Plant
PAP/MAP Cost: 1/0 Prerequisites: Polearms only

Plant is a defensive counter to charge and requires the user to have a pole arm weapon to use. You must prepare to plant ahead of time. When an opponent makes a charge (or charge like action against you including overrun) you can counter the charge by planting the bottom of your polearm into the ground while you hold the point at an angle to allow the attacker to impale themsevles. This is a very effective counter to the charge but requires nerves of steel to face down your chargers. If a defender flinches he will make an opening the charger can get through.
Roll is Defenders: focus + polearm levels + 1d20 vs attackers: awareness + land speed + 1d20
If the defender wins the roll the attacker is impaled taking damage and halting his advance. If the defender wins by 10 or more the defender is knocked prone as well, mounted attackers have the mount knocked prone taking the damage and the rider must make a ride chack at a hard skill difficulty (success they are on there feet, failure they are prone too). If the attack wins they find a opening and maneuver through it. If the attack wins by 10 the defender is knocked prone.