Combat

Just to clarify and for those of you that may have forgotten, attacks are resolved in the following way:

1. Roll for initiative. Winner strikes first.
2. Decide to what extent you will parry this round. I.e. what share of your offensive bonus do you wish to add
to your defensive bonus?
3. Choose your weapon.
4. Roll an open-ended roll. If the result is 96-100, roll again and add the result of the second roll. Continue
until no more open-ended rolls are made.
5. Add your Offensive Bonus with that weapon.
6. Subtract your opponents Defensive Bonus.
7. Look up the chosen weapon’s chart.
8. Check the column matching your opponent’s armour type.
9. If the result exceeds the table, then you deliver one extra hit point of damage for every two points above the
chart.
10. If the result is a number, your opponent takes that may hit points.
11. If the result is a number and two letters this tells you what type of critical you deliver and the severity.
12. Roll again, non-open ended on the critical table.
13. DM applies the results.

Arms Law Extension

Multiple Attacks

Characters receive an additional attack for every 30 skill ranks with a weapon. For melee weapons this can be straight forward, for missile weapons a quick-load roll is normally required. Special weapons, which grant an ability similar to " allows user to fire twice per round" should be read as "allows user to fire an additional arrow/bolt per round".

No one should receive more than 10 attacks per round.

Firing two/three/four arrows at once

Characters may develop a skill, which allows them to fire two, three or four arrows at once when they have reached a certain level (10 for example).

Skill cost: as weapon cost. Half the skill ranks with the weapon may be used as start value. Every ability (2/3/4) must be developed separately.