Disarm

Disarm as melee attack; opposed attack roll; +4 if two-handing.

The character can knock weapons from an enemy's grasp. As a melee attack, the character may attempt to disarm an opponent. Both combatants make opposed attack rolls. The attacker gains +4 if wielding a two-handed weapon or -4 if using a light weapon. On success, the defender's weapon lands 1d4 squares away in a random direction.

Rules Reference

FieldValue
Combat Action / Action Typestandard
Combat Action / Durationinstantaneous
Combat Action / Frequencyat-will
Combat Action / Uses Per Day
Categorycombat
Runtime / Classificationactive-encounter
Runtime / Durationinstantaneous
Runtime / Effect Kindatk_bonus
Runtime / Magnitude
Runtime / Trigger
Runtime / Usesat-will

Notes

Combat Action / Effect Script Id: Disarm

Special: The defender may choose to drop their weapon voluntarily to avoid the opposed roll. If the disarm succeeds by 5 or more, the weapon lands at the attacker's feet instead of a random square. Unarmed characters cannot be disarmed. If the attacker fails by 5 or more, the attacker's weapon is dropped instead.

Benefit

condition: as melee attack: opposed attack roll to disarm opponent

FieldValue
conditionas melee attack: opposed attack roll to disarm opponent
modifier0
targetdisarm-attack

condition: +4 to disarm if wielding a two-handed weapon

FieldValue
condition+4 to disarm if wielding a two-handed weapon
modifier4
targetdisarm-two-hand-bonus

condition: -4 to disarm if wielding a light weapon

FieldValue
condition-4 to disarm if wielding a light weapon
modifier-4
targetdisarm-light-penalty

Prerequisites

type: ability

FieldValue
valueINT 13

Runtime / Triggers

kind: rule-patch

FieldValue
rulemanoeuvre-disarm-mastery