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5.0 Technical Edits

 Post subject: 5.0 Technical Edits
PostPosted: Thu Feb 19, 2009 11:37 pm 
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Please put any technical edits you discover in the new version here. Only edits please.

We are striving for a quick turnaround on this in preparation for Full Scale Assault next weekend.

Cheers,

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 Post subject: 5.0 Technical Edits
PostPosted: Fri Feb 20, 2009 12:50 am 
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Upgrades list still includes swordfish.


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 Post subject: 5.0 Technical Edits
PostPosted: Fri Feb 20, 2009 1:41 am 
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Expendable rule (thanks, Hena)
Expendable units do not generate Blast markers when they are
removed as casualties. This includes special effects which create
Blast Markers when the unit is targeted. However expendable
units DO count as casualties for the purposes of assault
resolution (EA1.12.7). If formation consists only of Expendable
units then they generate Blast markers normally.


Manta should be 1x Heavy Railcannon not 2x.  Also, is the Planetfall wording in the notes section supposed to be there?

Tigersharks should be Aircraft, not DC2 War engines.




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 Post subject: 5.0 Technical Edits
PostPosted: Fri Feb 20, 2009 2:10 am 
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Tigersharks should cost 275 for a pair (not 175)

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 Post subject: 5.0 Technical Edits
PostPosted: Fri Feb 20, 2009 5:53 am 
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Quote: (Ginger @ 20 Feb. 2009, 01:10 )

Tigersharks should cost 275 for a pair (not 175)

Or is that 350? Are AX-1-0s supposed to cost more than the Rail Cannon variant?


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 Post subject: 5.0 Technical Edits
PostPosted: Fri Feb 20, 2009 3:16 pm 
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The datafax for Orbital Bombardments is chewed.  Combining multiple units into one datafax is a mistake and contrary to everything else in Epic.  One unit, one datafax.  In addition, it mentions Tracer Missiles but doesn't explain what to do with them, how they work, if they can hit multiple targets, etc.  Keep in mind the tracers were previously organized into salvos so that you couldn't lay down EIGHT BMs on the first volley from a spaceship.  That concept was never written down in any design notes and as such the purpose was lost.  Now the problem rears itself again.


Copy-pasted as requested.

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 Post subject: 5.0 Technical Edits
PostPosted: Sat Feb 21, 2009 1:07 am 
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Also, is the Planetfall wording in the notes section supposed to be there?


Please correct me if I am wrong, but there is nothing wrong with Planetfall being in the Manta entry. What has changed is that it is no longer free, so just like for any other unit/formation, space assets must be purchased.

So, Planetfall is not gone. FREE Planetfall is gone.

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 Post subject: 5.0 Technical Edits
PostPosted: Sat Feb 21, 2009 9:47 pm 
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Quote: (Jackwraith @ 19 Feb. 2009, 21:53 )

Quote: (Ginger @ 20 Feb. 2009, 01:10 )

Tigersharks should cost 275 for a pair (not 175)

Or is that 350? Are AX-1-0s supposed to cost more than the Rail Cannon variant?

Yes, AX10s (the version with the railcannons) are supposed to cost more than the basic Tigershark. AX10s are a lot more effective at killing War engines than their ion-cannon armed cousins. (And more to the point, you really don't want 3 units of them on the battlefield in a tourney setting, so they have to cost more than 333 points per formation)

=====
Honda, the Manta's planetfall note still says you do NOT need to have an additional spacecraft.

v5
Planetfall - Note that the Manta is a space capable craft and therefore does not require space assets to planetfall.  Normal planetfall rules apply, including the designation of the planetfall turn and plotting a drop zone, placing the Manta as the space craft.  On arrival, the Manta descends to ground level and conducts a normal activation.

[emphasis mine]

which is the same as my copy of v4.4.3
Planetfall – Note that the Manta is a space capable craft, and therefore does not require space assets in order to planetfall. Normal planetfall rules apply, including the designation of the planetfall turn and plotting a drop zone, placing the Manta as the space craft. On arrival, the Manta descends to ground level and conducts a normal activation.  

- did you guys change the PDF formatting?  I couldn't copy-paste text out of the v5 pdf, but I can and did copy-paste out of 4.4.3.

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 Post subject: 5.0 Technical Edits
PostPosted: Mon Feb 23, 2009 12:37 pm 
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The Crisis weapon stats list "Twin-linked Plasma Blasters" and then "Plasma Rifles and Fusion Blasters". There has to be a mistake. Should the first one be "Twin-linked Plasma Rifles" and the second one "Twin-linked Fusion Blasters"?

The Gun Drones have a speed of 25 cm... is this a typo? Shouldn't it be 20 cm like the other Tau Jet Pack units?


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 Post subject: 5.0 Technical Edits
PostPosted: Wed Mar 04, 2009 12:55 am 
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sorry for the late catch:

Twin-linked missile pods are all messed up.

The problem is that we've screwed up the range and to-hit #s on the Missile pods since roughly v3 (when I started contributing to the list).  One missile pod (in 40k) has the same number of shots and strength as an autocannon, but only 36" range.  36" range in 40k = 30cm in E:A.  A single autocannon has AP5+/AT6+ stats in E:A, and a Twin-linked autocannon then has AP4+/AT5+.  Ergo, a twin-linked Missile Pod should have the following statline:  30cm AP4+/AT5+ (which is CORRECTLY given on the Tigershark, but wrong on the Crisis suits, Scorpionfish, Orca and Manta).


Tigershark has the correct numbers, but Crisis suits, Scorpfish, Orca and Manta do NOT have the right numbers.

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