Trap

ItÆs possible to use your weapon or shield to pin your enemyÆs weapon against his body or to trap the weapon on your own sword-hilt or weapon haft. This maneuver is known as a trap. Traps are much like blocks; the character can get a chance to trap an attack that comes before his action phase by declaring the trap before initiative is rolled, or he can trap any attack that comes in his action phase or later without declaring his action beforehand.

Like with a disarm, the trap is resolved before the normal attack roll is made. A character attempts to trap an enemyÆs attack by rolling an opposed attack roll versus AC 0 while his opponent rolls against AC 4. If the trapping character wins the opposed roll, the weapon is successfully pinned. Otherwise, the pin fails and the normal attack roll is made.

Once an enemyÆs weapon is trapped, he loses any additional attacks he could have made with that weapon in the current round. At the end of the round, the trapping character and his victim make opposed Strength rolls to see if the victim can free his weapon. In each subsequent round, one Strength check is made on the fastest characterÆs base initiative, and a second one at the end of the round.

A character with a trapped weapon can always attack with a secondary weapon or simply abandon the weapon thatÆs been caught. The character who performs the trap cannot use the weapon or shield heÆs pinning the opponentÆs weapon with.

Trapping is an excellent tactic to use against an opponent with fewer attacks. It is also a good tactic for a two-weapon fighter to use against a single-weapon fighter; by sacrificing one weaponÆs attacks, he completely stops his opponentÆs offense. Another sneaky trick is to have an ally trap a tough opponentÆs weapon to free up unanswered flank or rear attacks for a second character. Trapping is tougher than a simple block, but worth the effort.

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