Knocking a Weapon Away

Basic Set: Campaigns · p.401

Open source p.401

A strike to disarm is an attempt to
knock or twist the weapon out of your
foe’s grasp without damaging it. Only
a weapon that can parry can attempt
to disarm, which limits disarming to
unarmed attacks, melee weapons, and
certain thrown weapons. You have an
extra -2 to hit unless you use a fencing
weapon (main-gauche, rapier, saber,
or smallsword).
If you hit and your foe fails to
defend, roll a Quick Contest of
weapon skills with your foe; if you’re
attempting to knock away a missile
weapon, your opponent rolls against
DX. Either of you may opt to make a
ST-based skill roll instead of the stan-
dard DX-based one, if that would be
better. You get +2 if you use Jitte/Sai or
Whip skill (having it is not enough!).
Your foe gets +2 if he is using a two-
handed weapon.
If you win, you disarm your foe; his
weapon flies one yard in a random
direction. If your foe wins or ties, he
keeps his weapon, but it will be
unready unless he won by 3 or more.
If you roll a critical failure, you are the
one disarmed!