Stop Thrust is an option for the Wait maneuver where one can use a ready thrusting weapon to brace for an enemy charge (such as a melee attack or evade maneuver).[1]
The enemy may defend (unless they are making an All-Out Attack). On a hit, this does your usual thrusting damage with that weapon, with a +1 for every two yards the creature has traveled.
An alerted character can make a stop thrust against an attacker pouncing from above.[2]
Braced Spears[]
Any spear or polearm (Reach 2+) can be braced for a charge, butt pressed against the ground to absorb the impact of collision.[3] Planting the weapon requires a Ready action; thereafter, the wielder must Wait unless unbracing. Unlike a regular Stop Thrust, a braced spear cannot parry -- however, just as with stop thrusts, the spear is likely to hit first, and may be converted to an All-Out Attack. Impaling damage from this attack is the better of a stop thrust or that of a couched lance.
Notes[]
- If your reach exceeds the attacker's reach (such as a spear vs a boar's tusk attack), you hit first!
- You cannot enhance a stop thrust by moving towards an enemy.
- The stop thrust is one of the best moves to use against most zombies while wielding a polearm. Zombies will often rely on an All-Out Attack or otherwise have low defenses, and your superior reach will let the adventurer hit first!
- With a regular spear,[4] it's possible to use a stop thrust against slams and tackles up to ST 12 before having a risk of breaking.[5]
- On a successful stop thrust, you may use your raw strength to keep an enemy from getting closer (see Holding a Foe at Bay, below). With a thrusting, impaling weapon (such as a spear), a successful attack is in the target, who must spend two movement points (typically 2 yards) to pull themselves away from the attack. Otherwise, they can roll at Will-3 (+3 for HPT, -4 for LPT) to run themselves through, getting closer to their foe but receiving maximum thrust/impaling damage![6]
Trivia[]
- The damage calculated from a successful stop thrust (at +1 per Move 2) is much higher than the flat +1 damage from attacking while on a charging horse.[8]