Meteor Throw

Grab and throw an opponent an incredible distance with this fight ending Grapple Maneuver.

[Grapple Maneuver]

You use a heave of might to attempt to grab and throw your opponent a great distance.

Maneuver Tier III
Action Type Attack Action
Might Cost 2
Range Melee Range
Prerequisites Target Creature no more than 1 Size Category Larger 
Sustain No

Target : You may activate this maneuver on any creature that is no more than 1 size category larger than yourself. You may Activate this Maneuver if you Already have an Opponent Grappled, In which case you Skip the Attack Roll and cause the Target to Roll the Saving Throw under the "Hit" Section.

Effect : When you do so, make an Unarmed or Grapple Weapon Attack Roll to Attempt to Grapple the Opponent.

Hit : If you Successfully Hit, you Grapple the Target. The Grappled Target must immediately Roll a STR Saving Throw. The DC is equal to your Maneuver Save DC.

Miss : If you Miss on your Attack Roll you Fail to Grapple the Opponent, nothing happens and the Might expended is not refunded.

Saving Throw Failed : If the Target Fails the Saving Throw, you throw the creature a number of meters equal to your STR Modifier + 1d10. The distance can be horizontal, vertical or a combination of both. Use 1 Meter of throw distance per meter thrown horizontally and 2 meters of throw distance per meter thrown vertically. The creature receives fall damage and is knocked prone as normal if they are thrown far enough vertically or off a ledge.

You may use Mighty Throw on a willing Creature, who can choose to automatically fail the Saving Throw.

Utility Option: This Maneuver can be used to increase your Item Throw or Thrown Weapon Range by a number of meters equal to your STR Modifier x 10.

Overpower : Spend 1 Might to:

  • Add +2 to this Maneuver’s Save DC, or
  • Add +2 to your Attack Roll to Grapple your Opponent during this Maneuver, or
  • Add +2 Meters to the throw distance for this Maneuver.