Offensive or Defensive Maneuver

A popular tactic in closely contested melee is to deprive one’s opponent of his weapon. Beyond the obvious advantage that he cannot counter-attack until he picks it up or draws a new weapon, his defensive options are likely to be reduced as well. Disarming is a popular maneuver when you are trying to avoid hurting your opponent or trying to make him surrender, but it can just as easily be used as a prelude to an easy kill.

As an Attack

The attacker assigns as many dice to the disarm as he likes (after paying the activation cost) while the defender makes whichever defense he chooses. If the disarm attack is successful, the defender must make a Knockdown/TN8 with a penalty to his Knockdown pool equal to the attackers Margin of Success. If this roll is failed (or his Knockdown pool has been reduced to zero or fewer dice) then the weapon has been dropped. If the Knockdown roll is successful, then the defender has managed to retain his grip on his weapon but the attacker keeps initiative. Of course, as always, the defender has the option to ignore the disarm attempt and simply attack instead of defending, but unless he steals initiative he’s risking being disarmed before his attack strikes. Additionally, even if the defender succeeds on retaining his grip on his weapon, his pool of dice assigned to the attack is reduced by the attacker’s Margin of Success as the defender struggles to not drop the weapon while he swings it (this does not apply if he steals initiative, of course). Disarm is similar to the Beat Maneuver, except that it is not necessary to perform the disarm after a break in the combat.

As a defense

After the activation cost has been paid, dice are assigned as if for a parry. If the defense is successful, then the attacker must make a roll Knockdown/TN8 with a penalty to his Knockdown pool equal to the defender's Margin of Success. Failure in the Knockdown means that the attacker's weapon has been dropped. Whether the attacker drops his weapon or not, the defender takes initiative. Of course, if the attacker wins, then the disarm attempt has failed and the attack goes through (minus the defender’s number of successes, as usual). The disarm maneuver is performed in a similar manner to a parry. Perfect timing is required, as the defender must wait for the attack to come, and sweep the weapon aside at the optimal moment, twisting it out of the attacker’s hands.

This maneuver is available at Proficiency level 4.

rules/disarm.txt · Last modified: 2014/01/03 23:30 (external edit)
 
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