Well, I figure it's about time to get this started here. I know the 'official' version of this thread is over at WOTC, but I know NickName checks here too, so I figured I'd start listing some of the questions I've got at this point, and others can add to it if they want.
Snare Rifle
How exactly does this work? Are characters affected by this allowed to take their normal turn earlier in the round as long as they don't move? Can they, for instance, make an attack earlier in the round, and then do their movement at the end of the round? When exactly is this movement done? After all other characters have activated, but before you roll the new init, I would assume?
How does Snare Rifle interact with AoOs? Would it stop a piece in movement like Yoda on Kybuck trying to Gallop past? What if the piece starts next to Zuckuss and provokes an AoO? The movement technically hasn't started yet at that point, so if Zuckuss hit, would it prevent that character from moving at all?
Steal Force
Can this character steal FPs from a character that has 0 FPs remaining (Dark Force Spirit precedent of 0 FPs minus 1 FP is still 0 FPs)?
Final Shot
If Dengar, Hired Killer gains Twin Attack, does Final Shot apply to both shots? I'm assuming no, but just checking.
That's it for now. Honestly not too much about this set, so should be a short mini-FAQ which is cool.