-By: Elliott (E2lio2tR)

In a game full of big stompy robots & crazed beasts, things can sometime times required a more aggressive approach to dealing with a situation.  Today, we are looking at an overview of power attacks and how they work. In future posts, we’ll look at some of the more complicated power attacks, their mechanics and function in the game. Today we are going over the general rules behind them.

Power attacks are special moves that warjacks and warbeasts can be made to perform while in melee. For warjacks, they will need to spend focus to do so. For warbeasts they will need to be forced (add Fury to them) to do so.  When you do so, the model performing the attack losses the rest of their normal initial attacks, although more can be bought by spending Focus or forcing Fury. This means that you can not headbutt a model then get your normal attacks on it for free. You will have to spend Fury or Focus to do so. You also can only do one power attack a turn.

Some power attacks require a system on the warjack to still be working properly. If not then it can not perform the power attack. What does this mean? Well if you want to throw a model, the Warjack’s arm with the open fist must have at least one undamaged box on the damage grid. Another system that all of the power attacks require is the ability to gain Focus or Fury. This means warbeasts’ need a working Spirit and warjacks need a working Cortex. Without these systems, the model will not be able to be made to perform the action.

An odd exception to this is Chain Attack: Smash and Grab. Models with this ability are allowed to perform a Headbutt or a throw if it hits with its normal initial attacks. That is honestly just fancy talk for this: If you hit the same target with both your normal melee attacks, the model is allowed to make one of those two power attacks for free. Let’s take a look at an example of a model with this: The Dire Troll Mauler. With two big meaty fist attacks (both of which are open fist), if the Mauler were to hit the same target and not kill it, it will then get to make a third attack roll for free. If this roll hits, the mauler will perform either a Headbutt or a throw. Let’s say it does a Headbutt. This will knock the target model down. The mauler can now buy more attacks attacking the model till it runs out of Fury to spend or the target is destroyed. You will still need two working open fist weapons to throw, but will not require you to have a working Spirit or Cortex for Fury/Focus use.

Headbutt

So that we can see how Power Attacks work in full, let’s take a look at the Headbutt power attack first. To perform this power attack, a jack/beast must be within half an inch of their target. Then then have to spend one Fury or Focus. The next step is to roll a melee attack roll (using the models MAT stat). If the attack hits, the target is knocked down and suffers a damage roll equal to the strength (STR) of the attacking model. You do not get to add the POW of any of the weapons the model may have.

Here is the step by step procedure for a Headbutt:

  1. Move Warjack/Warbeast to within half an inch of target and perform NONE of its initial attacks.
  2. Spend 1 Focus or Place 1 Fury on model
  3. Roll Melee attack roll (2d6+MAT). This may be boosted.
  4. If hit, Target model is knocked down and suffers a damage roll. (2d6+STR of attacking model). This may be boosted
  5. Attacking model my spend more Focus or be forced to add Fury to buy normal attacks.

 

Throws

Sometimes, the enemy model is just in the wrong place. What’s the best way to solve this issue? Through that guy to where you want it. Sometimes what you want to kill is just out of range. A good way to fix this? Throw something else at it.

The first thing that a model needs to perform a Throw is a weapon system with the Open Fist icon on it that is not crippled. The model needs one to pick the other model up and chuck it across the table.

Here are the steps to do a Throw Power Attack:

  1. Move Warjack/Warbeast to within half an inch or the Range of the melee weapon with the open fist of target and perform NONE of its initial attacks.
  2. Spend 1 Focus or Place 1 Fury on model
  3. Roll Melee attack roll (2d6+MAT). This may be boosted.
  4. If the attack roll hits, both the attacking model and the target model roll a STR check.
    1. To perform a check both players roll 1d6 and add the STR of their model. The one with the highest total wins
    2. if the attacking model  has two weapons that have open fist, that player rolls 2d6+STR

If the attack hits and you win the STR check you now have to choose: Throw the model in a direction or Throw the model at another model?

Throwing it in a direction:

  1. The target model is moved directly away from the attacking model 
  2. Place the model where you want with in ½ the STR of the attacking model in inches away.
    1. For Example: If the STR of the model is 8 then place the model 4 inches away.
  3. Roll damage on thrown model. Damage roll is 2d6+STR of attacking model and is knocked down.
    1. The damage roll gains 1 additional die of damage if it hits an obstruction, obstacle

Throwing at another model

  1. Pick a target model to throw the thrown model at that is in LOS of the attacking model (ignoring the model being thrown)
  2. Place the model where you want with in ½ the STR of the attacking model in inches away.
    1. If the target model is in range, continue on.
    2. If not place the thrown model and follow the rules for throwing a model in a direction.
  3. If the model is in range (½ STR of throwing Model), roll a Melee Attack roll vs the target model
    1. If the model hits: the thrown model suffers a damage roll of 2d6+STR of the attacking model. If the model that it was thrown at has a larger base, add 1 additional die
    2. The target model suffers 1 damage roll (2d6+STR of attacking model)
    3. The damage roll gains 1 additional die of damage if it hits an obstruction, obstacle or a model with a larger base.
    4. If the attack missed, scatter the thrown model d3 inches away (direction determined by the scatter template)
  4. The thrown model is knocked down. If the target model is on an equal or smaller sized base, it is knocked down as well.

 

Slams

Sometimes it’s hard for the jacks to stop. They just slam into something and knock it away. Slamming is another of the power attacks that moves your enemy around.

  1. Spend 1 Focus or Place 1 Fury on model
  2. Move Warjack/Warbeast at SPD+3 inches. It must be within half an inch of the target and have performed NONE of its initial attacks. The model MUST move at least 3 inches in a straight line. It mus move directly towards the target.
  3. Roll a Melee attack roll
    1. If the Slamming model is on a smaller base than the target model, your attack roll suffers a -2 on the roll
  4. If the attack hits, the target model is moved 1d6 inches directly away.
  5. The Target is knocked down
  6. The Target suffers a damage roll of 2d6+STR of Attacking model
    1. The damage roll gains 1 additional die of damage if it hits an obstruction, obstacle or a model with a larger base.

 

Tramples

When you want to get into melee with something but you have a bunch of small based models in the way the best way to solve this issue is to trample over all of them.

A quick note: You can not Trample over models on medium or larger bases unless your model has a special rule that allows you to.

  1. Spend 1 Focus or Place 1 Fury on model
  2. Pick a direction for the model to Trample
  3. Move the model its SPD+3 Inches in a straight line.
    1. The model must be able to be placed back on the board at its end point
  4. All models that the Trampling model moved through will take an attack roll (2d6+MAT) and a damage roll if hit (2d6+STR)
    1. If the model has a buckler, shield  or under the shield wall order, they gain the bonus if the Trampling model first contacted the model in its front arch.
  5. After these attacks, all enemy model that were not trampled but the Trampling model moved through their melee range gain 1 free strike
    1. If the model was being trampled and lived, it is diving out of the way and can NOT make a free strike
  6. After these movement & attacks, the Trampling models may use Focus or add Fury to make more attacks to models in its melee range.

Power attacks add a different dimension to game play and can be handy in the right situations. The trick to them is to know when to do one and when to just keep swinging your regular attacks. Even Colossals and Gargantuans have a few of their own. Later on we will go over what these Huge based models get to do. But for now, get out there and play some games. It is the best way to learn (and a lot more fun).

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