The character knocks, yanks or twists the opponent’s weapon out of his hand. The opponent must make an opposed roll of his Combat Style against the character’s original roll. If the recipient of the disarm loses, his weapon is flung a distance equal to the roll of the disarmer’s Damage Modifier in meters. If there is no Damage Modifier then the weapon drops at the disarmed person’s feet. The comparative size of the weapons affects the roll. Each step that the disarming character’s weapon is larger increases the difficulty of the opponent’s roll by one grade. Conversely each step the disarming character’s weapon is smaller, makes the difficulty one grade easier. Disarming works only on creatures of up to twice the attacker’s STR.