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Exoshock rule + more 2.0 questions


Go to solution Solved by SkimaskMohawk,

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Hello,
I am completely new to the heresy 2.0, last week I played the new edition for the first two times against my friends WBs, who also played for the first time - we were both a bit overwhelmed with rules at times and when in doubt we went with heresy 1.0 rules that we know.

 

I'd appreciate it if folks with more experience could enlighten me about a handful of rules (I own the rulebook, of course I've tried to find the answers both there and online, browsed through our forum as well but somehow not everything is clear or can be found easily).

 

1- When does Exoshock kick in? There is imo some confusion with the word penetrating hit, we couldn't decide if it kicks in:

 

   a.) before the cover save (so, roll for penetration, roll exoshock for each pen., the opponent rolls save for each pen though the newly added exoshock pens gain Ignores cover [ so I guess a hit that caused Exo can be saved but Exo pen. will still go through?! weird ] )

 

   b.) after the cover save is taken (roll for penetraton, opponent rolls cover save, roll for exoshock on these pens that are not saved). Btw, this addditional Exoshock pens retain the AP, right? Only lose out on "any other special rules"

 

2- Is Look out sir gone completely? I haven't seen a word of it but we've decided nevertheless to not precision-shoot enemy characters to death - I've felt like my Seekers blasting the praetor off the board turn 2 wouldn't be too fun

 

3- After succesful deepstrike, do you just assume whatever squad formation you like? As in, not in tight group in base contact, instead I can form a Conga line with max coherency?

 

4- Dreadnoughts (and generally Fearless units I suppose) can still fall victim to Concussive USR, right? Feels weird to stun a dread with a shotgun but I guess...

 

 

Edited by Lautrec the Embraced
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  • Solution

In order:

 

1. From what I can tell, simply making the successful roll is what triggers it. "Scores" is used throughout the book to reflect the specific roll being passed. So basically, point a). As for the ap of the follow up hit, it's kinda written up in the air. As it's initially written, there's no references to the weapon; a the vehicle just suffers another pen. But then they say there's no special rule carry over. I think (unhelpfully) that you could play it either way.

 

2. Ya it's gone, or kinda just baked in. The defensive player always has control of wound allocation, with characters always being allowed to pass wounds off (even if they're wounded). Precision shots are the only thing that can actually force wounds onto characters to your own advantage (rather than only to tank strategically). The juggling can get so much to the point where precision feels like a gift lol.

 

3. Yup, conga line is the thing. It's partially what makes deepstrike so good, as you can cover this huge area and threaten units that were pretty far removed from the initial model placed.

 

4. Yea, so fearless only ever blocked morale and pinning tests (and fear in 7th/1st), but never blocked Leadership tests. Concussive is a Leadership test, so it sneaks through. Maybe ld is the wrong stat to see if you're rocked by the blast; initiative could be a bit more intuitive.

Thanks for the answers, much appreciated. All of that is very weird but well, gotta get used to 2.0

 

Just to be certain I don't miss something important, what do you mean by:

3 hours ago, SkimaskMohawk said:

The juggling can get so much to the point where precision feels like a gift lol.

Like a gift for the defending player? But he can always take a wound or two on the character and then nominate others for the next wounds, right, so isn't getting sniped always detrimental I guess? Unless I misinterpreted your point.

2 hours ago, Lautrec the Embraced said:

Thanks for the answers, much appreciated. All of that is very weird but well, gotta get used to 2.0

 

Just to be certain I don't miss something important, what do you mean by:

Like a gift for the defending player? But he can always take a wound or two on the character and then nominate others for the next wounds, right, so isn't getting sniped always detrimental I guess? Unless I misinterpreted your point.

 

I meant like that precision shots feels like a gift to cut through some of the juggling nonsense you can run into, especially in multi wound units with an attached IC. It was meant to refer to you saying precision shotting the characters on turn 2 doesn't feel too fun. 

The rulebooks are unclear in this regard, sometimes it says weapon, sometimes it says attack, and is unclear if they are used interchangeably. My first reading said no, but after a thorough re-read:

 

A heavy 2, exoshock 4+ weapon shoots a rhino

The weapon makes a number of attacks equal to the number after the type. 

Normally dice are rolled individually one after the other, they are only rolled together for fast dice. 

As you roll the attacks individually, then you damage something with exoshock or plasma burn, I'd say you get to roll for each individual attack that meets the criteria. 

Yeah, Each attack is treated individually and uses the profile listed. Unless Exoshock has a clause that says "This rule can only be triggered no more than once per turn" then it can trigger on all the shots fired by a weapon with the rule.

Yea, it's for things like Plasma Burn that say

 

"when a model loses one or more hull points as the result of an attack with this weapon..." 

 

It's the 'or more' part, as usually the omega plasma single shot will only inflict a single HP per attack that muddies the water, but I'm on the side of it being on a per attack dice, which makes more sense. 

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