LPG - Power Attack: Throw

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These are the rules for doing a Power Attack: Throw. For other uses, see:

  • Being Thrown
    what happens to thrown models (whether the throw was caused by a Power Attack, or a special rule)
  • Category: Throw Power Attack
    a list of special abilities that cause a Throw Power Attack. This is mostly just Category: Open Fist, but there are a few other ones too.
  • Category: Throw
    a list of weapons/spells that can cause a throw (which aren't classified as a Power Attack).
  • Category: Thrown
    a special rule on javelin-type weapons, that actually has nothing to do with the main Throw rules.

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This article is part of Warmachine University's Learning to Play the Game (LPG) series, which is "Intermediate Training" aimed at new players who are still learning the core rules.
(See also Basic Training and Advanced Training.)

Recap

For a Power Attack: Throw first you try to pick the target up, then you have the option of either tossing them directly away from yourself or throwing them towards another model.

Sometimes a special effect spell or weapon will cause a model to be thrown (such as Pitch) but that is not a Power Attack.

Who can do it
Lessers
Lights
Heavies
Colossals & Gargantuans
Who can be attacked
Enemy models with an equal-or-smaller base size
Extra requirements
A weapon with the Open Fist special rule.
Warjacks need to have a non-crippled Open Fist.
Do not add special abilities of the fist weapon, such as Electro-Leap.
Range
The range of the Open Fist
Use the base RNG, don't add Chain Strike, Lunge, etc
Effects
Target gets thrown (distance equals STR/2 typically, but it depends on base size)
Target is knocked down
Target takes a Power Attack Damage Roll (2d6 + STR)
Other models, that the thrown model landed on top of, might take Collatoral Damage (2d6 + STR); it depends on base size. Refer to the being thrown article.

What's the Cost

You use your Combat Action to perform a Power Attack Throw. Unlike a Slam or a Trample, you don't need to have your Normal Movement.

  • Warjacks and Monstrosities must spend a focus to do a Power Attack.
  • Horrors with a crippled outer ring must spend an essence to do a Power Attack.
  • Warbeasts must be forced to do Power Attack.
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Important
Even though you need a weapon to do a Throw, you never add the special rules of that weapon (unless that special rule specifically mentions Power Attacks.

Hit the target and Pick them up

Roll to hit the target using your MAT.

If you hit, make a strength check: Both players roll a die and add their STR (STR + 1d6).

  • If the attacker has two or more non-crippled Open Fists, they roll an extra die (STR + 2d6).
    (Huge-based BG models get the 2d6 bonus even if the two Fists are in different firing arcs, and the target is only in one arc).
  • The STR check cannot be boosted.

Attacker's roll is equal or higher - Throw is successful. Now decide if you're throwing "away" or "towards"

Attacker's roll is lower - Throw is unsuccessful. The Power Attack stops, but the Attacker can finish their Combat Action (ie they can spend focus/fury to buy basic melee attacks).

Throw "Away"

If you choose to throw the target "Away" then they get thrown directly away from you, for a distance equal to half your STR. This throw option never deviates.

When moving the thrown model the movement can get blocked by various objects - refer to LPG - Being Thrown for more info on the throw movement and the throw damage.

Throw "Towards"

If you choose to throw the target "Towards" another model first you need to see if it's in range, then see if you hit them. This throw option might deviate.

  • Choose a new target in your LOS
    Ignore the model you're about to throw for LOS purposes.
    This new target can be on a larger base size than you.
  • Check if the new target is in your throw range. Your throw range is equal to half your STR, and is measured from the model that is being thrown.
    If they're out of range, the thrown model lands at your max throw range, and does not deviate.
    If they're in range, you make a melee attack vs the new target using your MAT. (Yes, MAT, even though it feels like a ranged attack.)
    If this second attack hits, it does not deviate. Move the thrown model until it contacts the target. It does not land "on top" of the target, but it could be on top of smaller models that were nearby.
    If this second attack misses, then it deviates. You roll a deviation from the center of the new target (d6 for direction and d3 for distance), and move the thrown model until it lands centred on that point - if you roll low on distance then this could be "on top" of the target.
  • Whether you hit or miss, when moving the thrown model the movement can get blocked by various objects - refer to LPG - Being Thrown for more info on the throw movement and the throw damage.

After the Throw

Whether or not the Throw was successful, your Combat Action continues afterwards. You can spend focus/fury/essence to buy additional basic melee attacks.

Rules Clarifications

RC symbol.png

Rules Clarification: Throw

  • Throw - General ( Edit )
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.

See Also

Power Attack (Edit)
Head-Butt
Power Strike Category: Colossals & Category:Gargantuans only
Slam Category: Slam
Sweep Category: Colossals & Category:Gargantuans only
Throw Category: Throw
Trample Category: Trample


Official rules

Power Attack Throw

Page 45 of the 2020.02 edition of the rulebook

A model making a throw power attack picks up and throws another model. A warjack must have at least one non-crippled weapon with the Open Fist weapon quality to make a throw power attack. A warbeast must have at least one weapon with the Open Fist weapon quality to make a throw power attack. A throw power attack has a melee range equal to the melee range of its non-crippled weapon with Open Fist. A model cannot throw power attack a model with a larger base; that is, a model with a larger base cannot be targeted.

The attacking model must first attempt to grasp the model it intends to throw by making a melee attack roll against it. If the attack hits, that model is grasped and tries to break free before it is lifted off the ground. Both models roll a d6 and add their current STR. An attacker with two non-crippled weapons with Open Fist rolls 2d6 instead. If the grasped model’s total is greater, it breaks free and the attack ends. If the attacker’s total equals or exceeds the grasped model’s total, the grasped model is thrown (see “Thrown,” p. 33).

When your model throws another model, you can choose either to throw the model directly away from the attacker or to throw it at another model within the attacker’s line of sight. The throw distance is equal to half the attacker’s current STR in inches.

If you choose to have your model throw a model at another model, ignore the model being thrown when determining line of sight to the target. The target can have a larger base than the attacker. If the distance between the thrown model and the model it is being thrown at is beyond the throw distance, the point of impact is the point along the line from the thrown model to the model it is being thrown at equal to the throw distance (see “Thrown,” p. 33). In this case, do not roll deviation. If the other model is within the throw distance, the attacker makes a melee attack roll against it. On a hit, move the thrown model from its current location directly toward the other model’s base until it contacts the target.

If the target was in the throw range and the attack roll resulted in a miss, determine the thrown model’s actual point of impact by rolling for deviation. Referencing the deviation rules (p. 51), roll a d6 for direction and a d3 for distance in inches. Measure deviation from the center of the missed model’s base. The deviation distance cannot exceed half the distance between the thrown model and the model that was missed.

When moving the thrown model, it moves through the throwing model without contacting it.

The thrown model suffers a power attack damage roll.


Power Attack Damage Rolls & Collateral Damage

Page 43 of the 2020.02 edition of the rulebook

Though power attacks are melee attacks, they do not resolve damage rolls the same way. Instead of rolling 2d6 and adding both the attacker’s STR and the POW of the weapon being used, roll 2d6 and add just the attacker’s STR. If the power attack results in collateral damage, collateral damage is also determined by rolling 2d6 and adding the STR of the attacking model. Collateral damage cannot be boosted and is not considered to be damage from an attack or model.

EXAMPLE: An effect triggered by being “damaged by an enemy attack” would not trigger due to collateral damage.

Power Attack Damage Roll = 2d6 + STR
Power Attack Collateral Damage Roll = 2d6 + STR


Who Can Make Power Attacks

Warjacks & Warbeasts
Page 42 of the 2020.02 edition of the rulebook

Power attacks are attack options available to some models, such as warjacks and warbeasts. The power attacks available to other models are described in their special rules. Warjacks and warbeasts can make power attacks as follows.

  • Lesser warbeasts cannot make power attacks.
  • A light warjack or warbeast can make head-butt and slam power attacks. A light warjack with at least one non-crippled weapon with the Open Fist weapon quality can make throw power attacks. A light warbeast with at least one weapon with the Open Fist weapon quality can make throw power attacks.
  • A heavy warjack or warbeast can make head-butt, slam, and trample power attacks. A heavy warjack with at least one non- crippled weapon with the Open Fist weapon quality can make throw power attacks. A heavy warbeast with at least one weapon with the Open Fist weapon quality can make throw power attacks.
  • A colossal or gargantuan can make head-butt, slam, and trample power attacks. A colossal with at least one noncrippled melee weapon that has a location of L or R can make sweep power attacks. A colossal with at least one noncrippled weapon with the Open Fist weapon quality can make power strike and throw power attacks. A gargantuan with at least one melee weapon that has a location of L or R can make sweep power attacks. A gargantuan with at least one weapon with the Open Fist weapon quality can make power strike and throw power attacks.

A warjack must spend 1 focus point to make a power attack. A warbeast must be forced to make a power attack.

Unless otherwise noted, a model can make a power attack only during its activation. A model cannot make a power attack during an activation in which it charges. A model cannot target a friendly model with a power attack.

When a model makes a power attack, do not apply the special rules on its weapons unless they specifically reference power attacks.

A model that is able to do so can make additional melee attacks after making a power attack. A model cannot make a power attack as an additional attack.

Monstrosties
Page 93 of the 2020.02 edition of the rulebook

Monstrosities can make power attacks. To make a power attack, a monstrosity must spend 1 focus point.

A monstrosity can make head-butt, slam, and trample power attacks. A monstrosity with at least one non-crippled weapon with the Open Fist weapon quality can make throw power attacks.

Horrors
Page 98 of the 2020.02 edition of the rulebook

Horrors can make power attacks. A horror can normally make a power attack without spending an essence point. A horror with a crippled outer damage ring (see below) must spend an essence point to make a power attack.

  • Lesser horrors cannot make power attacks.
  • A light horror can make head-butt and slam power attacks. A light horror with at least one weapon with the Open Fist weapon quality can make throw power attacks.
  • A heavy horror can make head-butt, slam, and trample power attacks. A heavy horror with at least one weapon with the Open Fist weapon quality can make throw power attacks.