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.
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
Field
Value
condition
as melee attack: opposed attack roll to disarm opponent
modifier
0
target
disarm-attack
condition: +4 to disarm if wielding a two-handed weapon
Field
Value
condition
+4 to disarm if wielding a two-handed weapon
modifier
4
target
disarm-two-hand-bonus
condition: -4 to disarm if wielding a light weapon