Pins

Attackers who have made successful overbearing attacks have an advantage over the defender in the following round. The attackers can release the opponent or try for a pin.

If the attackers release the opponent, they can immediately attempt another unarmed attack, draw a weapon and attack (this counts as a half-move action), or attempt some other action normally available to characters, such as movement.

If the attackers try for a pin, conduct another opposed Strength roll. If the attackers win, the opponent is pinned (
see below). If the defender wins, the attackers must leave the defender’s square and the defender can spend a half move or an attack to stand up, just as if she had suffered a knockdown.

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