Courtesy of one of the posters on the Yahoo group:
Fastball Special: aerial maneuver, 3d6 damage (-4), knockdown check (-1), possible stun on self if missed (+1), requires Aid Another check (+1), Costs 2 Endurance (+2); Maneuver Modifier: -1
Requires Aid Another check: This maneuver requires a successful Aid Another check on the part of a helper to succeed. The helper must roll a minimum of DC 10 or the maneuver fails. Regular benefits of the Aid Another check apply.