Slams with Long Weapons

A pole held across the body is useful for knocking people over in a slam. This move - called "cross-checking" in ice hockey - is a variation on the shield rush (p. B372) for long weapons. Only reach 2+ weapons can do this, and only when ready in a two-handed grip. This usually limits it to Polearm, Spear, Staff, Two-Handed Axe/Mace, and Two-Handed Flail weapons, but Two-Handed Sword weapons can also slam when held in a Defensive Grip. To charge and strike with the end of a weapon, see Move and Attack (p. 107).

Resolve this attack as explained under Slam (p. B371), but roll against weapon skill to hit. (This represents keeping the weapon on target as you rush - a historically accurate part of training with long weapons!) If you hit, add your weapon's highest Reach to your regular slam damage. Your weapon takes damage instead of you, but you still fall down if your opponent rolls twice your damage or more.

Using a long pole makes two options available that aren't possible with ordinary slams and shield rushes. First, you can target the neck, at the standard -5 to hit. This has no special effect on the slam but gives you the favorable modifiers for crushing damage to the neck.

Second, you can run between two opponents who are no further apart than the reach of your weapon (adjacent if reach 2, with up to a yard of empty space between them if reach 3) and slam them both. Roll separately at -4 to hit each foe; this is a variation on Dual-Weapon Attack (p. B417). Determine damage normally, adding Reach as above, but make a single damage roll and divide it by two. This is the damage to each foe - even if you hit just one. Work out who knocks down whom separately for each attack. You have two chances to fall. Only a big, fast fighter with a heavy weapon is likely to knock down two men!

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