A “Corner Lock” occurs any time one or more corners of a combat piece come into legal contact with an opposing piece. Legal contact means front-to-front, front-to-side, or front-to-rear but never side-to-side. Single corner locks (as below) come into being as part of close combat resolution or by a move to offer flank support to an already engaged piece. On rarer occasions they might occur from initial contact where the attacker over-matches (has more pieces than) the defender OR can not complete a move to engage OR with the intent to “pin” the piece in a close combat round AFTER the initial contact round:
Corner Locked pieces may not move (except in special ways described below). They may not fire or be fired into. They may not offer flank support if multi-corner locked. They may disengage from a single corner lock by rolling a 1d6 equal to or greater than their piece QV (Quality Value)
when activated (and one action is expended) a single corner locked piece may SLIDE into full contact with the opposing locking piece:
OR, it may PIVOT on the locked corner to come into full front to side contact with the opposing locking piece (giving a flank attack bonus of +3):
A single corner locked piece can neither slide or pivot if such a move would bring it into contact with an opposing piece other than the one involved in the corner lock:
Likewise a multi-corner locked piece may not move:
In close combat play it may be useful to “pin” an opponent’s piece with a corner lock or to move so as to create a pivot possibility. Most usually, however, the configuration of corner locks can not be predicted and a myriad of possibilities often result from combat resolution.