Pin

With the Pin maneuver, you move close to your enemy (right up in his face) and use either a weapon or your shield to pin, or trap, his weapon—usually by pressing it against him so that he can't move.

This is like a Called Shot, except that you don't have to announce it before initiative and you don't suffer a +1 to initiative. You do still suffer the –4 attack penalty.

If you successfully hit, the victim can't use his pinned weapon until the pin is broken, and you can't use your pinning weapon or shield until the pin is broken.

When the pin is first performed, the victim gets one chance to struggle, using a Strength roll exactly as described for the Grab maneuver, above. If he succeeds, he yanks the weapon free; if he has attacks left this round, he can use all of them. If he fails, the weapon remains pinned for the rest of the round; the victim loses one of his attacks for the round (if he only had one, he's out of luck until next round); but next round and in succeeding rounds, his first struggle attempt each round does not count against his available attacks. (Subsequent ones in the same round do count as attacks.)

It is possible to Pin someone with the missile weapon you are carrying (except for the ordinary Sling). While it's being used to Pin, it may not be used as a missile weapon. If it was armed (an arrow was nocked, a quarrel was in place, or a stone was in the staff-sling's pouch), it loses that missile in the struggle; the character must reload it later.

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