3.2.2.8 Martial Throw [F]

After a successful Arm Grab, Leg Grab, Arm/wrist Lock or Head Lock maneuver, the character can attempt to force the target off-balance so that he/she falls prone while the character remains standing.

The attack must be carried out from within the target's hex, so the character may (as part of this maneuver) close into the target's hex (if he/she is in an adjacent hex).

The character carrying out the Martial Throw maneuver may optionally turn 60 degrees at the start of the maneuver.

If the maneuver is successful, the character throws the target into one of the adjacent hexes to the character's side or rear, and the target ends up prone.
Martial Throw
Image of martial throw (right) supplied by the USMAF
Martial Throw is delivered in the same hex as target and can be combined with a close into that hex. The target ends up prone in an adjacent hex at the end of the maneuver.

Because the target of a Martial Throw is already in a hold, the target may not declare any specific defensive reactions to the Martial Throw attack. Dice rolls are made to determine whether the attack hits the target. The "weapon" attack modifier for a Martial Throw is +1, regardless of whether the strike is made closing or stationery. In addition, (because the Martial Throw attack dice roll is a dice roll involving Martial Arts skill and the CO characteristic), the modifier to CO for encumbrance is doubled. A Martial Throw is always targeted at the whole body, and so cannot be aimed at a particular location.

If the character successfully delivers a Martial Throw, he/she makes a damage dice roll to determine how much damage the target takes from being thrown. The "weapon" damage rating for a Martial Throw is 4 and the damage type is Blunt. A Martial Throw does not do Knock-back.

As a follow-on: A Martial Throw can be executed only as a follow-on, after a successful successful Arm Grab, Leg Grab, Arm/wrist Lock or Head Lock maneuver. The Martial Throw maneuver breaks the existing hold on the target.


Following up from a Martial Throw: A Martial Throw is normally the end of a sequence of maneuvers, and so no follow-on is normally possible.


Action point cost: A Martial Throw follow-on uses two action points.

A mounted character cannot carry out a Martial Throw action.