Ranged Disarm

Agility
Intuition

Short Description

Disarm a foe from a distance by firing at their weapon, wrist, or other vulnerable grip point - without inflicting injury. A difficult but spectacular skill.

Success Criteria

Roll 1d100 + skill bonus versus DR 90 + target’s Self Discipline

Effects

If successful, the target drops their held object

You deal no damage unless you sequence with an actual attack roll as part of the action

Modifiers and Restrictions

–20 penalty if the target is gripping the object with two hands

Standard combat modifiers apply

Action Examples

Disarm a single-handed pistol wielder at short range: DR 90 + Target SD 40= Roll needed: 130

Long Description

Ranged Disarm is one of the most precise and high-risk skills in any marksman's repertoire. It’s not enough to simply shoot at an opponent—you must aim at the precise point that interrupts their grip or leverage without harming them. Used tactically, this skill allows the disarming of heavily armed foes, spellcasters, or those holding volatile devices, rendering them far less dangerous in a single stroke.

Unlike most attack-based actions, Ranged Disarm prioritizes control over harm. You may choose not to deal damage at all and instead focus solely on the disarming effect. Alternatively, it may be sequenced with a damaging attack to represent grazing fire or concussive knock-away shots.

This is a skill where finesse matters more than brute force.

Sequencing

Sequence with an attack to deal damage

Potential Counters

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How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.