Arms Companion is the latest volume of optional material for Rolemaster. Its focus is the warriorthe sword-swinging, muscle-bound champion that so often saves the day and proves to be the backbone of the fantasy genre. The material in the Arms Companion will add versatility, depth, and even a few new abilities to this honorable (and, often, not-so-honorable) profession.Arms Companion New weapon attack tables and new critical strike tables. New options for combat maneuvers. Dozens of new skills. New weapons and equipment. New background options for fighters and thieves. Guidelines for new (non-spell user) groups and organizations that can effect a character's development and background. Rules for customizing existing professions to fit character backgrounds and specializations. Rules for thieves, traps, and subterfuge. An entirely unique system for aiming blows and called shots, along with a system that allows characters to mix armor types. Table of Contents......Page 2 3.2 Optional racial bonuses and maximums......Page 5 4.1 Large and super large critical resolution......Page 6 4.3 Combat langueages......Page 7 4.5 Cauterizing wounds......Page 8 4.8 Weapon use......Page 9 4.12 Restricted area combat (RAC)......Page 10 4.14 Initiative modifiers revisited......Page 11 4.15.2 Random body hit location chart......Page 12 4.15.3 Stratetic targeting chart......Page 13 4.16 The stance-based initiative system......Page 14 5.3 Donning and doffing armor revisited......Page 18 5.5 Options for armor and helmets......Page 19 5.8 Sollerets......Page 20 5.9 Maintenance and breakage......Page 21 6.5 Mecthar......Page 22 New Weapon stat chart......Page 23 6.16 Executioner's swords......Page 24 6.17.3 Bow ranges revisited......Page 25 6.20 Arbalest......Page 26 6.22 Optional rules for crossbows......Page 27 6.24 More mass, more OB......Page 28 6.26 Sheath hangers......Page 29 6.29 Weapon speed modifiers......Page 30 6.31 Irritants (effects on target)......Page 32 6.32 Armor mounted weapons......Page 33 6.34 Rare and exotic weapons......Page 34 6.36 Multi-Purpose weapons......Page 36 6.40 Custom made weapons......Page 37 7.3 Bushwhacking......Page 44 7.4.1 Airborne combat modifiers......Page 46 7.4.2 Seaborne combat modifiers......Page 48 7.5 General tips......Page 49 8.1 New skills......Page 51 8.2.1 Optional effects for exhaustion on skills......Page 64 8.2.2 Optional stalk and hide modifiers......Page 65 8.2.4 First aid implements......Page 66 9.1 Trap building and types of traps......Page 67 9.3 Tools of thieves......Page 69 9.4 Thieves Code......Page 70 10.1 Honor......Page 71 10.3 Apperenticing......Page 72 10.4 Warrior backround table #1......Page 77 10.5 Warrior backroiund table #2......Page 78 10.6 Hobby picks revisited......Page 80 11.1 Militia & Military......Page 81 11.3 Merceneries groups......Page 82 11.6 Lords and lieges......Page 83 11.7 Archetypes......Page 84 11.8 Chronicles of Norwin the Red Wizard of the Orthgonical Tower......Page 87 12.1 Using the new large and super critical tables......Page 89 12.1.1Large krush critical strike table......Page 90 12.1.2 Large creature puncture criticals strike table......Page 91 12.1.3 Large creature slash critical strike table......Page 92 12.1.4 Super large krush critical strike table......Page 93 12.1.5 Super large puncture critical strike table......Page 94 12.1.6 Super large slash critical table......Page 95 12.1.7 Large & super large non-weapon critical strike table......Page 96 12.2.1 Strategic targeting critical strike table......Page 97 12.2.2 Pummering critical strike table......Page 98 12.2.3 Tearing/Ripping critical strike table......Page 99 12.3.1 Arbalest Attack table......Page 100 12.3.2 Estock Attack table......Page 101 12.3.3 Battle Hammer Attack table......Page 102 12.3.4 Metal Whip Attack table......Page 103 12.3.5 Tebuje Attack table......Page 104 14.0 ARC Options Checklist......Page 106