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	<title>LPG - Being Thrown - Revision history</title>
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	<updated>2026-04-28T08:01:47Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>imported&gt;Warmachine University contributors: Imported from HTTrack HTML mirror</title>
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		<updated>2021-09-15T00:19:06Z</updated>

		<summary type="html">&lt;p&gt;Imported from HTTrack HTML mirror&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;&amp;quot; width=&amp;#039;style=&amp;quot;font-size:85%&amp;quot;&amp;#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; style=&amp;quot;border-right: 2px solid #595959;&amp;quot; width=&amp;quot;50pt&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_SamePageIcon.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;SamePageIcon.jpg&amp;quot; height=&amp;quot;39&amp;quot; src=&amp;quot;/images/thumb/0/0d/SamePageIcon.jpg/60px-SamePageIcon.jpg&amp;quot; srcset=&amp;quot;/images/thumb/0/0d/SamePageIcon.jpg/90px-SamePageIcon.jpg 1.5x, /images/thumb/0/0d/SamePageIcon.jpg/120px-SamePageIcon.jpg 2x&amp;quot; width=&amp;quot;60&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border-top: 0px dashed #595959; background: #EBEBF0;border-bottom-right-radius: 12px;border-top-right-radius: 12px; padding-right: 20px;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:#595959&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;quot;Throw&amp;quot;&amp;lt;/b&amp;gt; &amp;amp;amp; &amp;lt;b&amp;gt;&amp;quot;Thrown&amp;quot;&amp;lt;/b&amp;gt; redirect here, which is the rules for &amp;lt;b&amp;gt;Being Thrown&amp;lt;/b&amp;gt;. For other uses, see:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Throw&amp;quot; title=&amp;quot;LPG - Power Attack: Throw&amp;quot;&amp;gt;Power Attack: Throw&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; the rules for doing the Power Attack&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Throw_Power_Attack&amp;quot; title=&amp;quot;Category:Throw Power Attack&amp;quot;&amp;gt;Category: Throw Power Attack&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; a list of special abilities that cause a Throw Power Attack. This is mostly just &amp;lt;a href=&amp;quot;/index.php?title=Category:Open_Fist&amp;quot; title=&amp;quot;Category:Open Fist&amp;quot;&amp;gt;Category: Open Fist&amp;lt;/a&amp;gt;, but there are a few other ones too.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Throw&amp;quot; title=&amp;quot;Category:Throw&amp;quot;&amp;gt;Category: Throw&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; a list of weapons/spells that can cause a throw (which &amp;lt;i&amp;gt;aren&amp;#039;t&amp;lt;/i&amp;gt; classified as a Power Attack).&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Thrown&amp;quot; title=&amp;quot;Category:Thrown&amp;quot;&amp;gt;Category: Thrown&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; a special rule on javelin-type weapons, that actually has nothing to do with the main Throw rules.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; font-size: 90%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Learning_to_Play_the_Game_(LPG)&amp;quot; title=&amp;quot;Learning to Play the Game (LPG)&amp;quot;&amp;gt;LPG Articles&amp;lt;/a&amp;gt;     &amp;lt;br/&amp;gt; (&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../indexc098.html?title=Template:LPG_article_list&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt;)&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;u&amp;gt;Gameplay&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Movement&amp;quot; title=&amp;quot;LPG - Movement&amp;quot;&amp;gt;Movement&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Add%2C_Return%2C_and_Remove_From_Play&amp;quot; title=&amp;quot;LPG - Add, Return, and Remove From Play&amp;quot;&amp;gt;Add, Return, and Remove From Play&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_End_of_Activation&amp;quot; title=&amp;quot;LPG - End of Activation&amp;quot;&amp;gt;End of Activation&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_LOS_Oddities&amp;quot; title=&amp;quot;LPG - LOS Oddities&amp;quot;&amp;gt;LOS Oddities&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Vertical_LOS&amp;quot; title=&amp;quot;LPG - Vertical LOS&amp;quot;&amp;gt;Vertical LOS&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Simultaneous_Abilities_%26_Attacks&amp;quot; title=&amp;quot;LPG - Simultaneous Abilities &amp;amp;amp; Attacks&amp;quot;&amp;gt;Simultaneous Abilities &amp;amp;amp; Attacks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Attacks&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Shooting_in_melee&amp;quot; title=&amp;quot;LPG - Shooting in melee&amp;quot;&amp;gt;Shooting while in Melee&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Magic_vs_Magical&amp;quot; title=&amp;quot;LPG - Magic vs Magical&amp;quot;&amp;gt;Magic Attack vs Magical Attack&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Being_Slammed&amp;quot; title=&amp;quot;LPG - Being Slammed&amp;quot;&amp;gt;Being Slammed&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;Being Thrown&amp;lt;/strong&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Power Attacks&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Head-Butt&amp;quot; title=&amp;quot;LPG - Power Attack: Head-Butt&amp;quot;&amp;gt;Head-Butt&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Power_Strike&amp;quot; title=&amp;quot;LPG - Power Attack: Power Strike&amp;quot;&amp;gt;Power Strike&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Slam&amp;quot; title=&amp;quot;LPG - Power Attack: Slam&amp;quot;&amp;gt;Slam&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Sweep&amp;quot; title=&amp;quot;LPG - Power Attack: Sweep&amp;quot;&amp;gt;Sweep&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Throw&amp;quot; title=&amp;quot;LPG - Power Attack: Throw&amp;quot;&amp;gt;Throw&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Trample&amp;quot; title=&amp;quot;LPG - Power Attack: Trample&amp;quot;&amp;gt;Trample&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Model Types&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Colossals_%26_Gargantuans&amp;quot; title=&amp;quot;LPG - Colossals &amp;amp;amp; Gargantuans&amp;quot;&amp;gt;Colossals &amp;amp;amp; Gargantuans&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Battle_Engines&amp;quot; title=&amp;quot;LPG - Battle Engines&amp;quot;&amp;gt;Battle Engines&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Cavalry&amp;quot; title=&amp;quot;LPG - Cavalry&amp;quot;&amp;gt;Cavalry&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_%27Jack_Marshal&amp;quot; title=&amp;quot;LPG - &amp;#039;Jack Marshal&amp;quot;&amp;gt;&amp;#039;Jack Marshal&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Structures&amp;quot; title=&amp;quot;LPG - Structures&amp;quot;&amp;gt;Structures&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_All_About_Units&amp;quot; title=&amp;quot;LPG - All About Units&amp;quot;&amp;gt;Units&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Unique Faction Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Cephalyx&amp;quot; title=&amp;quot;LPG - Cephalyx&amp;quot;&amp;gt;Cephalyx&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Convergence&amp;quot; title=&amp;quot;LPG - Convergence&amp;quot;&amp;gt;Convergence&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Grymkin&amp;quot; title=&amp;quot;LPG - Grymkin&amp;quot;&amp;gt;Grymkin&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Infernals&amp;quot; title=&amp;quot;LPG - Infernals&amp;quot;&amp;gt;Infernals&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Other&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Death_of_a_Controller&amp;quot; title=&amp;quot;LPG - Death of a Controller&amp;quot;&amp;gt;Death of a Controller&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_What_is_Brawlmachine%3F&amp;quot; title=&amp;quot;LPG - What is Brawlmachine?&amp;quot;&amp;gt;What is Brawlmachine?&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_What_is_CID%3F&amp;quot; title=&amp;quot;LPG - What is CID?&amp;quot;&amp;gt;What is CID?&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Theme_Forces&amp;quot; title=&amp;quot;LPG - Theme Forces&amp;quot;&amp;gt;Theme Forces&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Steamroller&amp;quot; title=&amp;quot;LPG - Steamroller&amp;quot;&amp;gt;Steamroller&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=101&amp;quot; title=&amp;quot;101&amp;quot;&amp;gt;101 Articles (Basic)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=LOTS&amp;quot; title=&amp;quot;LOTS&amp;quot;&amp;gt;LOTS Articles (Advanced)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;This article is part of Warmachine University&amp;#039;s &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Learning_to_Play_the_Game_(LPG)&amp;quot; title=&amp;quot;Learning to Play the Game (LPG)&amp;quot;&amp;gt;Learning to Play the Game (LPG)&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; series, which is &amp;quot;Intermediate Training&amp;quot; aimed at new players who are still learning the core rules.&amp;lt;/i&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;(See also &amp;lt;a href=&amp;quot;/index.php?title=Crash_Course_(101)&amp;quot; title=&amp;quot;Crash Course (101)&amp;quot;&amp;gt;Basic Training&amp;lt;/a&amp;gt; and &amp;lt;a href=&amp;quot;/index.php?title=Learn_Objectives%2C_Tactics%2C_%26_Strategy_(LOTS)&amp;quot; title=&amp;quot;Learn Objectives, Tactics, &amp;amp;amp; Strategy (LOTS)&amp;quot;&amp;gt;Advanced Training&amp;lt;/a&amp;gt;.&amp;lt;/i&amp;gt;)&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Recap&amp;quot;&amp;gt;Recap&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Being_Thrown_vs_Being_Slammed&amp;quot;&amp;gt;Being Thrown vs Being Slammed&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The only real differences between Being Thrown and Being Slammed are:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Thrown models don&amp;#039;t get slowed down by rough terrain.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Slammed models knock down smaller models they pass through. Thrown models go straight over smaller models, and don&amp;#039;t affect smaller models unless they land on them. &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;So, if you&amp;#039;ve already read the Being Slammed article, then feel free to skip the rest of this one (except the Rules Clarifications, you should probably check that section).&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Move_the_thrown_model&amp;quot;&amp;gt;Move the thrown model&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The weapon or spell will specify the direction and distance that the model is thrown (it is typically d6&amp;quot; directly away). Power Attacks have a few hoops to jump through to determine the distance and direction (base size and attacker STR becomes a factor).&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; The thrown model does &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; move at half speed through rough terrain (unlike with a slammed model).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The thrown model suffers damaging effects of hazards it enters and/or passes through (such as acid clouds).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You stop moving the thrown model if it contacts an obstacle, obstruction, or a model that has an equal- or larger-base size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The thrown model goes straight over models with a smaller base size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If it&amp;#039;s final position is on top of another model, use the Rule of Least Disturbance to jiggle the models into legal positions. All jiggled models count as being contacted by the thrown model.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Damage.2Feffects_to_the_thrown_model&amp;quot;&amp;gt;Damage/effects to the thrown model&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; After being thrown, the thrown model is &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knocked_down&amp;quot; title=&amp;quot;Knocked down&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt;. &lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If it can&amp;#039;t be knocked down, but activates later on the &amp;lt;i&amp;gt;same turn&amp;lt;/i&amp;gt; (ie it was thrown by a friendly model) then it must forfeit either movement or action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If it could be knocked down but, after the throw movement, it&amp;#039;s landed somewhere that it gains immunity to knockdown ... then it won&amp;#039;t be knocked down. &amp;lt;br/&amp;gt;For instance it was thrown into a &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=No_Sleeping_on_the_Job&amp;quot; title=&amp;quot;No Sleeping on the Job&amp;quot;&amp;gt;No Sleeping on the Job&amp;lt;/a&amp;gt; aura, or into B2B with a &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Lash&amp;quot; title=&amp;quot;Lash&amp;quot;&amp;gt;Lash&amp;lt;/a&amp;gt; model.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The thrown model suffers a damage roll. The POW depends on what caused the slam:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Power Attack&amp;lt;/b&amp;gt; - Throw POW is equal to the attacker&amp;#039;s &amp;lt;b&amp;gt;STR&amp;lt;/b&amp;gt;. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Melee weapon&amp;lt;/b&amp;gt; - Throw POW is equal to the weapon&amp;#039;s &amp;lt;b&amp;gt;P+S&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Ranged or Spell&amp;lt;/b&amp;gt; - Throw POW is equal to the weapon/spell&amp;#039;s &amp;lt;b&amp;gt;POW&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You might get to add bonus dice to the damage roll:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Add 1d6 if the thrown model was stopped by an obstacle, obstruction, or a model with an equal- or larger-base size. (Also known as &amp;quot;Contact damage&amp;quot;).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Throw damage is boostable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If your throw ability is on a weapon, you get to add any other applicable weapon qualities (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Weapon_Master&amp;quot; title=&amp;quot;Weapon Master&amp;quot;&amp;gt;Weapon Master&amp;lt;/a&amp;gt;) to the throw damage roll.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If your throw ability is on a weapon you used on a charge attack, the throw damage roll is automatically boosted.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Damage.2Feffects_to_the_model.28s.29_contacted_by_the_thrown_model&amp;quot;&amp;gt;Damage/effects to the model(s) contacted by the thrown model&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Contacted models suffer &amp;quot;Collateral&amp;quot; damage. This depends on their base size relative to the slammed model:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Models with a &amp;lt;b&amp;gt;Smaller base&amp;lt;/b&amp;gt; size:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;don&amp;#039;t&amp;lt;/b&amp;gt; stop the thrown model,&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; if the thrown model goes all the way past them, they are unaffected&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; if the thrown model lands on them, they get &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knocked_down&amp;quot; title=&amp;quot;Knocked down&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt;, and suffer a Collateral damage roll as below.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Models with an &amp;lt;b&amp;gt;equal base&amp;lt;/b&amp;gt; size:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; stop the thrown model, &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; get &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knocked_down&amp;quot; title=&amp;quot;Knocked down&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt;, and&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; suffer a Collateral damage roll as below.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Models with a &amp;lt;b&amp;gt;larger base&amp;lt;/b&amp;gt; size:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; stop the thrown model, &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;don&amp;#039;t&amp;lt;/b&amp;gt; get &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knocked_down&amp;quot; title=&amp;quot;Knocked down&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt;, and&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;don&amp;#039;t&amp;lt;/b&amp;gt; suffer a Collateral damage roll.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Collateral damage :&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; boostable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; is simultaneous with the thrown model&amp;#039;s damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; is not considered to be from an enemy attack so it will not trigger stuff like &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Vengeance&amp;quot; title=&amp;quot;Vengeance&amp;quot;&amp;gt;Vengeance&amp;lt;/a&amp;gt;. &amp;lt;br/&amp;gt;Also, if your throw ability is on a melee weapon, the collatoral damage does &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; gain other effects from the weapon (such as Weapon Master).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; has a POW of:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Power Attack&amp;lt;/b&amp;gt; - Collateral POW is equal to the attacker&amp;#039;s &amp;lt;b&amp;gt;STR&amp;lt;/b&amp;gt;. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Melee weapon&amp;lt;/b&amp;gt; - Collateral POW is as per the special rule that caused the throw.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Ranged or Spell&amp;lt;/b&amp;gt; - Collateral POW is as per the special rule that caused the throw.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Other&amp;quot;&amp;gt;Other&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If you are thrown during a charge or slam (ie someone hit you with a free strike and that threw you) then your charge/slam movement stops.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If, after this throw movement, your original charge/slam target is in your melee range, then you&amp;#039;ve made a successful charge (this is unlikely).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If, after being knocked down from the throw you can still make attacks, then feel free to do so (this is even more unlikely).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You cannot be thrown off the edge of the table. You stop at the edge of the table, and you don&amp;#039;t take extra damage (the table edge is not an obstacle).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You can throw models through &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Incorporeal&amp;quot; title=&amp;quot;Incorporeal&amp;quot;&amp;gt;Incorporeal&amp;lt;/a&amp;gt; models, regardless of the relative base size, as long as they can be thrown all the way through. The Incorporeal model is unaffected, and also the model doesn&amp;#039;t take extra damage regardless of base size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You cannot throw Incorporeal models.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Rules_Clarifications&amp;quot;&amp;gt;Rules Clarifications&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;u&amp;gt;Throw&amp;lt;/u&amp;gt; ( &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../indexade3.html?title=Template:RC_Throw&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt; ) &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If a model is somehow thrown at itself (which can happen with &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Durst1&amp;quot; title=&amp;quot;Durst1&amp;quot;&amp;gt;Durst1&amp;lt;/a&amp;gt;&amp;#039;s feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (&amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;https://privateerpressforums.com/showthread.php?279303-Redirected-power-attacks-and-being-thrown-at-yourself&amp;amp;amp;p=3881047&amp;amp;amp;viewfull=1#post3881047&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Infernal Ruling&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 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 &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Flank&amp;quot; title=&amp;quot;Flank&amp;quot;&amp;gt;Flanking&amp;lt;/a&amp;gt; model&amp;#039;s melee range.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;u&amp;gt;Incorporeal vs Slammed/Thrown models&amp;lt;/u&amp;gt; ( &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../index2d3b.html?title=Template:RC_Slam_%26_Throw_%26_Incorporeal&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt; )&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Incorporeal models cannot be moved by someone trying to slam them.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Slammed models can move through Incorporeal models.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If they have enough movement to get past them, no dramas.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If the Incorporeal model cannot be moved (i.e. it&amp;#039;s a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; For the purposes of Collateral Damage, only the model(s) you contacted &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you applied the rule of Least Disturbance count as contacted.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The same logic applies to Throws.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;u&amp;gt;Collateral Damage&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; It doesn&amp;#039;t trigger stuff that relies on being hit by an enemy (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Shock_Field&amp;quot; title=&amp;quot;Shock Field&amp;quot;&amp;gt;Shock Field&amp;lt;/a&amp;gt;) or damaged by an enemy (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Vengeance&amp;quot; title=&amp;quot;Vengeance&amp;quot;&amp;gt;Vengeance&amp;lt;/a&amp;gt;).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It doesn&amp;#039;t get bonus damage from stuff that adds to a model&amp;#039;s damage roll (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Signs_%26_Portents&amp;quot; title=&amp;quot;Signs &amp;amp;amp; Portents&amp;quot;&amp;gt;Signs &amp;amp;amp; Portents&amp;lt;/a&amp;gt; or &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Prey&amp;quot; title=&amp;quot;Prey&amp;quot;&amp;gt;Prey&amp;lt;/a&amp;gt;).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It doesn&amp;#039;t matter if the attacker has crippled weapon systems or aspects.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;See_Also&amp;quot;&amp;gt;See Also&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:Center; font-size: 85%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th align=&amp;quot;center&amp;quot; colspan=&amp;quot;99&amp;quot;&amp;gt; Power Attack (&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../index0445.html?title=Template:Index_Power_Attack&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt;)&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot;&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Head-Butt&amp;quot; title=&amp;quot;Head-Butt&amp;quot;&amp;gt;Head-Butt&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Head-Butt_Power_Attack&amp;quot; title=&amp;quot;Category:Head-Butt Power Attack&amp;quot;&amp;gt;Category:Head-Butt&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;25%&amp;quot;&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Power_Strike&amp;quot; title=&amp;quot;Power Strike&amp;quot;&amp;gt;Power Strike&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Being_Slammed&amp;quot; title=&amp;quot;LPG - Being Slammed&amp;quot;&amp;gt;Being Slammed&amp;lt;/a&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Colossals_%26_Gargantuans&amp;quot; title=&amp;quot;Category:Colossals &amp;amp;amp; Gargantuans&amp;quot;&amp;gt;Colossals &amp;amp;amp; Gargantuans&amp;lt;/a&amp;gt; only&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Slam&amp;quot; title=&amp;quot;LPG - Power Attack: Slam&amp;quot;&amp;gt;Slam&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Being_Slammed&amp;quot; title=&amp;quot;LPG - Being Slammed&amp;quot;&amp;gt;Being Slammed&amp;lt;/a&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Slam&amp;quot; title=&amp;quot;Category:Slam&amp;quot;&amp;gt;Category: Slam&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Sweep&amp;quot; title=&amp;quot;Sweep&amp;quot;&amp;gt;Sweep&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Colossals_%26_Gargantuans&amp;quot; title=&amp;quot;Category:Colossals &amp;amp;amp; Gargantuans&amp;quot;&amp;gt;Colossals &amp;amp;amp; Gargantuans&amp;lt;/a&amp;gt; only&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Throw&amp;quot; title=&amp;quot;LPG - Power Attack: Throw&amp;quot;&amp;gt;Throw&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;Being Thrown&amp;lt;/strong&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Category:Throw&amp;quot; title=&amp;quot;Category:Throw&amp;quot;&amp;gt;Category: Throw&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Trample&amp;quot; title=&amp;quot;Trample&amp;quot;&amp;gt;Trample&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Category:Trample&amp;quot; title=&amp;quot;Category:Trample&amp;quot;&amp;gt;Category: Trample&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; colspan=&amp;quot;99&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=LOTS_-_Power_Attack_Tactics&amp;quot; title=&amp;quot;LOTS - Power Attack Tactics&amp;quot;&amp;gt;Power Attack Tactics&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Official_rules&amp;quot;&amp;gt;Official rules&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Being_Thrown&amp;quot;&amp;gt;Being Thrown&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 33 of the 2020.02 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Sometimes models are thrown as the result of a spell or attack. When a model is thrown, refer to the spell or attack that caused the throw to determine the model’s point of impact, generally directly away from the attacking model. When resolving a throw power attack, however, it may be necessary to roll for deviation to determine the thrown model’s point of impact (see “Throw Power Attack,” p. 45, and “Deviation,” p. 51). Move the thrown model from its current location in a straight line directly toward the point of impact. During this movement, a thrown model moves through models with smaller bases without contacting them. Unlike when a model is slammed, rough terrain does not affect this movement, but the thrown model still stops if it contacts an obstacle, an obstruction, or a model with an equal or larger base. After moving, the thrown model becomes knocked down (p. 61) and contacts all models with which it is base-to-base and all models whose bases it overlaps. The thrown model then suffers a damage roll determined by the spell or attack that caused the throw. &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Add an additional die to the damage roll the thrown model suffers if it contacts an obstacle, an obstruction, or a model with an equal or larger base.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;If a thrown model contacts a model with an equal or smaller base, the contacted model becomes knocked down (p. 61) and suffers a collateral damage roll determined by the spell or attack that caused the throw. A contacted model with a larger base than the thrown model does not suffer collateral damage and is not knocked down. Resolve any collateral damage simultaneously with the damage resulting from the spell or attack that caused the throw (see “Simultaneous Effects,” p. 41).&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;If a thrown model cannot be knocked down it must still forfeit its Normal Movement or Combat Action if it activates later in a turn in which it was thrown.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Collateral_Damage&amp;quot;&amp;gt;Collateral Damage&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 33, Throw, of the 2021.08 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;If a thrown model contacts a model with an equal or smaller base, the contacted model becomes knocked down (p. 61) and suffers a collateral damage roll determined by the spell or attack that caused the throw. A contacted model with a larger base than the thrown model does not suffer collateral damage and is not knocked down. Resolve any collateral damage simultaneously with the damage resulting from the spell or attack that caused the throw (see “Simultaneous Effects,” p. 41).&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 33, Text box, of the 2021.08 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Collateral damage cannot be boosted and is not considered damage from an attack or model.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 43 of the 2021.08 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;If the power attack results in collateral damage, collateral damage is determined by rolling 2d6 and adding the STR of the attacking model.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;Power Attack Collateral Damage Roll = 2d6 + STR&amp;lt;/i&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Other_2&amp;quot;&amp;gt;Other&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 29 of the 2020.02 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;The charging model stops if it contacts a model, an obstacle, or an obstruction or if it is pushed, slammed, thrown, or placed during its charge movement.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 33 of the 2020.02 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;If an effect would cause a model to move or be placed beyond the table edge (such as being thrown or slammed), the model stops at the table edge and remains in play. The table edge does not count as an obstacle; models do not take additional damage for stopping there.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 15 of the 2020.02 edition of the core rules.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Other models, including slammed, pushed, or thrown models, can move through an incorporeal model without effect if they have enough movement to move completely past it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Incorporeal models cannot be moved by a push, slam, or throw.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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		<author><name>imported&gt;Warmachine University contributors</name></author>
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