Javelin
Combat Effects
Impale
Offensive, Weapon Specific (Piercing)
The attacker can attempt to drive an impaling weapon deep into the defender. Roll weapon damage twice, with the attacker choosing which of the two results to use for the attack. If armor is penetrated and causes a wound, then the attacker has the option of leaving the weapon in the wound, or yanking it free on their next turn. Leaving the weapon in the wound inflicts a difficulty grade on the victims future skill attempts. The severity of the penalty depends on the size of both the creature and the weapon impaling it, as listed on the Impale Effects Table below. For simplicity's sake, further impalements with the same sized weapon inflict no further penalties.
To withdraw an impaled weapon during melee requires use of the Ready Weapon combat action. The wielder must pass an unopossed Brawn roll (or win an opposed Brawn roll if the opponent resists). Success pulls the weapon free, causing further injury to the same location equal to half the normal damage roll for that wapon, but without any damage modifier. Failure implies hat the weapon remained stuck in the wound with no further effect, although the wielder may try again on their next turn. Specifically barbed weapons (such as tridents) inflict normal damage rather than half damage upon being yanked free.
Armor does not reduce withdrawal damage. While it remains impaled, the attacker cannot use their impaling weapon for parrying.
Pin Weapon
General, Character Criticals
On a critical the character can pin one of their opponent's weapons or shield, using their body or positioning to hold it in place. On their turn the opponent may attempt to wrestle or manoeuvre the pinned item free. This costs an Action Point and works as per the Grip special effect. Failure means that the pinned item remains unusable. In the meantime, an opponent lacking a weapon or shield in the other hand may only avoid an attack by evading, using their Unarmed skill or disengaging completely.
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