Trap
Like with a disarm, the trap is resolved before the normal attack roll is made. A character attempts to trap an enemy's 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 enemy's 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 character's 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 that's been caught. The character who performs the trap cannot use the weapon or shield he's pinning the opponent's 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 weapon's attacks, he completely stops his opponent's offense. Another sneaky trick is to have an ally trap a tough opponent's weapon to free up unanswered flank or rear attacks for a second character. Trapping is tougher than a simple block, but worth the effort.
Declared
Affects faster or equal init.
Resolved before attack roll
Opposed attack rolls (A.C. 0 – trap-er/A.C. 4 – trap defender)
If successful, weapon pinned, possible break
no more attacks w/that weapon for round
Opposed str. check at end of round
If successful, wapon stays pinned
Each round thereafter, 2 checks
At fastest init.
At end of round
If break declared (require appropriate weapon type), weapon saves vs. crushing blow
Success = weapon is fine and freed
Failure = weapon broken
Trap-er cannot use weapon that is pinning
Trap defender cannot use pinned weapon but can drop it
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