Red_Zeke Posted December 4, 2017 Share Posted December 4, 2017 Check it! Lots of good stuff here. https://warhammerunderworlds.com/wp-content/uploads/sites/6/2017/12/warhammer_underworlds_shadespire_en.pdf Link to comment Share on other sites More sharing options...
Red_Zeke Posted December 4, 2017 Author Share Posted December 4, 2017 Time trap got the most conservative ruling possible. Swift Strike looks pretty tasty now. Link to comment Share on other sites More sharing options...
Sleboda Posted December 4, 2017 Share Posted December 4, 2017 The Sprint ruling kinda means they need to reword all the +XM cards to say something like "when this fighter makes a Move Action, they may moves X additional hex(es)." Cuz +1M means your M is one higher, and Sprint doubles M. Also, the Time Trap answer is, I believe, going to create a contradiction in the rules, or at the very least make things confusing. It says the extra action you get cannot be used to do things you could not normally do. That's fine (ish) but then the example they use is the issue. In the main rules, page 23, it says "Some ploy cards allow you to make Move or Attack actions with your fighters - you can do this even if normally they would not be able to (e.g. because they have made a Charge action)." (emphasis mine) The FAQ says you take an action but not one you cannot normally do (e.g. make an Attack action with a fighter that has already made a Charge action in this phase.) wuh? Same example used to support and deny a thing. Which is wrong? Link to comment Share on other sites More sharing options...
Red_Zeke Posted December 5, 2017 Author Share Posted December 5, 2017 In case other folks haven’t noticed, the hot takes are all up in the pinned community FAQ thread. Go discuss there! Link to comment Share on other sites More sharing options...
zabbraxas Posted December 6, 2017 Share Posted December 6, 2017 A lot of good thing here, i'm gonna update the FAQ of the forum with that Link to comment Share on other sites More sharing options...
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