On a critical the character can pin one of his opponent’s weapons or shield, using his body or positioning to hold it in place. On his turn the opponent may attempt to wrestle or maneuver the pinned item free. This costs an Action Point and works as per the Grip special effect. Failure means that the pinned item remains unusable. In the meantime, an opponent lacking a weapon or shield in the other hand may only avoid an attack by evading, using his Unarmed skill or disengaging completely.