I haven't used the RMU tables but I have converted one of the older sets tables over. I created a set of tables that I believe are much more dynamic and work with the crit tables from any Rolemaster version. They are still currently in the playtest stage. I recently started a new group and we should start playtesting those tables in the next two sessions. Each attack type (Slash, Puncture, Crush, etc) has it's own attack table with columns dedicated to the crit size (Tiny, Small, Medium, Large, and Huge). The tables are based on the averages of the tables from Arms Law and crits happen about as often as they do in Arms Law. So the smaller the attack size the harder it is to get a crit much less a killing shot. I am also thinking of redesigning the crit tables a little to reflect certain ideas I have. This whole process of redesigning the crit tables for HARP will eventually include options for armor and damage reduction. I am trying to move away from the idea that heavy armor and high ability to avoid getting hit are simply numbers that affect the opponents ability to hit you. I understand it's all in the way it is described but one of the reasons I loved Rolemaster so much is that fact that it differentiated that on their combat charts. I really dislike the way D&D does it with AC as I think it should be different effects overall. My idea right now is that armor not only reduces the damage taken but also the level of the crit. Again this will be based on the averages I get out of Rolemaster along with balance issues in HARP. So far it all looks really good though I haven't playtested it very much. Tulgurth from these forums did experience my combat tables when he played in a HARP Maptool game I ran online last year.
Bruce