diff --git a/combat.tex b/combat.tex
index de7fdcb03bda60d6bba7117501f520d4ffef17fc..361107471d102d6eea523463865d1a8ba8b85a1f 100644
--- a/combat.tex
+++ b/combat.tex
@@ -126,6 +126,7 @@ each inflict a penalty, so characters can find themselves pushed into taking hea
 
 \subsubsection{Melee Order}
 \index{Initiative}
+\label{initiativeOrdering}
 doesn't matter much\ldots until it does.
 The \gls{gm} can go clockwise round the table, but anyone can interrupt.
 At that point use the following method to determine who goes first:
@@ -555,6 +556,12 @@ These actions use the same \gls{natural}.
 If the \roll{Dexterity}{Melee} resistance succeeds, the \gls{witch}'s spell automatically fails, because their focus collapses.
 In this case, no \glspl{mp} are spent.
 
+\makeAutoRule{disarm}{Disarming}{make a normal attack with a -2 Penalty against an opponent with fewer \glsfmtplural{ap}}
+someone usually involves striking their hand, or the but of their weapon, making them drop the weapon.
+The manoeuvre uses any a standard \roll{Dexterity}{Melee} \gls{resistedaction} with a -2 Penalty, and can only be performed while when the target has fewer \glspl{ap}.
+
+If successful, the opponent's weapon flies a number of \glspl{step} equal to the first attack die, towards the next acting character (determined by \nameref{initiativeOrdering}, \vpageref{initiativeOrdering}), who can try to avoid the missile as usual, at \tn[12].
+
 \makeAutoRule{drawWeapon}{Drawing a Weapon}{spend 1~\glsentrytext{ap}}
 from a scabbard simply costs \pgls{ap}.
 Drawing a weapon from a \textit{rucksack}, however, could cost a couple of \glspl{round}.
diff --git a/knacks.tex b/knacks.tex
index 3c5e82c850e7575e64c28fbd9d3e45fb6a4ea8df..6ca0687306f6731452244bb98622b1522d3fd9ea 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -37,6 +37,13 @@ This process recurs until either no enemies remain in range, one way or another.
 
 This Knack can only be used with \gls{projectiles} if enemies are standing in a direct line.
 
+\subsubsection{Disarm}
+
+The character is an expert at disarming opponents (covered \vpageref{disarm}), and can attempt to disarm anyone who has fewer \glspl{ap} than them.
+Unlike a standard disarm, they receive no Penalty for the manoeuvre.
+
+Characters with this Knack can attempt to disarm with any \gls{skill}, which makes sense, including Brawl or alchemical \glspl{sphere}.
+
 \subsubsection{Dodger}
 \label{dodger}