
Local Special Ability
You may give this unit a
ranged combat order that costs 1 order point, even if
it has no ready ranged icons, targeting an enemy unit within 2 steps. If you
do, this unit rolls 3 range dice for each of its ready Thrown Weapon icons for its ranged
attack, and any firing into melee penalty given to this unit is decreased by
one die. (This replaces the normal range dice.)
Notes from Drake the Lesser
- If you have 2 ready Thrown Weapon icons, you roll
6 ranged attack dice. It is not currently possible to construct a
unit with 3 Thrown Weapon icons.
- A unit with a single ready Thrown Weapon icon can only shoot out of its
good side for ranged combat (blue on the codex), since the 3-die
penalty for shooting out of a bad side would result in zero attack
dice.
- Thrown Weapon would theoretically benefit from the bonus for
Hail of Arrows, but it is extremely unlikely that
any hindering items would fit inside the extremely short 2-step range
of the ability.
- Thrown Weapon is affected by Elusive and
Aura of Peace, which can increase its cost to more
than one order point.
Changes from the Original Rules
- In the original rules, this ability was a type of
special order. Now it is a normal
ranged combat order. This mean you can push a unit to use Thrown Weapon
twice in one turn.
- Thrown Weapon was changed because the concept of a special
ranged combat order was more trouble than it was worth.
- In the original rules, Thrown Weapon did not have a reduction to
the line of sight penalty for firing into melee.
- Currently, Thrown Weapon costs one order point for formations.
The explanatory text on the main site is in error; the special
ability description is correct.
Thrown Weapon Ability Searches