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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