Awesome! Take however much time you need to get prepared. Team NR will notify Team IR when we're ready. Once the green light is given, we will disclose all units (BUT NOT THEIR LOCATIONS).
Here are some final rulings/reminders:
*Capital ships are only required to disclose their location when they exit hyperspace at an enemy system or when they have been scanned.
*As in the previous SWA game, capital ships MUST be fully loaded when purchased BUT you can do whatever you want with the support units afterwards. So for instance if you buy an ISD, but have no intentions on using it for ground battles, you still have to buy its required complement of ground units starting out, but you can transfer those ground units elsewhere.
** I made a slight adjustment to ALL the ground units by adding a zero to their attack and durability. Because UCR differentials require damage to be rounded down, I felt that this penalized units with an attack rating of 2. As often rounding down means they automatically do 1 point of damage no matter what. By adding a zero to the stats, this gives those units (Army Trooper, Vanguard, and Battle Droid specifically) a fair playing field. So instead of 2 DMG being rounded down to 1 DMG, they'll get 20 DMG rounded down to 12 DMG or 14 DMG (or whatever).
*** Check the Warbook for a last minute update! I cleaned up the phrasing for CSP, Fleet Escort, and landing units, as well as expanded the rules for Deep Space. I also added two new unit classes: Champions and Black Ops, which are only activated once certain conditions apply. Enjoy!