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Combat Quick Reference

A single-page reference covering the core Rolemaster combat sequence, rolls, and modifiers. All rules are from Arms Law & Claw Law (AL&CL) unless otherwise noted. Optional rules are flagged with (Optional — AL&CL p.XX).


Battle Round Sequence

One round = 10 seconds. Each combatant normally makes one attack per round (melee, missile, or spell).

Phase Action
1 — Spell Action Declare spells to cast or prepare; specify targets
2 — Spell Results Resolve all cast spells simultaneously; effects apply immediately
3 — Spell Orientation Orientation rolls for teleporters or unusual movement
4 — Fire Phase (A) Declare missile/thrown attacks; specify target
5 — Fire Result (A) Resolve Fire Phase (A) attacks simultaneously
6 — Movement/Maneuver Move up to full allowance; resolve extraordinary maneuvers
7 — Fire Phase (B) (self-reloading weapons only) Second missile attack declaration
8 — Fire Result (B) Resolve Fire Phase (B) attacks
9 — Melee Phase Declare melee attacks; announce OB/DB split
10 — Melee Result Resolve in initiative order; results apply immediately
11 — Final Orientation Orientation rolls for combatants under significant pressure

Activity limits: Spell casters move at 25% (prepared) or 10% (casting) of normal. Drawing a weapon = 20% activity; changing weapons = 50% activity.

Who can melee? Any combatant who has not used more than 50% of their activity (i.e., has not cast/prepared a spell, fired in both fire phases, or moved more than 50%).


Attack Roll

All attack rolls are high open-ended d100.

  • Roll 96–100 → add another d100; keep adding if each new roll is 96–100.
  • Fumble: If the unmodified roll falls within the weapon's fumble range (printed on each attack table), consult the Fumble Table (8.2.1) — affects the attacker only.
  • Net Attack Roll = Attack Roll + OB − DB (cap at 150).
  • Cross-reference the net result with the defender's Armor Type (AT 1–20) on the weapon's attack table.

Reading Attack Table Results

A result such as 22EP means:

Component Meaning
Number (e.g. 22) Concussion hits delivered to the defender
First letter (e.g. E) Critical severity: A (least) → E (most severe); F = two criticals
Second letter (e.g. P) Critical type: Slash, Puncture, Krush, Grapple, Unbalance, Tiny

If no letter follows the number, no critical was delivered.

Concussion hits accumulate; when a character's limit is exceeded they fall unconscious (see ChL §2.4 / §3.8 for limits and death threshold).

Critical strikes: Roll d100 (not open-ended) and cross-index with severity on the appropriate critical table.


Initiative (Melee only)

Highest total goes first. Resolve attacks in sequence; apply results immediately before the next combatant swings.

Modifier Condition
+(1–100) Quickness stat (base value)
+10 Stronger combatant (Strength advantage)
+30 Weapon already drawn and ready
0 One-handed weapon
−10 Two-handed weapon
+40 Pole arm — first round vs. that opponent
−20 Pole arm — subsequent rounds vs. that opponent
+10 Longer weapon (neither combatant charging)
+30 Longer weapon (one or both charging)
−5 Two-weapon combination
−10 Shield
−40 Surprised
−40 Encumbered
−40 Wounded > 50% of concussion hits
−(variable) Moving — penalty = % of movement expended

(Optional: Add 2d10 to each combatant's initiative for randomness — AL&CL §9.5, p.26)


Offensive Bonus (OB)

OB = Skill + Stat + Level + Weapon Quality + Spells/Items ± Situational

Modifier Condition
+15 Flank attack
+20 Rear attack
+20 Surprise
+20 Target is stunned
+30 Target is downed
+50 Target is prone
−10 Wounded > 25% of concussion hits
−10 Wounded > 50% of concussion hits
−10 Wounded > 75% of concussion hits
−20 Drawing a weapon this round
−50 Changing weapons this round
−(variable) Moving — penalty = % of movement expended
−20 Weapon used in left hand
−(variable) Parry transferred to DB

Stat bonuses for OB:

Weapon type Stat used
Melee Strength
Bows, Slings Agility
Thrown Strength

Skill bonus per rank: +5 (ranks 1–10), +2 (ranks 11–20), +1 (ranks 21–30), +½ (rank 31+)

Level bonus per profession:

Profession Bonus
Fighter +3/level to 20th, +1/level after
Thief +2/level (max +40)
Rogue +3/level (max +60)
Warrior Monk +2/level (max +40)
Monk, Ranger, Bard +1/level (max +20)
Other professions None

Defensive Bonus (DB)

DB = Armor Quality + (Quickness Bonus − Armor Qu. Penalty) + Adrenal Defense + Position/Cover + Spells/Items + Shield + Parry

Cover bonus Situation
+20 Half "soft" cover
+40 Full "soft" cover
+50 Half "hard" cover
+100 Full "hard" cover

The defender gains their Quickness stat bonus to DB only if they are aware of the combat situation and free to move.


Parrying

Any portion of a combatant's OB may be switched to DB for that round (declared at the start of the Melee Phase). A combatant may only parry the same foe they attack.

  • Melee parry: Transfer any amount of OB → added 1-for-1 to DB vs. that attacker.
  • Missile parry: Requires a shield (not just a weapon); costs 50% activity; declared at start of Fire Phase (A); applies to one missile attack only.
  • Full OB to parry: Attacker makes no attack (OB = 0) but gains the weapon's "shield" bonus to DB (see Shield-Parry Table 8.2.5).
  • Two-handed weapons and pole arms may only use 50% of OB to parry one-handed opponents.
  • Total OB committed across missile parry + melee parry + attack cannot exceed the character's normal OB.

Shields

Shields add to DB against one opponent's attack(s) per round.

Shield type vs. Melee vs. Missile
Wall Shield +30 +40
Full Shield +25 +25
Normal Shield +20 +20
Target Shield +20 +10
Main Gauche +5*
One-handed weapon (as shield)* +5*
Two-handed weapon* +5*
Pole arm* +5*

* Only if weapon is not used to attack, or 100% of OB is committed to parrying.
Weapons cannot parry missile attacks.


Armor Types

Category AT Examples
Cloth/Skin 1–4 Clothing (1), Robes (2), Light Hide (3), Heavy Hide (4)
Soft Leather 5–8 Leather Jerkin (5), Leather Coat (6), Reinforced Leather (7–8)
Rigid Leather 9–12 Leather Breastplate (9–10), Half-Hide Plate (11), Full-Hide Plate (12)
Chain Mail 13–16 Chain Shirt (13–14), Full Chain (15), Chain Hauberk (16)
Plate 17–20 Metal Breastplate (17–18), Half Plate (19), Full Plate (20)

Heavier armor imposes maneuver penalties, missile attack penalties, and reduces the Quickness DB bonus (see Armor Table 8.2.4).


Critical Strike Effects

When a critical is indicated, roll d100 (not open-ended) and consult the appropriate critical table.

Stun type Effect
Must Parry # rounds Cannot attack; may parry with half OB; movement/maneuvers at −25
Stunned # rounds Cannot attack; may parry with half OB; movement/maneuvers at −50
Stunned, No Parry # rounds Cannot attack, cannot parry (normal Qu/shield DB still applies); movement/maneuvers at −75
Down/Out # rounds No actions at all

Multiple stun results are cumulative. Each round, total stun count decreases by 1, with the most severe type taking effect first.

Large Creatures (Trolls, Giants, Demons, Undead, etc.): Only criticals of B–E severity apply; roll on Large Creature Critical table (8.1.4) using a high open-ended roll — severity level is irrelevant beyond "B or higher".

Super-Large Creatures (Dragons, powerful Demons, etc.): Only D–E criticals apply; roll on Super-Large Critical table (8.1.5).


Weapon Combinations

Combination Notes
No weapon Cannot attack or parry OB; may parry with ½ OB using improvised object
One-handed weapon 1 attack/round; full parry
One-handed + shield 1 attack; shield DB vs. one foe; may also parry vs. same foe
Two-handed weapon 1 attack; max 50% OB to parry vs. one-handed opponent
Pole arm 1 attack; max 50% OB to parry vs. non-pole-arm opponent; +40/−20 initiative modifier
Two one-handed weapons 1 attack each; left-hand weapon −20 OB; both attacks must target same foe; second attack goes last in round
Thrown + melee (same round) Throw at 80% of OB; melee at −20; one-handed melee weapon only

Maneuver Rolls

Roll open-ended d100 + modifiers, then cross-reference with difficulty on the Maneuver/Movement Table (8.2.2).

Modifier Source
−35 to +35 Applicable stat bonus (usually Agility)
−10 Wounded > 25% of concussion hits
−10 Wounded > 50%
−10 Wounded > 75%
−(variable) Armor maneuver penalty (see Armor Table 8.2.4)
+(variable) Applicable skill bonus

Difficulty levels: Routine · Easy · Light · Medium · Hard · Very Hard · Extremely Hard · Sheer Folly · Absurd


Optional Rules (AL&CL §9, pp. 25–27)

Rule Summary Page
Changing Targets Rules for switching attack target mid-round p.25
Missile Weapons in Melee GM may allow small thrown weapons in melee; opponent attacks first; requires maneuver roll p.26
Fire While Moving Fire Phase (B) at −50 OB while moving up to 50% normal allowance; requires maneuver roll p.26
Reloading Reload as maneuver during Movement phase; activity % varies by weapon type p.26
Chance for Initiative Add 2d10 (or 1d10) to initiative totals for randomness p.26
Shield Bash Use shield as Small/Medium "B" animal attack; skill must be developed separately p.26
Weapon Bonuses for Missiles Alternatives to averaging bow+arrow quality bonuses p.26
Optional Armor Damage Track armor endurance; damage increases critical severity; adds significant bookkeeping p.27
Bare Hand Attacks Untrained bare-hand attacks use MA Striking (rank 1, Unbalance crits only) or MA Sweeps (rank 1) p.27
Additional Stun Effects Extended consequences for cumulative stun rounds p.27