Disarming Block (MA) (5)

Whenever an opponent rolls a 1 or a 2 in melee against the character, regardless of the character's C roll or if he suffers a hit, that opponent must pass a Q test on one die or be disarmed. Flail weapons, martial arts Traits and natural attacks (claws, bites, tailslaps, etc.) are unaffected. The disarmed weapon is placed on the ground by the disarmer within 1 x Short of the owner.