A couple of minor observations:
- attack- what's the cap? One sentence says 1.5 Hits, but a few lines below is the cap I made (2*Hits or 4*Hits^2/3, whichever is lower). I presume it's the second.
- scout cost, and scout move: in the "Turn" spoiler, it's said that scouts cost 10 extra. Wasn't that 6 extra? Also, can I have no units with "Scout" among my 4, but when I pop a unit, say- this will be a Scout, and pay extra?
- how many hexes can a Scout inspect?
And now I'm studying the Shockamancy example, because Shocka looks ... too good.
EDIT: AAaah, I get it. Shocka doesn't croak, it removes from an engagement/temporarily incapacitates.
Hmmm ... would we be able to swap pop points between teams? Say in a battle, a shockamancer is used to incapacitate a high-level warlord, then that warlord's stack is destroyed. Presumably the warlord gets captured. Prisoner exchange or ransom, anyone? Turnamancy?
The whole point of this is lost if you keep it a secret.