Just to add to the above...
Got some bad news, and some good.
We received the latest hardcopy proof of the JD rulebook over the Christmas break - and they have made the same formatting mistakes as last time. We are endeavouring to set a fire under their seats over this and get it corrected quickly, but there is also an opportunity here...
Basically, this means we can have one more crack at tweaking/changing/adding anything to the main rulebook - but we need to do it in the next few days. Now, thus far, we have add/changed pretty much everything raised on this thread and elsewhere. To summarise though;
1. Intro scenario Armour stats corrected.
2. Laser Rifle reduced to 70 Credits.
3. Made obvious that missiles cost 10 Credits each.
4. Flyer text added (!).
5. Everything from Rulebook Changes and Additions in Block War is now in the core book (and no longer in Block War...).
6. Link Angel's Talents fixed.
7. Caligula is now Cal.
8. Stealth/Sneaky Does It terminology fixed.
9. Zombies easier to patch up after battles.
10. Robot armour cheaper (don't get too excited, you will still pay 50 Creds to get the Demolition Droid to +6 - and it should be fairly obvious as to why!).
11. Dance of Death may no longer be used by Flyers or from a vehicle.
12. Aim now requires Shoot +2, and no longer doubles damage.
13. Punisher now works if just two attacks hit.
14. Concussive Blast now works until end of victim's next phase.
15. Made it clear that you only pay for a Mercenary if the Mercenary survives (should make them a bit more popular in weaker forces!).
16. All Mercenary robots now work like Renegade Robots in terms of special rules.
17. Med and Tek Judges now have Lightweight armour option from Block War. Cheaper costs too.
18. Mutant now wearing leathers, stat corrected.
19. Riot Judge Talents fixed.
Over next couple of days, also looking at (does not mean these will actually get done, but they are on the short list for a gander);
A. Dual Lawgiver Street Judges.
B. Mean Angel on 4 1/2.
C. Zombies vs. Ramming vehicles problem.
D. Get Summon Psychic Entity to actually do something...
E. Add Bionic Eyes.
F. Make it clear that Cybernetics bought to fix injuries do not come out of model's equipment allowance (however, if you are upgrading good flesh, you are on your own!).
G. Check timing of Flamethrower effects (much like Concussive Blast).
H. Figure out how many Fatties should fit in a ground car...
Now, if you think I have missed anything, now is the time!
One last thing to consider - the Campaign Rules.
I don't want to make any fundamental changes here (like adding turf/territory - that is something better served in a supplement/expansion), but I do want to know if anything needs 'tweaking.'
At the moment, both sides get 40% of the Credit value of the largest force. However, concerns have been raised is that this does not stop smaller forces getting wiped out. My thinking is that there are the following counterbalances to this;
1. If you only pay for surviving mercs, chances are few will need paying at the end of a battle...
2. You get 'dead' Minions back 70% of the time. 90% of the time if they fail a WtF check.
3. You can now voluntarily fail WtF checks.
4. If you get hammered by a force much larger than yourself, you may well end up with more credits than you started...
The whole 'point' of the campaign is to concentrate on your Heroes, building them up, earning XP, gaining Talents and 'reparing' them if they get hurt. You should not be giving a stuff about your Minions or Mercenaries, as they are easily replaced, and very cheaply at that. They are both mechanisms by which you keep your Heroes alive.
Now, given that, should rewards for campaign play be changed?