Since this is almost over, I'm going to post the few more things that I noticed and also clarify and cite my previous bits of feedback. That should make it easier to fix things.
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Pg 26, 28 & 31, Faction Lists
In the faction lists, the Filtvelt coalition is noted as being allied to the Federated Suns, and the remains of the FRR are identified as being allied with Comstar. However, other alliances (such as the Capellan/Canopian alliance) are not noted. I am unsure if this is intentional (to note that such small factions are barely independent), or an oversight.
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Pg 66, iATM, Game Rules, 2nd paragraph.
"...the iATM hits will all missiles..."
should be:
"...the iATM hits with all missiles..."
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Pg 67, IMP missiles
Not clear in the text if the walking MP reductions result in a recalculation of the running MP or not.
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Pg 68, Direct Neural Interface
No C-bill cost is listed for the modification in the entry, unlike for the Damage Interrupt Circuit and SLDF Advanced Neurohelmet
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Pg 68, SLDF Advanced Neurohelmet
"...the advanced neurohelmet was developed initially for the SLDF’s most elite MechWarriors at first and eventually..."
Having "initially" and "at first" is redundant, recommend removing "at first"
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Pg 73, Prototype Remote Sensors, Game rules
"...but during the End Phase after each turn in which a unit has deployed prototype remote sensors, its controlling player must roll 1D6 for each sensor that has been deployed."
The current wording makes it unclear if this roll is made for every turn the sensor is deployed (as implied by the later portions of the game rules), or if this roll is only made on the turn the sensor is deployed. Suggest changing to:
"...but during the End Phase of each turn the controlling player must roll 1D6 for each prototype sensor that has been deployed."
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Pg 89, Radical Heat Sinks, Radical Heat Sink Failure table
If using the same mechanics as MASC and Supercharger failure (and prior RHS rules in FM:3145), the 10 on the 5th row should be a 9.
The first row ( 0 | 2 ) is never used, and should be deleted to avoid confusion.
I would recommend putting a "+" next to the entries in the "avoid failure on" column to improve readability.
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Pg 91, RISC APDS
There is no mention of what happens when a single-missile launcher (Such as a thunderbolt or NARC) is fired at a protected unit. I would suggest the missile being intercepted on a D6 roll of more than 8+X, where X is the cluster hit modifier the APDS would normally impose. For example, a 1D6 roll of 5+ would be needed to stop a Thunderbolt aimed at a unit adjacent to a mech equipped with an APDS system, or one aimed at a unit in the same hex as a 3-man battle armor squad with an APDS system.
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Pg 92, RISC Emergency Coolant System
The values in the table for "number of turns used" are all one less than they should be.
I would recommend putting a "+" next to the entries in the "avoid failure on" column to improve readability.
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Pg 95, RISC Viral Jammer
The disabling of effected electronics for the remainder of the scenario is inconsistent with both the Alpha Strike Companion and Mechwarrior: Dark Age depictions of this technology. In both cases, once the Viral Jammer ceases functioning the jamming effect is removed (page 38 of ACS,
http://www.warrenborn.com/Unit.php?ID=VG-G-143 and
http://www.warrenborn.com/Unit.php?ID=VG-G-145 for rules references). Due to their extremely strong effects and low BV, I strongly suggest changing Viral Jammers to having effected electronics return to functioning when the Viral Jammer shuts down or is destroyed, both for consistency and game balance reasons.
If this is not done, I would strongly suggest massively increasing their BV value (on the order of three to five times their current BV), and/or making it Offensive BV instead of Defensive BV as it destroys equipment, instead of temporarily protecting from it like other ECM systems. They are currently severely under-costed compared to the Artemis, Stealth armor, and (most notably) C3 networks they easily neutralize. I realize they are supposed to be a temporary and powerful technology, but their BV should reflect their capabilities regardless. If it does not, it defeats the entire purpose of BV as a balancing mechanism. Similar limited-time and powerful equipment and augmentations, such as the Nova CEWS, iATMs, and MD implants, all have appropriate BV costs.
A few rules clarifications are needed as well:
Are checks made for every turn a unit is within range, or only upon initial exposure?
At what point in the turn is the check for a unit's electronics made?
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Pg 132, Retro-Streak Missiles
It is unclear what happens if a unit carries both Retro-Streak and normal Streak ammo in its ammo bins.
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Pg 166, Thermobaric Weapons, infantry
"...infantry units must also roll 2D6 and subtract their distance from the FAM’s point of impact (in hexes) from the result"
should be
"...infantry units must also roll 2D6 and add their distance from the FAM’s point of impact (in hexes) to the result"
The current wording makes it more lethal the farther away the infantry are.
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Pg 199, Alternate Era Weapons and equipment BV table, Quadvees
Are the offensive and defensive BV mods for wheeled quadvees calculated using their increased movement speed in vehicle mode, or using their default mech speed?
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Pg 218-227, Alternate Era Weapons and Equipment table
Strongly recommend moving this table to the end of the book, to be consistent with the placement of construction data tables in Tactical Operations and Tech Manual.
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Thank you for letting us give feedback on this important rulebook, and for reading through this wall of suggestions. I'm looking forward to seeing the full, polished release in the future.