Campaign Kicked off tonight. Got 2 games in, both losses but ended up better off than some of the winners.
2 Campaign related notes:
Arbiter has limited us to 12 Tactics Cards and we can only use them 1x until we burn through them. It's nice because I get to test the ones I picked. It's rough because I don't get access to Mass Infiltrate every game now. Any suggestions on what to get as my gang develops would be appreciated.
We're playing Teams. Law Abiding, Neutrals, and Outlaws. I'm in the neutral group because of my Unsanctioned Psyker. The teams are sharing territories for generating income, but not sharing a pot.
Rules Questions:
1 - Paired Weapons. I'm not confident how many attacks these generate. ie. Does my Nacht-Ghul (Serpents Claws) have 5 or 6 Attacks on the charge? I believe it's 6 on a charge.
2 - Break tests in combat came up again. The NG charged 2 Enforcers and took 1 out. Survived the retaliation. Does the standing model test to break before retaliation, or after retaliation, or not at all?
3 - Out of Action Injury rolls. The rules say that we roll on the Injury table for each Out of Action. There were several times where I ended up making more Injury rolls than wounds.
I rolled 2 Out of Actions on 1 charge and made two Separate Injury table rolls. Didn't think much of it until the next attack ended up getting 5 Serious Injury/Flesh Wound rolls after the first Serious Injured roll.
The 3rd Roll reduced the fighters Toughness to 0, so he goes OoA. I rolled for the last 2 to see if I could get an OoA on the Injury dice. My questions are once they went OoA, did I get roll the additional dice to look for OoA? Should I have rolled on the Injury table for each Flesh Wound after the 0 Toughness? If I stop rolling after the first OoA, then what can happen where I get multiple OoA?