60% thrown spear at the spell caster (Aurin), then combat percep-tion 10%.

• Athlon: (60% fire action starts but doesn’t finish) His bow bends, he takes aim on Orc 1.

• Gauth: Moves 30% at a jog 50 BMR x 2 = 100, 30% move is 30’, his 70% melee attack will resolve at 30 + (70/2) = 65%, so he’s winding up as Phase I ends.

• Orc 1: Moves 30% at a walk 50 BMR x 1 = 50, 30% move is 15’, his 70% melee attack will resolve at 30 + (70/2) = 65%, so he’s winding up as Phase I ends.

• Orc 2: Moves 30% at a walk 50 BMR x 1 = 50, 30% move is 15’, his 70% melee attack will resolve at 30 + (70/2) = 65%, so he’s winding up as Phase I ends.

• Gauth and the Orc 1 & 2 pair have closed 30 + 15 = 45’ of their 50 distance, and are in melee range, so stop advancing.

• Goblin 1: (60% fire action starts but does not finish) His bow bends, he takes aim on Athlon.

• Goblin 2: (60% fire action starts but does not finish) His bow bends, he takes aim on Athlon.

Action Phase II (31-70%)• Aurin: His 60% casting action completes. His base SCR is 100

+ 14 (ranks in List) -5 (Closed List) +0 (he is 10th level, 6+ levels over a spell cast with 0 prep rounds) +5 (two hands) +10 (shout-ing) -30 (He is rushing the spell 60%) = +94. He rolls a 55. 55 +

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94 =149, which is over 100, the Sleep VII casts successfully. Both goblins must now make a resistance roll, both have a -6 modifier vs Essence.

• Goblin 1 rolls a 07 (-10 for Aurin’s BAR) for a total of –3 and fails.

• Goblin 2 rolls an 87 (-10) for a total of 77, and just barely fails. • Both slump unconscious. The GM decides that Goblin 1 tum-

bles right off the ledge they were crouched on, while Goblin 2 slumps on the ledge, asleep. Goblin 1 falls 30’, taking a +30 OB small Krush attack. GM rolls a 95 + 30 = 125, a 21E Impact. As a small, this is an 11 D Impact. The GM then rolls an 82 on the D Impact Critical. “Foe lands on head hard enough to inflict a concussion, +12 hits, -25, Stunned and unable to parry, Stunned, Prone”. The damage does not break Goblin 1 out of the Sleep spell as the first round of effect is unbreakable magical slumber. Goblin one has taken 23 of his 40 hits for -20 penalty.

• Orc 3: (60% Throw action starts, but does not finish) He redirects his point of aim to the spellcaster (Aurin).

• Athlon: His 60% Missile attack on Orc 1 resolves. Athlon’s player rolls a 79 on his short bow attack. GM declares gauth is in the way enough for partial hard cover, Gauth’s player glares at Athlons “Don’t miss and hit me!”. His OB is 110 and the range is 35’ (+0). Lesser Orc 1 has a DB of 10, partial hard cover -40. The net roll is 149 (79 + 110 – 10-40). Orc 1 is in soft leather, so the result is a 21 E Puncture. The critical roll is 67 “Shot passes through foot breaking bone, +6 hits, -35, 3 bleed, prone”. Orc 1 falls to the ground 5’ from Gauth as the arrow nails his foot. Orc 1 has taken 27 of his 50 hits and it as -20.Athlon starts his 20% action to draw another arrow, but it only gets 10% done and will complete in phase III.

• Gauth: His 70% broadsword melee attack on Orc 2 resolves at 70 / 2 = 35 + 30% move already mad, or 65%. Gauth’s player rolls a 71. He has 90 OB devoted to the attack, but he only used 70% activity (-30) in the attack because he had to jog 30% to reach melee. Orc 2 has 10 DB, 20 DB from his declared shield, plus 10 DB Parry. The net roll is 91 (71 + 90 – 30 - 10 – 20 – 10). Orc 2 is wearing soft leather so the result is an 11 A Krush. Gauth’s player rolls a 15 and groans, this is “Slapping strike to the forearm, +10 hits, -5”. Orc 2 has taken 21 hits of his 50 and is at -10.

• Orc 1: Would get his melee attack, but he is now prone, -20 due to hits taken, -35 due to his broken foot, and doesn’t want to get stabbed on the ground next round, so cancels his attack so he can redeclare getting up on Phase III, then look around 10%

• Orc 2: His melee attack resolves at 65%. Orc 2 is at -5 from his forearm damage, -10 due to hits taken. He has 30 OB declared – 15 penalties – 20 Gauth’s Parry = -5. He rolls an 82 – 5 = 77. Gauth is wearing Mail, so this is 5 Hits no critical. Gauth shrugs this off as it is less than 25% of his 121 hits total.

• Goblin 1: Loses his action, he is asleep and busted up at the foot of the ledge he fell off of.

• Goblin 2: Loses his action, he is asleep on the ledge.

Action Phase III (71-100%)• Aurin: Rolls his 40% perception check at -10, but he can al-

ready see everything going on from his perspective.• Orc 3: His 60% throwing action completes, and he launches

his spear at Aurin. He rolls a 19, which between Aurin’s DB of 12 and the range penalty is a clear miss. He spends his last 10% activity on a perception check, he can see everything going on from where he is standing.

• Athlon: Completes his draw arrow action at 80%, and looks around for 20%. He can see everything from his perspective.

• Gauth: Has expended 100% action• Orc 1: Gets up for 20%, looks around 10%.• Orc 2: Has expended 100% action.• Goblin 1: Is still asleep.• Goblin 2: Is still asleep.

Upkeep Phase• Aurin, Athlon and Gauth have done nothing requiring up-

keep, other than noting their expended PP and Arrows.• Orc 1 is in melee range, can’t see what’s going on behind him,

but he bleeds 3 hits to a total taken of 30 of his 50. He looked around, sees the goblins are out of the fight, and that Orc 2 is overmatched, and that Orc 3 has not moved up to help them. GM decides this is a level 5 fear situation. He needs a 65 to make it, and has a -10 penalty vs fear. Roll is a 27. He has failed by 65 – 27 = 38, or Moderate failure, and will begin to retreat.

• Orc 2 is locked in melee with Gauth, and is overmatched. He’d be more worried but Orc 1 got up again. GM decides this is a level 3 fear situation. He needs a 55 to make his check, and has a -10 penalty vs fear. He rolls a 30 – 10 = 20, or failed by 55 – 20 = 35, which is moderate failure, and he will begin to retreat.

• Orc 3 can see everything going on, and is in a prime position to escape. GM decides this is a level 5 fear situation. He needs a 65 to pass and has a -10 penalty to fear. The roll is 40 – 10 = 30, and 65 -30 = 35 or another moderate failure. He will also retreat.

• Goblin 1: Ends his first round of magical slumber, his round of stunned and unable to parry wears off as it was inflicted before he could act 50% in the round.

• Goblin 2: Ends his first round of magical slumber.• End of Round 1

Round 2Goblin 1 has taken 23 of 40 hits, is laying prone and stunned below the ledge he started on, with a -25 concussion. Goblin 2 is

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sleeping on the ledge. Orc 1 has taken 30 of 50 hits, is at -35 due to a broken foot and bleeding 3 per round. He has failed a fear check and is retreating. Orc 2 has taken 21 of 50 hits and is at -5 from a bruised forearm. He has failed a fear check and is retreating. Orc 3 has taken no injury, but has failed a fear check and is retreat-ing. Gauth has taken 6 of 121 hits, and is undaunted. Athlon and Aurin have taken no injuries and are also undaunted.

Declarations Phase• Aurin: Declares another sleep spell on any remaining orcs for

60%, then he will observe for his remaining 40%.• Athlon: Declares a 60% short bow fire action on Orc 3, then

will draw another arrow 20% and observe to see if there are any targets left with his remaining 20%.

• Gauth: Will melee attack Orc 2 with his broadsword 100%, declaring a 20 DB / 90 OB parry split.

• Orc 1: Retreats at a walk 100%, full parry melee on Gauth.• Orc 2: Retreats at a walk 100%, full parry melee on Gauth.• Orc 3: Retreats at a walk 100%.• Goblin 1: Is in so much pain he will auto waken, the GM de-

cides he will get up 20%, then look around for 50% to find out what’s going on.

• Goblin 2: Is asleep still, and will try to wake.

Initiative PhaseGoblin 1 is at -45, or -9 to init, Orc 1 is at -55 or -11 to init, Orc 2 is at -15 or -3 to init, nobody else has any situational penalties. 2d10 rolls are made, and the order this round will be:

Aurin, Athlon, Orc 3, Gauth, Goblin 2, Orc 2, Orc 1, Goblin 1.

Action Phase I (0-30%)• Aurin: Is casting (his 60% action carries him into Phase II)• Athlon: Is aiming at Orc 3 (his 60% action carries him into

phase II)• Orc 3 : retreats at a walk 30%. This would be 15’, but backward

is only 7’• Gauth: His 100% melee will resolve at 50% in phase II.• Goblin 2: When his initiative comes up, there’s combat going

on, he rolls an 81 + his perception of 20 for a 101, and wakes up. He hears fighting and peeks over the ledge.

• Orc 2: retreats at a walk 30%. This would be 15’, but backward is only 7’

• Orc 1: retreats at a walk 30%. This would be 15’, but backward is only 7’

• Goblin 1: Is in so much pain, the GM declares him automati-cally awakened once that first round of magic sleep wears off. He last remembers standing on a ledge, then waking in pain

with his head spinning, he groans and stands up, wobbly on his feet at -45 and stunned. He begins to blearily look around.

Action Phase II (31-70%)• Aurin: His Sleep VII casting action resolves. His base SCR

is 100 + 14 (ranks in List) -5 (Closed List) +0 (he is 10th level, 6+ levels over a spell cast with 0 prep rounds) +5 (two hands) +10 (shouting) -30 (He is rushing the spell 60%) = +94. He rolls a 50. 50 + 94 =144, which is over 100, the Sleep VII casts success-fully. All three Orcs must now make a resistance roll, all have a -8 modifier vs Essence. They are 2nd level resisting a 10th level caster, so they need an 80.

• Orc 1 rolls an 8 – 8 = 0 and fails.• Orc 2 rolls a 16 -8 = 8 and fails.• Orc 3 rolls a 87 – 10 = 77 and fails• Athlon: Cancels his fire action to save the arrow, and calls out

“Gauth, finish them off, I’ll be right up there.”• Orc 3: Is asleep.• Gauth: Orc is out of melee range, and Gauth didn’t declare

press, so he cancels to “I’ll move from orc to orc finishing them off.”

• Goblin 2: Is sleeping.• Orc 2: Is asleep.• Orc 1: Is asleep.• Goblin 1: Completes his 50% combat perception, GM rolls a

68, plus his 20 perception is 88, minus his injury penalties of 45 and being stunned -20 is 28. . .he kind of grasps that he can’t see any friends, but can’t process well, nor find his bow. GM feels this isn’t even worth rolling. He raises his hands in the universal gesture of surrender.

Action Phase III (71-100%)• Aurin: Does Nothing.• Athlon: Does nothing.• Orc 3: Is asleep.• Gauth: moves to Orc 2 and kills him while he’s helpless.• Goblin 2: Is snoring.• Orc 2: Is dead.• Orc 1: Is asleep.• Goblin 1: Is holding his hands over his head in surrender and

trying not to fall over.

Upkeep PhaseGoblin 1’s stun wears off, Orc 2 bleeds another 3, and all the orcs are no longer magically asleep, just normally asleep. This fight is pretty much over, the GM ends combat time.

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10.2. Open Rounds Long Combat Example

This example presumes the Open Rounds rule (Section 2.3) is in effect.

›Example: Our three heroes, Gauth the Fighter, Athlon the Rogue, and Aurin the Magician, exit a small canyon into a moun-tain pass, only to find themselves confronted by three Orcs 50’ up the path, armed with spears with short curved swords at their belts. Two Goblins with short bows and daggers crouch on a ledge 30’ above and to the right of the Orcs. One of the Goblins points and shouts. Everyone is aware of each other, nobody is surprised or flatfooted, and combat time starts.

The path is narrow and slightly curved with steeply sloped sides that would require a Light climbing Maneuver to traverse. The GM decides no more than two Humans or Orcs can advance side by side and melee attack without interfering with each other. The path is steep and rough, the GM declares anyone moving at a run or faster will need to make maneuver checks.

Round 1

Declarations Phase• Aurin: I’ll 60% cast Sleep VII on those goblins, then another

60% cast sleep VII on the orcs (This is 120% action, Aurin is not hasted or sped, so the second cast will carry into round 2)

• Athlon: I’ll fire my short bow 60% on Orc 1, then reload 20%, then fire my short bow 60% at Orc 3 (This is 140% action, since Athlon is not under haste or speed, he will not complete his second shot in round 1)

• Gauth: I advance on Orc 2 at a jog 30%, 70% melee attack with broadsword on Orc 2. He declares 20 DB for parry on Orc 2, leaving him 90 OB. He decides against charging, not liking the terrain, or the risk the orcs will brace spears on him.

• Goblin 1: Fires short bow 60% on the one with the bow (Athlon), reload 20%, fire 60% at Athlon again. (This is 140% ac-tion, since Goblin 1 is not under haste or speed, he will not complete his second shot in round 1)

• Goblin 2: Fires short bow 60% on the one with the bow (Athlon), reload 20%, fire 60% at Athlon again. (This is 140% ac-tion, since Goblin 1 is not under haste or speed, he will not complete his second shot in round 1)

• Orc 1: Advance at a walk 30% and melee attack Gauth 70% with his spear. He puts 10 DB into parry, leaving him 30 OB. No charge. Declares his normal shield on Gauth.

• Orc 2: Advance at a walk 30% and melee attack Gauth 70% with his spear. He puts 10 DB into parry, leaving him 30 OB. No charge. Declares his normal shield on Gauth.

• Orc 3: The path is too narrow for three to advance, so he throws a spear 60% at the one with the bow (Athlon), 20% draw his short sword, and 20% advance at a jog to catch up with the fight.

Initiative PhaseEveryone rolls 2d10 + Qu (nobody has any modifications for status)

Order is Aurin, Orc 3, Athlon, Gauth, Orc 1, Orc 2, Goblin 1, Goblin 2.

Action Phase I (0-30%)• Aurin: (60% casting action starts but doesn’t finish) He begins

chanting words of power, and waving his hands.• Orc 3: (60% throw action starts but doesn’t finish) Notices the

man next to his target appears to be casting a spell, and de-cides to cancel action, losing his phase I and allowing him to re-declare Phases II and III for 70% action. He declares a 60% thrown spear at the spell caster (Aurin), then draw his short sword 20% (which will carry over into round 2).

• Athlon: (60% fire action starts but doesn’t finish) His bow bends, he takes aim on Orc 1.

• Gauth: Moves 30% at a jog 50 BMR x 2 = 100, 30% move is 30’, his 70% melee attack will resolve at 30 + (70/2) = 65%, so he’s winding up as Phase I ends.

• Orc 1: Moves 30% at a walk 50 BMR x 1 = 50, 30% move is 15’, his 70% melee attack will resolve at 30 + (70/2) = 65%, so he’s winding up as Phase I ends.

• Orc 2: Moves 30% at a walk 50 BMR x 1 = 50, 30% move is 15’, his 70% melee attack will resolve at 30 + (70/2) = 65%, so he’s winding up as Phase I ends.

• Gauth and the Orc 1 & 2 pair have closed 30 + 15 = 45’ of their 50 distance, and are in melee range, so stop advancing.

• Goblin 1: (60% fire action starts but does not finish) His bow bends, he takes aim on Athlon.

• Goblin 2: (60% fire action starts but does not finish) His bow bends, he takes aim on Athlon.

Action Phase II (31-70%)• Aurin: His 60% casting action completes. His base SCR is 100

+ 14 (ranks in List) -5 (Closed List) +0 (he is 10th level, 6+ levels over a spell cast with 0 prep rounds) +5 (two hands) +10 (shout-ing) -30 (He is rushing the spell 60%) = +94. He rolls a 55. 55 + 94 =149, which is over 100, the Sleep VII casts successfully.

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Both goblins must now make a resistance roll, both have a -6 modifier vs Essence.

• Goblin 1 rolls a 07 (-10 for Aurin’s BAR) for a total of –3 and fails.

• Goblin 2 rolls an 87 (-10) for a total of 77, and just barely fails. • Both slump unconscious. The GM decides that Goblin 1 tum-

bles right off the ledge they were crouched on, while Goblin 2 slumps on the ledge, asleep. Goblin 1 falls 30’, taking a +30 OB small Krush attack. GM rolls a 95 + 30 = 125, a 21E Impact. As a small, this is an 11 D Impact. The GM then rolls an 82 on the D Impact Critical. “Foe lands on head hard enough to inflict a concussion, +12 hits, -25, Stunned and unable to parry, Stunned, Prone”. The damage does not break Goblin 1 out of the Sleep spell as the first round of effect is unbreakable magical slumber. Goblin one has taken 23 of his 40 hits for -20 penalty.

• Orc 3: (60% Throw action starts, but does not finish) He redirects his point of aim to the spellcaster (Aurin).

• Athlon: His 60% Missile attack on Orc 1 resolves. Athlon’s player rolls a 79 on his short bow attack. GM declares gauth is in the way enough for partial hard cover, Gauth’s player glares at Athlons “Don’t miss and hit me!”. His OB is 110 and the range is 35’ (+0). Lesser Orc 1 has a DB of 10, partial hard cover -40. The net roll is 149 (79 + 110 – 10-40). Orc 1 is in soft leather, so the result is a 21 E Puncture. The critical roll is 67 “Shot passes through foot breaking bone, +6 hits, -35, 3 bleed, prone”. Orc 1 falls to the ground 5’ from Gauth as the arrow nails his foot. Orc 1 has taken 27 of his 50 hits and it as -20.Athlon starts his 20% action to draw another arrow, but it only gets 10% done and will complete in phase III.

• Gauth: His 70% broadsword melee attack on Orc 2 resolves at 70 / 2 = 35 + 30% move already mad, or 65%. Gauth’s player rolls a 71. He has 90 OB devoted to the attack, but he only used 70% activity (-30) in the attack because he had to jog 30% to reach melee. Orc 2 has 10 DB, 20 DB from his declared shield, plus 10 DB Parry. The net roll is 91 (71 + 90 – 30 - 10 – 20 – 10). Orc 2 is wearing soft leather so the result is an 11 A Krush. Gauth’s player rolls a 15 and groans, this is “Slapping strike to the forearm, +10 hits, -5”. Orc 2 has taken 21 hits of his 50 and is at -10.

• Orc 1: Would get his melee attack, but he is now prone, -20 due to hits taken, -35 due to his broken foot, and doesn’t want to get stabbed on the ground next round, so cancels his attack so he can redeclare getting up on Phase III, then look around 10%

• Orc 2: His melee attack resolves at 65%. Orc 2 is at -5 from his forearm damage, -10 due to hits taken. He has 30 OB declared – 15 penalties – 20 Gauth’s Parry = -5. He rolls an 82 – 5 = 77. Gauth is wearing Mail, so this is 5 Hits no critical. Gauth shrugs this off as it is less than 25% of his 121 hits total.

• Goblin 1: Loses his action, he is asleep and busted up at the foot of the ledge he fell off of.

• Goblin 2: Loses his action, he is asleep on the ledge.

Action Phase III (71-100%)• Aurin: Gets 40% into his 60% casting action, but it will com-

plete next round.• Orc 3: His 60% throwing action completes, and he launches

his spear at Aurin. He rolls a 19, which between Aurin’s DB of 12 and the range penalty is a clear miss. He spends his last 10% activity starting his draw short sword action, which will complete next round.

• Athlon: Completes his draw arrow action at 80%, and starts his 60% fire attack on Orc 2, which gets 20% done before the phase ends, he will need to complete it next round.

• Gauth: Has expended 100% action• Orc 1: Gets up for 20%, looks around 10%.• Orc 2: Has expended 100% action.• Goblin 1: Is still asleep.• Goblin 2: Is still asleep.

Upkeep Phase• Aurin, Athlon and Gauth have done nothing requiring up-

keep, other than noting their expended PP and Arrows.• Orc 1 is in melee range, can’t see what’s going on behind him,

but he bleeds 3 hits to a total taken of 30 of his 50. He looked around, sees the goblins are out of the fight, and that Orc 2 is overmatched, and that Orc 3 has not moved up to help them. GM decides this is a level 5 fear situation. He needs a 65 to make it, and has a -10 penalty vs fear. Roll is a 27. He has failed by 65 – 27 = 38, or Moderate failure, and will begin to retreat.

• Orc 2 is locked in melee with Gauth, and is overmatched. He’d be more worried but Orc 1 got up again. GM decides this is a level 3 fear situation. He needs a 55 to make his check, and has a -10 penalty vs fear. He rolls a 30 – 10 = 20, or failed by 55 – 20 = 35, which is moderate failure, and he will begin to retreat.

• Orc 3 can see everything going on, and is in a prime position to escape. GM decides this is a level 5 fear situation. He needs a 65 to pass and has a -10 penalty to fear. The roll is 40 – 10 = 30, and 65 -30 = 35 or another moderate failure. He will also retreat.

• Goblin 1: Ends his first round of magical slumber, his round of stunned and unable to parry wears off as it was inflicted before he could act 50% in the round.

• Goblin 2: Ends his first round of magical slumber.• End of Round 1

Round 2Goblin 1 has taken 23 of 40 hits, is laying prone and stunned below the ledge he started on, with a -25 concussion. Goblin 2 is sleeping on the ledge. Orc 1 has taken 30 of 50 hits, is at -35 due to

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a broken foot and bleeding 3 per round. He has failed a fear check and is retreating. Orc 2 has taken 21 of 50 hits and is at -5 from a bruised forearm. He has failed a fear check and is retreating. Orc 3 has taken no injury, but has failed a fear check and is retreat-ing. Gauth has taken 6 of 121 hits, and is undaunted. Athlon and Aurin have taken no injuries and are also undaunted.

Declarations Phase• Aurin: Has a casting action carried over from last round for

20% and after that declares another sleep spell on any remain-ing orcs for 60%, then he will observe for his remaining 20%.

• Athlon: Has a 60% short bow fire action carried over from last action for 40%, then will draw another arrow 20% and observe to see if there are any targets left with his remaining 40%.

• Gauth: Will melee attack Orc 2 with his broadsword 100%, declaring a 20 DB / 90 OB parry split.

• Orc 1: Retreats at a walk 100%, full parry melee on Gauth.• Orc 2: Retreats at a walk 100%, full parry melee on Gauth.• Orc 3: Has 10% of his draw shortsword carried over from

round 1, then will retreat at a walk 90%.• Goblin 1: Is in so much pain he will auto waken, the GM de-

cides he will get up 20%, then look around for 50% to find out what’s going on.

• Goblin 2: Is asleep still, and will try to wake.

Initiative PhaseGoblin 1 is at -45, or -9 to init, Orc 1 is at -55 or -11 to init, Orc 2 is at -15 or -3 to init, nobody else has any situational penalties. 2d10 rolls are made, and the order this round will be:

Aurin, Athlon, Orc 3, Gauth, Goblin 2, Orc 2, Orc 1, Goblin 1.

Action Phase I (0-30%)• Aurin: His Sleep VII casting action resolves. His base SCR

is 100 + 14 (ranks in List) -5 (Closed List) +0 (he is 10th level, 6+ levels over a spell cast with 0 prep rounds) +5 (two hands) +10 (shouting) -30 (He is rushing the spell 60%) = +94. He rolls a 50. 50 + 94 =144, which is over 100, the Sleep VII casts success-fully. All three Orcs must now make a resistance roll, all have a -8 modifier vs Essence. They are 2nd level resisting a 10th level caster, so they need an 80.

• Orc 1 rolls an 8 – 8 = 0 and fails.• Orc 2 rolls a 16 -8 = 8 and fails.• Orc 3 rolls a 87 – 10 = 77 and fails• With all targets down, Aurin cancels his next casting action

to wait and observe.• Athlon: Is aiming at Orc 3 (the 40% remaining in his 60% action

carries him into phase II)

• Orc 3 : Is asleep.• Gauth: Slashes down with his sword at Orc 2, killing the help-

less sleeping orc.• Goblin 2: When his initiative comes up, there’s not much left

going on, so he keeps sleeping.• Orc 2: Is dead.• Orc 1: Is asleep.• Goblin 1: Is in so much pain, the GM declares him automati-

cally awakened once that first round of magic sleep wears off. He last remembers standing on a ledge, then waking in pain with his head spinning, he groans and stands up, wobbly on his feet at -45 and stunned. He begins to blearily look around.

Action Phase II (31-70%)• Aurin: Observes but does nothing.• Athlon: Cancels his fire action to save the arrow, and calls out

“Gauth, finish them off, I’ll be right up there.”• Orc 3: Is asleep.• Gauth: Has expended 100% action.• Goblin 2: Is sleeping.• Orc 2: Is dead.• Orc 1: Is asleep.• Goblin 1: Completes his 50% combat perception, GM rolls a

68, plus his 20 perception is 88, minus his injury penalties of 45 and being stunned -20 is 28. . .he kind of grasps that he can’t see any friends, but can’t process well, nor find his bow. GM feels this isn’t even worth rolling. He raises his hands in the universal gesture of surrender.

Action Phase III (71-100%)• Aurin: Does Nothing.• Athlon: Does nothing.• Orc 3: Is asleep.• Gauth: Has expended 100% action.• Goblin 2: Is snoring.• Orc 2: Is dead.• Orc 1: Is asleep.• Goblin 1: Is holding his hands over his head in surrender and

trying not to fall over.

Upkeep PhaseGoblin 1’s stun wears off, Orc 2 bleeds another 3, and all the orcs are no longer magically asleep, just normally asleep. This fight

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