QUOTE (Saint Sithney @ Aug 12 2010, 09:22 PM)

Called shot is easy, yeah.
I was asking specifically about the Martial Arts Manuver, Disarm, which allows you to disarm your opponent on a successful Parry from Full-defense.
So now, the thug throws agl (4) + blade (4) and gets 4 hits, then you throw Agl (6) + unarmed (6) + unarmed (6) + (combat sense, specialization, MA bonuses) = 18+ dice (-4 once again) for a total of 14+ dice, virtually guaranteeing that you will not only successfully disarm your opponent, but you will do so handily.
Now, with damaging disarm from Arnis, and the Full Parry disarm Maneuver, do the extra hits on the Parry test count towards damage?
It's not an attack, but a defense, and one which the damaging disarm entry specifically points you towards.
Does the person who Parried automatically damage the attacker or does the attacker get their own dodge to avoid taking damage in addition to being disarmed?
Supposing the attacker is damaged, does he resist this damage with his full armor + body, or is he limited to the armor on his hands and arms (and his body stat)?
Disarm
Disarming an opponent is an effective way to end many fights.
Characters with the Disarm maneuver may choose to go on Full
Parry with a –4 dice pool modifier. If they successfully defend
against the attack (i.e., they score more hits than their opponent),
they knock the weapon out of their opponent’s hand. Th is maneuver
does no damage to the opponent.
Arsenal page 159
Called Shot to disarm
Knock something out of the target’s grasp. The attacking character
receives a –4 dice pool modifier on the attack. If the modified
Damage Value of the attack exceeds the target’s Strength, the target
loses his grip on the object. The gamemaster determines whether
or not the object is damaged and how far away it is knocked.
anniversary corebook pg 161
same difference. I'm not understanding the confusion. It is an attack, whether you are rolling to defend or not, you are doing damage if successful. The damage is base damage+net hits. It's just like counterstrike;
Counterstrike
Cost: .5 per level
Counterstrike allows an adept to seamlessly spring from
a successful defense in melee combat to a powerful offense,
turning the attacker’s force against him. To use this power the
adept must first successfully parry or block a melee attack (p.
147, SR4). The character’s level in Counterstrike plus any net
hits achieved during the parry or block are added to his next
melee attack roll—as long as he retaliates in his next available
action. If the adept opts to dodge or make a full defense maneuver
other than parry or block, Counterstrike is ineffective.
Street Magic pg 176
Only difference is you don't have the added dice from counterstrike itself, just the net hits and (as far as i have experienced) riposte isn't considered interrupting action. As for whether the enemy gets to roll for defense, no. Both of you just rolled to see who got hit, you just reversed it on him. So he takes damage, which he should be allowed to roll body+armor to resist, but regardless gets disarmed. This, again is how my games play out.... your gm, your miles may vary