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 victim’s 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 additional penalties. To withdraw an impaled weapon during melee requires use of the Ready Weapon combat action. The wielder must pass an unopposed 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 weapon, but without any damage modifier. Failure implies that 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 harpoons) inflict normal damage. Armor does not reduce withdrawal damage. Whilst it remains impaled, the attacker cannot use his impaling weapon for parrying.

Impale Effects Table

Creature SIZ

Small Weapons

Medium Weapons

Large Weapons

Huge Weapons

Enormous Weapons

1-10

Formidable

Herculean

Incapacitated

Incapacitated

Incapacitated

11-20

Hard

Formidable

Herculean

Incapacitated

Incapacitated

21-30

No Effect

Hard

Formidable

Herculean

Incapacitated

31-40

No Effect

No Effect

Hard

Formidable

Herculean

41-50

No Effect

No Effect

No Effect

Hard

Formidable

Each +10



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