I got to handle some of the early factory samples and you're right about the plug-type connectors for the turrets. You should be able to remove them with a bit of effort, the forcepack with the LRM and SRM carriers comes with spare missile packs to let you swap out and have up to 4 of either version. The pilot cards are a mix of canon characters, Clan Invasion Kickstarter backers and original characters. I wrote the cards for an upcoming set and with one exception they were all original characters. In Legendary MechWarriors III, each pilot card is related to The Bounty Hunter, the BattleTech equivalent of Boba Fett and the Dread Pirate Roberts. The pilots are either people who've worn the Bounty Hunter's signature armour or have worked in the Hunters posse. In Legendary MechWarriors II, all of the characters are from novels or sourcebooks. Jeremiah Rose is in the novels Main Event and DRT (though he pilots a Masakari in the latter) and the Black Thorns scenario pack, Marcus GioAvanti is in the novel Double Blind. Marcus Barton is an officer in the McCarron's Armoured Cavalry scenario pack, and Abdoun Ricol is in Legends and Tamar Rising and has some forthcoming fiction. Rose's Charger is explicitly the 3K version, which uses an XL engine to maintain the Charger's high speed while upgrading the armour, adding jump jets, and replacing the 1A1 Charger's weapons with 4 medium pulse lasers and an LRM 20 I think all the maps in the Savannah pack are reworkings of maps from the older map packs, with a bit of reworking to make them more playable. The River delta maps have some water hexes changed to level 0, for example. I didn't know there was going to be a counter sheet in there, that's cool. The Cities map pack that's also coming out is all new maps and I think it has two counter sheets to boot At UK Games Expo at the start of June we had the recognition poster from the first Kickstarter on a table with most of the mechs painted up and standing on their appropriate cell in the poster. It was just something we did on the fly because we had a lot of minis with us, and it was really popular! You can see it in a bunch of walkthough videos of the con. The Aerospace fighters don't come with asset cards because they're already represented by the strike, strafe and bombing run cards! The Savannah Master is an infamous little hovertank, it's 5 tons, and is basically a fusion engine, a medium laser, and a ton or two of armour. It's flanking movement is 21 hexes! They come 2 to a hexbase because people tend to keep 2 separate tanks in a hex and try and drive them together but they're removable in the salvage pack to allow you to deploy them separately if you prefer. The Blood Asp is a mech that's somewhat legendary for having awful minis, I got to hold a painted plastic one at UK Games Expo and deemed it "the legendary good Blood Asp!" You can't draw tanks from the Mercenaires salvage boxes, there's a separate vehicle salvage box that's $4 more but includes two vehicles. They're not a matched pair unless you draw the Mobile long tom, which always comes with its carraige. The mercenaries box reworks the point values for battlefield support cards and allows you to use the points for vehicles, infantry and so on as well as on minefields, artillery and airstrikes. As a result they decided to include a full set of the cards with the new points costs on them in the box!
FYI the asset cards for the vehicles are not meant for the battlefield support deck they are a mini mech sheet for use in classic rather then having a large A4 page for each.
Blood Asp mechwarrior major Susan Kelly actually there was major Susan Kelly in Mechcommander 2 game, she was known as commanding officer of Davion forces in Carver 5
Tira pulled a Star Wars and stopped the Death St...the Clan Invasion by taking out the Flag Ship Execut....Flag Ship of clan Smoke Jaguar, whom had the honor of leading the reclaimation of Terra.