The Ascension Project
In a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt to disarm while unarmed, you end up with the weapon in your hand. If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a weapon (for instance, a datapad), the defender may still oppose you with an attack roll but can’t attempt to disarm you in return if your attempt fails.
Step 1: Attack of Opportunity. You provoke an AoO from the target you are trying to disarm. If the defender’s AoO deals any damage, your disarm attempt fails
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a weapon that requires two hands to use (such as a two-handed weapon, shotgun, etc) gets a +4 bonus on this roll and the wielder of a light melee weapon takes a –4 penalty. An unarmed melee attack is considered a light weapon for this purpose. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a weapon, the defender takes a –4 penalty on the roll.
Step 3: Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an AoO from you. If he fails his disarm attempt, you do not get a free disarm attempt against him.
You can use a disarm action to snatch an item worn by the target (such as a flashlight or some visor, the GM determines what can or cannot be disarmed). If you want to have the item in your hand, the disarm must be made as an unarmed melee attack. The item must be poorly secured or otherwise easy to snatch or cut away and the defender gets a -4 penalty. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted
above. You can’t snatch an item that is well secured, such as a breathing helmet or an assault pack, unless you have pinned the wearer (see Grappling). Even then, the defender gains a +4 bonus on his roll to resist the attempt.