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<link>http://www.fantasyflightgames.com</link>
<description>Leading publisher of board, card, and roleplaying games.</description>
<pubDate>Sun, 20 May 2012 18:15:00 GMT</pubDate>
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<copyright>2008 Fantasy Flight Games. Todos los derechos reservados.</copyright>
<lastBuildDate>Sun, 20 May 2012 18:15:00 GMT</lastBuildDate><item><title><![CDATA[Avoiding confusion is the game designer's job.]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=655694]]></link><pubDate>Sun, 20 May 2012 17:13:36 GMT</pubDate><description><![CDATA[<strong>by Peacekeeper_b.<br />Dust Warfare Forum.</strong><p><span style='font-size:11px;'><strong>blkdymnd</strong> said:</span><div class='f_contenedor_cita'></p>
<p>&nbsp;Warboss, part of your argument is flawed. &nbsp;Your anti-tank weapon normally rolls one die, but usually does 2-3 points of damage. &nbsp;You save vs damage, not hits, so your vehicle in cover (which getting a vehicle fully in cover is very tough) isn't completely immune.</p>
<p></div></p>
<p>To be honest though BLKDYMD the argument is only flawed because that rule is flawed. IMHO.</p>]]></description><guid isPermaLink="false">FFG656386</guid></item>
<item><title><![CDATA[Avoiding confusion is the game designer's job.]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=655694]]></link><pubDate>Sun, 20 May 2012 17:12:49 GMT</pubDate><description><![CDATA[<strong>by Peacekeeper_b.<br />Dust Warfare Forum.</strong><p><span style='font-size:11px;'><strong>Azrell</strong> said:</span><div class='f_contenedor_cita'></p>
<p>&nbsp;Id like to point out too that i might not have made it clear that im most likely contrasting DW vs other games not DTs. I don't have all that much exp with DT as i do with say 40k or hoarmachine. That said.&nbsp;</p>
<p>I do think the cover and armor saves will scale nicely in this game, mostly for the reason that your always rolling the same # of dice and taking the same # away for cover. No charts, graphs or maths. All three of those slow a game down considerably when applied in abundance.&nbsp;</p>
<p></div></p>
<p>But if you remove the armor save (since damage is already&nbsp;calculated as a part of damage anyway) and return cover saves you still roll less dice. You only roll cover saves when in cover and there are plenty of times when you are not in cover or cover is ignored by weapons.</p>
<p>Attack guys in open in DW as is: Roll attack dice, roll armor save.</p>
<p>Attack guys in open in DW with DT Armor/cover rules: Roll attack dice.</p>
<p>Attack guys in cover in DW as is: Roll attack dice, roll armor dice, add cover save.</p>
<p>Attack guys in cover in DW with DT armor/cover rules: Roll attack dice, pick up the ones that hit and roll cover.</p>
<p>And DUST WARFARE (and TACTICS) are chart games as is anyway. Cross weapon with armor class, find intersecting die code, roll dice.</p>]]></description><guid isPermaLink="false">FFG656385</guid></item>
<item><title><![CDATA[Updated Unit Cards]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656261]]></link><pubDate>Sun, 20 May 2012 17:12:17 GMT</pubDate><description><![CDATA[<strong>by adlerhobby.<br />Dust Warfare Forum.</strong><p><span style='font-size:11px;'><strong>felkor</strong> said:</span><div class='f_contenedor_cita'></p>
<p>Hey guys,</p>
<p>For those of you using my unit cards, I've updated them to reflect the most recent FAQ, as well as made a couple minor updates.<br />
<br />
You can get them here:<br />
<br />
In Microsoft Word (docx) format:<br />
<a href="https://docs.google.com/open?id=0B7EBY279BZSWVXM0UW14VEpBR0U">https://docs.google.com/open?id=0B7EBY279BZSWVXM0UW14VEpBR0U</a></p>
<p>In PDF format:<br />
<a href="https://docs.google.com/open?id=0B7EBY279BZSWNDk4ZU51V3REUEk">https://docs.google.com/open?id=0B7EBY279BZSWNDk4ZU51V3REUEk</a></p>
<p><br />
Updates:<br />
Changed # of UGLs on Recon Boys from 4 to 2.<br />
Added &quot;Fast&quot; special ability to Sutrmpionere.<br />
(Other Errata I already anticipated and were in my original unit cards.)<br />
<br />
Also updated:<br />
Changed description of Fast to include the fact that it can only be used once per turn.<br />
Updated GrenateWerfer Indirect Fire description to include that it gets unlimited range.<br />
A couple other very small typo fixes that you probably won't even notice.</p>
<p></div></p>
<p>I truly hope you make more of these as units come out, the format is orginized and easy to use and its all in one place making these a &quot;better to use format&quot; than maybe the others are <u>at this point</u> . the pdf format is great and easy for everyone to use,&nbsp;your attention to neatness and organization is simple and elegant to use. ;&nbsp;) &nbsp;thank you for your efforts</p>]]></description><guid isPermaLink="false">FFG656384</guid></item>
<item><title><![CDATA[SSU Warfare Platoon Theories]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656267]]></link><pubDate>Sun, 20 May 2012 16:58:16 GMT</pubDate><description><![CDATA[<strong>by madmaxknick50.<br />Dust Warfare Forum.</strong><p>&nbsp;Makes sense as the walkers will have heroic pilots in some of them. Nikoli should have a &quot;Fury of Ivan&quot; with twin 152mm guns somewhere down the line.</p>]]></description><guid isPermaLink="false">FFG656383</guid></item>
<item><title><![CDATA[scout and damage cancelled]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=154&efcid=4&efidt=656382]]></link><pubDate>Sun, 20 May 2012 16:51:54 GMT</pubDate><description><![CDATA[<strong>by Jedidan.<br />Warhammer Invasion Rules Questions Forum.</strong><p>&nbsp;hello, the other day i have a discussion with my friend about the scout abilitie. The problem was this: i attack with the free company and my friend played the dwarf tactics who cancel the damage, and he said if no damage done, the scout effect dont trigger. Is that correct?</p>]]></description><guid isPermaLink="false">FFG656382</guid></item>
<item><title><![CDATA[In Need of Rescue]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=5&efcid=1&efidt=655814]]></link><pubDate>Sun, 20 May 2012 16:45:13 GMT</pubDate><description><![CDATA[<strong>by Walk.<br />Arkham Horror Forum.</strong><p>So I've been thinking about the idea of a new mechanic that would save Corruption, and I've hit upon an idea for a new expansion.&nbsp; Of all the cults mentioned in Lovecraft's stories, the one that receives the most detailed description (at least, in the works I've read) is the one in &quot;The Festival&quot; (well, that and &quot;The Horror At Red Hook&quot;, but the less involved one is with that story, the better, in PR terms if nothing else).&nbsp;</p>
<p>WARNING: There follow spoilers for Lovecraft's&nbsp;&quot;The Festival&quot;.&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Alright, so, as in the story, the expansion would have a mechanic whereby investigators could travel to Kingsport in the past.&nbsp; The simplest way would be for anyone who enters Kingsport to have the choice of staying in the present or traveling to the past.&nbsp; (It also might be fun for anyone entering Kingsport to have a very small chance of ending up in the past whether they like it or not.)&nbsp;&nbsp;Any investigator in the past&nbsp;would use the same board, but (obviously) would&nbsp;be unable to interact with any investigators or monsters in the present and would be unaffected by Mythos cards.&nbsp; The normal location decks would be replaced with new ones, although it might be easiest to just declare some of the locations closed to investigators in the past; the only really important one would, obviously, be the 7th House on the Left, but WIlliam Bain would almost certainly be present as well, as would the Terrible Old Man.&nbsp; Other locations could be changed to reflect their occupants in the past, and one could be repurposed (or a new, imaginary space declared to be in existence) as the caves where the cult gathers in the story's finale.&nbsp; The encounters would pretty much all be positive (representing the cultists, who are quite friendly in the story, showering the investigators with gifts, magic, and fell knowledge), with the possible exception of the occasional bit of Sanity loss and the definite exception of lots of Corruption.&nbsp; A number of them could include conditional effects, whereby, if Tulzscha is the Herald, the encounters get more positive and more Corrupting.&nbsp; The only caveat would be that it would be somewhat difficult to return to the present.&nbsp; Anyone going insane or fallng unconscious would be sent back, but other than that, returning might be handled through a mechanic that required a cost and/or hoping for encounters that sent you back.</p>
<p>So...not to be boastful, but I really, really like this idea.&nbsp; It would save Corruption, and it might very well save Kingsport as well.&nbsp; If investigators could remove rift progress markers by going to locations in the past, you would have the option of trading Kingsport's standard encounters for more beneficial (and interesting) ones in exchange for receiving Corruption and possibly having a tough time getting home.&nbsp; (Admittedly, this idea stands, thematically speaking, on somewhat shaky ground, but then, the rifts are tears in the fabric of reality, which is to say, they are tears in space and&nbsp;<i>time</i>.)<i>&nbsp; </i>I'd love to see this created; in the incredibly unlikely event that someone from FFG is reading this and is actually interested, I hereby relinquish all rights to the idea and urge the company to make use of it.&nbsp; Failing that, if some individual with even more time on their hands than myself were willing to fine-tune the rules and write up the encounters, I'd love to see the results.</p>]]></description><guid isPermaLink="false">FFG656381</guid></item>
<item><title><![CDATA[Telepathy Psykers know no bounds... questions bout powers which ruined many modules.]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=99&efcid=3&efidt=635443]]></link><pubDate>Sun, 20 May 2012 16:38:15 GMT</pubDate><description><![CDATA[<strong>by Madner Kami.<br />Dark Heresy Rules Questions Forum.</strong><p>Yuri, just a small question: Do your players think, that their characters run around with a CP-meter in their HUD? Or some sort of CP-dosimeter on their breast, showing them when and how badly they got warped, time and GPS-coordinates included?</p>
<p>If they screw you by metagaming, by letting their characters act and react on information which the characters simply do not posses, you are allowed to screw them back.</p>]]></description><guid isPermaLink="false">FFG656380</guid></item>
<item><title><![CDATA[Gathering Storm with Rank 2 Characters]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=3&efidt=656379]]></link><pubDate>Sun, 20 May 2012 16:37:09 GMT</pubDate><description><![CDATA[<strong>by Pedro Lunaris.<br />WFRP Gamemasters Forum.</strong><p>Hi all!<br />
<br />
Did anyone run GS with Rank 2 Characters? The PCs in my group will achieve it next session, the last of an interlude I'm running between An Eye for an Eye and GS (using it to set the scene and crearing some ties that will hopefully lead the game to both EoN and Horror in Hugeldal afterwards).<br />
<br />
If anyone can share some opinions in how the adventure went with Rank 2 characters, what was changed in the part of the GM (if something) and anything that you think could help running it.<br />
<br />
Much appreciated!</p>]]></description><guid isPermaLink="false">FFG656379</guid></item>
<item><title><![CDATA[Is it uncommon to run through your plot deck more than once in a game?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=10&efcid=4&efidt=552113]]></link><pubDate>Sun, 20 May 2012 16:35:41 GMT</pubDate><description><![CDATA[<strong>by Unbowed, Unbent, Unbroken.<br />A Game of Thrones LCG Forum.</strong><p>Also, kill vs. kill decks take a long time to finish. I played my stark kill against my&nbsp;targ burn, and the game&nbsp;lasted 14 turns.&nbsp;</p>]]></description><guid isPermaLink="false">FFG656378</guid></item>
<item><title><![CDATA[Using all current heroes]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=285&efcid=4&efidt=654877]]></link><pubDate>Sun, 20 May 2012 16:33:16 GMT</pubDate><description><![CDATA[<strong>by oyvind.<br />Strategy and deck-building Forum.</strong><p>Thank you very much for your insight and feedback! It's greatly appreciated!</p>
<p>I searched for answers to my &quot;question&quot;, and finally, I found what I looked for in the Core Rulebook, on page 25, under the heading of Paying Costs. It shows that you're right. Thanks for bringing it to my attention. I went through all articles here (official ones) and the Errata/FAQ, and I came up with nothing. I therefore decided to go through the core rulebook again, reading it all the way through, and then suddenly... A bit disappointed, but at least we didn't spend too much time with the idea that we could play with two heroes from each of three different spheres at maximum efficiency.</p>
<p>We'll have a look at your ideas in greater depth when we get the time. Thank you!</p>]]></description><guid isPermaLink="false">FFG656377</guid></item>
<item><title><![CDATA[Hero's Call:  Where are the state colors for Reikland?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=149&efcid=3&efidt=652921]]></link><pubDate>Sun, 20 May 2012 16:32:58 GMT</pubDate><description><![CDATA[<strong>by Pedro Lunaris.<br />Warhammer Fantasy Roleplay Forum.</strong><p>Hahahahahahaha<br />
<br />
Ain't shooting nobody. :] I like the perspective of Myrmidia as a foreign deity who slowly gains ground inside of the Empire, so Reikland having a symbol related to her as it's banner got me confused. Interesting to know the official setting, anyway. :]</p>]]></description><guid isPermaLink="false">FFG656376</guid></item>
<item><title><![CDATA[Future FAQ question - RETREAT! pg 47]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656345]]></link><pubDate>Sun, 20 May 2012 16:32:50 GMT</pubDate><description><![CDATA[<strong>by caecitas.<br />Dust Warfare Forum.</strong><p>true enough. Sadly the window of edit has passed.</p>
<p>To clarify for all of those who cannot see/understand said typo - the steps list is per units activation, as seen on page 32. These steps happen in order when a unit is activated for those who are confused.</p>
<p>I shall now drink more coffee.</p>]]></description><guid isPermaLink="false">FFG656375</guid></item>
<item><title><![CDATA[Washnack Gorejaw on Hero's Call?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=149&efcid=3&efidt=656027]]></link><pubDate>Sun, 20 May 2012 16:30:29 GMT</pubDate><description><![CDATA[<strong>by Pedro Lunaris.<br />Warhammer Fantasy Roleplay Forum.</strong><p><span style='font-size:11px;'><strong>Gazery</strong> said:</span><div class='f_contenedor_cita'></p>
<p>It says right near the end of the book that Washnak is made using a Black Orc card on a Lord enhancement card. So there isn't an actual card for him but how to create him. Hope that helps.</p>
<p></div></p>
<p>&nbsp;</p>
<p>Helps a lot, Gazery, thanks. I was thinking that I was being silly to write my question without having read all of Hero's Call first to see what was that about, but I was kinda anxious to know what other people got.<br />
<br />
I see why they did that way, it's a great example of the enemy enhancement card; but I would like a specifi card for him, guess I like those cards. Anyway, it sure works!</p>]]></description><guid isPermaLink="false">FFG656374</guid></item>
<item><title><![CDATA[Dark Heresy: Second Edition - ever likely to happen?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=70&efcid=3&efidt=653714]]></link><pubDate>Sun, 20 May 2012 16:29:13 GMT</pubDate><description><![CDATA[<strong>by Dok Martin.<br />Dark Heresy Forum.</strong><p><span style='font-size:11px;'><strong>Dulahan</strong> said:</span><div class='f_contenedor_cita'></p>
<p><span style="font-size:11px;"><strong>egalor</strong> said:</span></p>
<div class="f_contenedor_cita">
<p>&nbsp;</p>
<p>Again, again, again I stress this.</p>
<p>Do not do v2 40k rulebooks.</p>
<p style="text-align: center;"><b>+++FFG, JUST DO A SINGLE UNIVERSAL 40K RPG RULEBOOK ALREADY!</b><b>+++</b></p>
<p>Supplements could be used to expand on each separate aspect of the game (any of the available five).</p>
<p>&nbsp;</p>
</div>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>This is the only new ruleset I would want more than an Eldar book.</p>
<p></div></p>
<p>Veto.</p>]]></description><guid isPermaLink="false">FFG656373</guid></item>
<item><title><![CDATA[Duplicate rare cards from one chapter pack?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=20&efcid=4&efidt=649574]]></link><pubDate>Sun, 20 May 2012 16:25:00 GMT</pubDate><description><![CDATA[<strong>by Erlessan.<br />4. AGoT Deck Construction Forum.</strong><p><span style='font-size:11px;'><strong>Daloofus</strong> said:</span><div class='f_contenedor_cita'></p>
<p>&nbsp;Be aware that you can not have more than 3 copies of a card with the same name in a single deck unless it has the infinity symbol. However, seeing that you are using the Beyond the Wall chapter pack. You would need to purchase it if you wanted more Benjen Starks or Stonesnakes.</p>
<p></div></p>
<p>&nbsp;</p>
<p>The infinity symbol means that the card can be returned from your discard or dead pile after you fulfill its requirements.&nbsp; The rule is 3 of each card with the same name per deck.&nbsp; There was a way to get around that restriction in the CCG days, but now it is a hard limit.</p>
<p>&nbsp;</p>
<p>As was mentioned above, the 40 card chapter packs are the only ones that don't come with 3X of each card, so those would be the only ones you may need to buy multiples of.&nbsp; Also, if you are playing casually, most people will allow you to use proxies so that you can test out cards in a deck if you don't own a physical copy of it.&nbsp; If you do want to play in tournaments though, you aren't allowed to have proxies in your deck.</p>]]></description><guid isPermaLink="false">FFG656372</guid></item>
<item><title><![CDATA[Blood Moon seems great]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=49&efcid=1&efidt=656371]]></link><pubDate>Sun, 20 May 2012 16:15:40 GMT</pubDate><description><![CDATA[<strong>by Zozimus.<br />Talisman Forum.</strong><p>Just got my copy....and it seems like from what I can see, the cards in Blood Moon have a higher than average quality in terms of creativity and fun. &nbsp;I still think that the werewolf NPC could have been handled in a way that makes it more substantially different than the reaper, but all in all it's not too bad either. &nbsp;Because we play with the ice queen and the toad king too, I forget sometimes that this is only the second 'official' NPC, and that not everybody's board is getting crowded with them. &nbsp;I like the expansion a lot more than I thought I might. &nbsp;Can't wait to actually play it. &nbsp;</p>
<p>For those who are having trouble managing the NPCs and dragon scales, etc., I've made a template for printing graphics onto standard 5/8&quot; dice via printable stickers. &nbsp;We roll one of these along with our movement die; on 1, the reaper moves the same number of spaces you do. &nbsp;On 2, the toad king moves (if you don't use him, ignore the graphic or find some other use for it). &nbsp;He also still moves when magic items are drawn or spells cast. &nbsp;On a 3 or 4, we draw a dragon scale if we're using that expansion. &nbsp;On a 5, the werewolf moves. &nbsp;On a 6, the ice queen. &nbsp;We also use the die for standard monster combat. &nbsp;It seems pretty efficient, and I like the look of them. &nbsp;You can download them in the 'downloads' section of talismanisland.com &nbsp; &nbsp;</p>
<p>&nbsp;cheers!</p>]]></description><guid isPermaLink="false">FFG656371</guid></item>
<item><title><![CDATA[Some very basic questions]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656130]]></link><pubDate>Sun, 20 May 2012 16:14:33 GMT</pubDate><description><![CDATA[<strong>by caecitas.<br />Dust Warfare Forum.</strong><p>The issue comes down to this - when a unit is retreating it makes a move action.However this move action is done in a seperate step to that of a unit declaring its actions. Its fair to assume that a unit retreating makes its move, and thus that is its used action. But what if a unit has both tokens? Does it indeed work like badass and let the unit take that 6 inch move anyway?</p>
<p>The key word here is &quot;action&quot; when a unit retreats. It takes&nbsp;a move action towards the table edge during the make retreat moves section of the unit phase. This could mean that this action counts as one of the actions the unit may or may not be allowed to make as the number of actions a unit can perform is deduced after rolling to remove supression.</p>
<p>&nbsp;</p>
<p>Im saying a retreating unit spends its 1 action making that retreat move, counting as one of the potential 1 or 0 actions it may recieve. As to how badass would interact with this it all comes down to if that retreat movement is infact an action in its own right or not. I would hazard a guess that it is indeed an action, thus the &quot;Minimum of 1&quot; action has been used.</p>
<p>if said move action is infact not counted as using up an action when it comes to declairing actions, a unit potentially could be made to retreat towards an edge, yet still have an action. As i said, the key issue here is &quot;action&quot;, and if the retreat move action takes up an action or due to its place in the activation steps does not.</p>
<p>To make this clear before anymore accusations, i am claiming it does take up an action.</p>
<p>it is worth noting there is a solid argument for such an action not counting due to activation steps and where said action falls in the activation step list.</p>
<p>Keep it civil and on topic in future please Azrell.</p>
<p>&nbsp;</p>]]></description><guid isPermaLink="false">FFG656370</guid></item>
<item><title><![CDATA[Movement for Fantasy Flight to Update Official Cosmic Errata/FAQ]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=50&efcid=1&efidt=656369]]></link><pubDate>Sun, 20 May 2012 16:04:16 GMT</pubDate><description><![CDATA[<strong>by Tiz.<br />Cosmic Encounter Forum.</strong><p><b>&nbsp;This is a call to arms for all fans of Cosmic Encounter to write in to Fantasy Flight, and ask them to update the Official Cosmic Errata/FAQ.</b></p>
<p>Fantasy Flight has not updated this since May, 6 2009! Since then 60 aliens have emerged from the cosmos. We now have 110 aliens interacting with each other. These aliens all have unique powers, 113 flares each having a wild and super ability. A Rewards Deck with rifts, kickers, new artifacts, crooked negotiations has added more card variety. Hazard Cards that can drastically change gameplay, and a Team Variant with its own set of rules have all entered the game with delight from us all. However, this enjoyment can sometimes be tarnished with confusion and uncertainties. Our games can sometimes turn into ravenous arguments about who should win, what trumps what, and why does the Glutton look like a giant brain eating spaghetti? Desperately we seek answers. Asking our fellow players what is right. As the ancient Romans we discuss our beliefs in forums. We search for clarification and help each other as best we can.&nbsp;</p>
<p>The official rules, however, must come from the authority of Fantasy Flight. They can settle the arguments. They can be the neutral third party that can bring balance to our cosmic encounters.&nbsp;It is ridiculous that with three expansions, the Official Errata/FAQ has not been updated in three years! I think that is a huge oversight by the company and would really appreciate an update as soon as possible.</p>
<p><b>Seriously speaking, I ask for all us fans to write in to Fantasy Flight and ask them for an update to the Cosmic Encounter Errata/FAQ ASAP.</b></p>
<p>To do this just scroll to the bottom of this page, or any other page on this website. At the very bottom of the page, click on -Rules Questions- It will take you to the support page where you can type your name and email. Scroll to Cosmic Encounter on the &quot;Game&quot; bar. Then in the message box type in:</p>
<p><b>&quot;When will the Official Cosmic Encounter Errata/FAQ be updated? It has not been updated in 3 years and we deserve a new version that includes clarifications for all the expansions.&quot;</b></p>
<p>I believe if we all make enough noise we will be heard and can finally receive some official explanations for many of our questions. It is always nice to interact with fellow fans. These forums show that we are all passionate about our game, and would be very appreciative for some clearly defined answers.</p>
<p>I want this to help us all play this wonderful game without having to pause to argue about rules, or get bogged down by confusion due to vagueness.</p>]]></description><guid isPermaLink="false">FFG656369</guid></item>
<item><title><![CDATA[Captured units?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=247&efcid=1&efidt=656174]]></link><pubDate>Sun, 20 May 2012 16:01:40 GMT</pubDate><description><![CDATA[<strong>by MRex21.<br />Dust Tactics Rules Discussion Forum.</strong><p><span style='font-size:11px;'><strong>Major Mishap</strong> said:</span><div class='f_contenedor_cita'></p>
<p>&nbsp;Sounds like a plan. &nbsp;Another idea if you are playing linked games, campaign or scenario's or even one-off games that you want to tie together would be to fight for an advantage for the next game. &nbsp;One of these could easily be the possible use of an out of action enemy walker. &nbsp;You could roll a dice for each walker in turn, any that roll a hit are possible to use again. &nbsp;Select one of these walkers and roll a number of dice equal to its starting health, the walker starts the next game under your control with that amount of health left with a minimum of 1.</p>
<p></div></p>
<p>Hey. &nbsp;I like that a lot!</p>
<p>Thank you for the suggestion.</p>]]></description><guid isPermaLink="false">FFG656368</guid></item>
<item><title><![CDATA[Future FAQ question - RETREAT! pg 47]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656345]]></link><pubDate>Sun, 20 May 2012 16:00:14 GMT</pubDate><description><![CDATA[<strong>by Azrell.<br />Dust Warfare Forum.</strong><p>&nbsp;Your listed steps are for an activating unit not for the unit phase as whole.&nbsp;</p>]]></description><guid isPermaLink="false">FFG656367</guid></item>
<item><title><![CDATA[Some very basic questions]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656130]]></link><pubDate>Sun, 20 May 2012 15:55:45 GMT</pubDate><description><![CDATA[<strong>by Azrell.<br />Dust Warfare Forum.</strong><p><span style='font-size:11px;'><strong>caecitas</strong> said:</span><div class='f_contenedor_cita'></p>
<p>if the unit has both a reaction token and a supression token on it, i presume it cannot legally make its 6' move, yet for that to of happened a unit would of had to recieve a command that was not to regroup, which would allow it to fight.</p>
<p>However it does seem as though units makes a retreat move action (which is listed as one of the phases in the unit phase), but im not sure if that takes up its 1 and only action in its action phase.</p>
<p>I strongly suspect it goes, as it claims on page 47 that retreating limits the squads options, so i think that &quot;retreat move towards table edge&quot; then means the unit my not perform any other actions.</p>
<p>&nbsp;Also to clarify - a retreating unit definately cannot react - reactions cannot be made by units suffering supression.</p>
<p></div></p>
<p><span style='font-size:11px;'><strong>caecitas</strong> said:</span><div class='f_contenedor_cita'></p>
<p>if the unit has both a reaction token and a supression token on it, i presume it cannot legally make its 6' move, yet for that to of happened a unit would of had to recieve a command that was not to regroup, which would allow it to fight.</p>
<p>However it does seem as though units makes a retreat move action (which is listed as one of the phases in the unit phase), but im not sure if that takes up its 1 and only action in its action phase.</p>
<p>I strongly suspect it goes, as it claims on page 47 that retreating limits the squads options, so i think that &quot;retreat move towards table edge&quot; then means the unit my not perform any other actions.</p>
<p>&nbsp;Also to clarify - a retreating unit definately cannot react - reactions cannot be made by units suffering supression.</p>
<p></div></p>
<p>1- Unless you go first give the unit a command, and the second player shoots up your squad piling on suppression tokens... so it can happen, maybe not every game but it does happen.</p>
<p>2- Why wouldn't it take an action? it clearly states &quot;it takes a move action&quot;</p>
<p>3- If there was something to remove the suppression later they could still react, but you are right, with&nbsp;suppression they wouldn't be able to react until it was gone.&nbsp;</p>
<p>4- It most certainly does not claim that it can no other actions! I state as a fact, that would the unit be able to preform another action it could. How would you think the ability &quot;bad ass&quot; would be affected by this? &nbsp;The unit is off course still bound by the 2 actions per activation in the unit phase, and what token it is currently carrying. Your quote is out of context, as it is explaining the restrictions to the &quot;move action&quot;.&nbsp;</p>
<p>&nbsp;</p>
<p>You seem to be limiting yourself and your thinking of the game based on what is currently available by special rules/units abilities at the current time, but dont build your basic undersanding of the rules on the assumption that future rules will not need to used in context of proper game mechanics. read and reread the rules. Its a common mistake that is harmless at first but can lead to massive rules arguments latter down the road.</p>
<p>As an example in Utah we have a store that has &quot;its own way of doing things&quot; and if full of people that insist they know the rules, and get regularly embarrassed when outside of said store and a rulebook opens up. I actually feel bad for them because the larger community of players attend tournaments at multiple stores, and they have self segregated themselves to one store. Many of the new players there don't know any better, and we suffer the loss of many good/fun players.&nbsp;</p>
<p>Don't feel like im reprimanding you for anything im just trying to help you keep your mind open to what my be essential tactics and rules caveats to the future. You may also have hit a pet peeve of mine when it comes to rules. &nbsp; &nbsp;:P</p>]]></description><guid isPermaLink="false">FFG656366</guid></item>
<item><title><![CDATA[Call in the Kill-Marine]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=159&efcid=3&efidt=649085]]></link><pubDate>Sun, 20 May 2012 15:55:12 GMT</pubDate><description><![CDATA[<strong>by Timmy.<br />Rogue Trader Gamemasters Forum.</strong><p>A renegade marine slumming with Rogue Traders? Awesome. Our arch-militant just fell, and while the group needs muscle, he wants to do something different. I was thinking I like the &quot;touched by chaos&quot; thing. Declared anathema until he purges the taint of chaos, all kinds of subplots suggest themselves...&nbsp; seductions through the gellar field, the attention of a powerful Chaos Marine... the player's private and ashamed battle against possession, not to mention being hounded by the inquisition. Sounds 'something different' enough for me!</p>]]></description><guid isPermaLink="false">FFG656365</guid></item>
<item><title><![CDATA[Adventure Refresh Help]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=42&efcid=1&efidt=656203]]></link><pubDate>Sun, 20 May 2012 15:54:21 GMT</pubDate><description><![CDATA[<strong>by Majeh_XIII.<br />Runebound Forum.</strong><p>How do you replenish the tokens on bourd under any of the following instances:-</p>
<p>A: No tokens on bourd to be able to draw an event that replenishes.</p>
<p>B: You land on last token and no sunburst event is drawn just straight into a challenge</p>
<p>C: All the current remaining tokens have undefeted monsters on that cant be beaten</p>
<p>&nbsp;</p>
<p>These 3 instances are each of the things that my 6 player group faced quite quickly when playing but for some reason the rule book or errata does not stae what happens if any of these happen.</p>]]></description><guid isPermaLink="false">FFG656364</guid></item>
<item><title><![CDATA[Some very basic questions]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656130]]></link><pubDate>Sun, 20 May 2012 15:54:19 GMT</pubDate><description><![CDATA[<strong>by caecitas.<br />Dust Warfare Forum.</strong><p>if i may creyola - you cannot react if you have a single supression token. Yes its true a unit may react before its shot to all hell, but traditionally a unit already retreating cannot react. Though as you say, if a unit has both, i presume it simply makes that normal retreat move, then can do nothing, even though technically it should get no actions.</p>
<p>This is really the core of the issue. Does the retreat move count as an action, and thus use up the 1 action the squad has? And if a squad has both reaction and supression tokens on it, does it still technically get to make that retreat move?</p>
<p>If yes it can still retreat, then then that retreat move is not an action propper, yet if it cant, does that mean retreating units can become pinned?</p>
<p>I would presume you just allow a unit to make its retreat move and no other actions atall, reguardless of its token status.</p>]]></description><guid isPermaLink="false">FFG656363</guid></item>
<item><title><![CDATA[Dragon - the challenge at rank 1]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=149&efcid=3&efidt=655792]]></link><pubDate>Sun, 20 May 2012 15:39:54 GMT</pubDate><description><![CDATA[<strong>by Yepesnopes.<br />Warhammer Fantasy Roleplay Forum.</strong><p><span style='font-size:11px;'><strong>Emirikol</strong> said:</span><div class='f_contenedor_cita'></p>
<p>Agreed on armors.&nbsp; They don't have enough clear drawbacks imo.&nbsp; There should be substantial, standardized, clear penalties to things like agility checks and other things.</p>
<p>I've started adding penalties to things such as when the PCs are trying to commuinicate with someone, but they're openly carrying weapons or wearing armor.&nbsp; I'm thinking of just having an unarmored bonus instead.</p>
<p>Problem with this concept is that PCs who wear armor already aren't doing the talking for the party..or the climbing..or the swimming.</p>
<p></div></p>
<p>Funny, I started doing the same regarding the penalties, but I also found the same thing. :)</p>
<p>I think we have to be creative, like adding long term fatigue to characters wearing an armour all day long or may be they can suffer fatigue whenever there is one bane which has been not allocated to any other effect.</p>
<p>And of course, as you mention, adding misfortune dice for everything, from grabbing a fork to eat, to speak to the city watch guarding the city gates.</p>
<p>Damaged condition after a heavy rain? some rusty pieces? :p</p>
<p>I nerfed armour in my games, well what I did is to ris the encumbrance back to the 2nd ed levels. At least, like this only a well trained warrior can wear one.</p>]]></description><guid isPermaLink="false">FFG656362</guid></item>
<item><title><![CDATA[Captured units?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=247&efcid=1&efidt=656174]]></link><pubDate>Sun, 20 May 2012 15:39:01 GMT</pubDate><description><![CDATA[<strong>by Major Mishap.<br />Dust Tactics Rules Discussion Forum.</strong><p>&nbsp;Sounds like a plan. &nbsp;Another idea if you are playing linked games, campaign or scenario's or even one-off games that you want to tie together would be to fight for an advantage for the next game. &nbsp;One of these could easily be the possible use of an out of action enemy walker. &nbsp;You could roll a dice for each walker in turn, any that roll a hit are possible to use again. &nbsp;Select one of these walkers and roll a number of dice equal to its starting health, the walker starts the next game under your control with that amount of health left with a minimum of 1.</p>]]></description><guid isPermaLink="false">FFG656361</guid></item>
<item><title><![CDATA[As promised full Rare and Premium List of cards for sale, other goodies too. For Single or Set]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=17&efcid=4&efidt=628781]]></link><pubDate>Sun, 20 May 2012 15:37:42 GMT</pubDate><description><![CDATA[<strong>by benso.<br />5. AGoT Trade Forum Forum.</strong><p>do you still have QOTHO ? i will be interested in buying it</p>
<p>thanks</p>]]></description><guid isPermaLink="false">FFG656360</guid></item>
<item><title><![CDATA[My fight with Dust Tactics 1]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=246&efcid=1&efidt=638441]]></link><pubDate>Sun, 20 May 2012 15:35:55 GMT</pubDate><description><![CDATA[<strong>by cramerski.<br />Painting Techniques Forum.</strong><p>&nbsp;Welcome to the second part of the bridge.</p>
<p><a href="http://cramerski.blogspot.com/">link</a></p>]]></description><guid isPermaLink="false">FFG656359</guid></item>
<item><title><![CDATA[Political II weak? Also Trade III question.]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=34&efcid=1&efidt=656011]]></link><pubDate>Sun, 20 May 2012 15:34:49 GMT</pubDate><description><![CDATA[<strong>by VirusSixZero.<br />Twilight Imperium 3rd Edition Forum.</strong><p><span style='font-size:11px;'><strong>asmeus</strong> said:</span><div class='f_contenedor_cita'></p>
<p>P.S. Nekro Virus at first glance is just deadly. He got in Metacol early, because of map layout &amp; other things, after that he got there his flagship, noone dared to attack being afraid of losing all their fleet - being the sacrifice for other players.</p>
<p>P.P.S. Action card, that lets you gain any racial trait of other races. Do you just copy it, or the target race can't use that trait? If copying, how does Naalu 0 SC card works? Who goes first?</p>
<p>&nbsp;</p>
<p>Thanks for help!</p>
<p></div></p>
<p>Can't seem to edit and update my previous post...</p>
<p>If one player makes it to MR early in the game, they usually end up with a big target on their back. Other players are free (and usually do) to form alliances against someone who is clearly set to entrench themselves and dominate the VP scoreboard. If you all turtle in your sectors and avoid the aggressor (or opportunist/lucky b#stard) you're all just letting him or her steamroll you all.&nbsp; In this situation, it would be mutually beneficial for a couple of other races to ally and contribute to a space battle in the MR system. You can even agree to dissolve the alliance after a set goal is reached (such as the destruction of The Alastor - the Nekro Flagship). The Alastor is actually a great example, because with its destruction, ALL ships in the MR system would be destroyed. This would effectively level the playing field for any new inhabitants. As long as all other players activated the MR system, and blocked a Nekro resupply, MR would be up for grabs for anyone with the right positioning next round.</p>
<p>The Action card you're referring to is &quot;Multiculturalism&quot; I assume. Check the FAQ on that, it's decided by the Speaker who goes first. So if you aren't prepared to bribe or influence the Speaker in some way, you may want to pick a different racial ability to copy for one round.</p>]]></description><guid isPermaLink="false">FFG656358</guid></item>
<item><title><![CDATA[Some very basic questions]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=253&efcid=6&efidt=656130]]></link><pubDate>Sun, 20 May 2012 15:24:22 GMT</pubDate><description><![CDATA[<strong>by CrayolaSmoker.<br />Dust Warfare Forum.</strong><p>But a player going second can react to the initiating player's movement, then get shot all to hell by the rest of initiating player's squads, and then starthis own activation with a reaction token and enough suppression to force a retreat. I would think a single 6&quot; retreat move would be compulsory, regardless of having both tokens, but look forward to hearing the official word on this.</p>]]></description><guid isPermaLink="false">FFG656357</guid></item>
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