Crippling Poison and assail:
Since it got changed to a different wargear slot so that the WL global shield doesn´t break the effect anymore it can get broken by battle cry and leaping units can now leap while under the affect of assail/ poison
HOTW:
Hotw is missing a line in the code to make it actually stun units. It doesn´t disable the usage of abilities. Its basically the only stun that doesn´t stun.
Probably a reric oversight as no one I talked to even knew about it really.
Manticore:
Mantis only dmg models in windows of garrisons instead of the entire unit which leads to a full salvo only killing 2-3 models
here a example:
https://www.youtube.com/watch?v=n6bLJ54CEeoThis could prob be fixed by changing the properties to target all occupants in garrison
Spotter incendiary shell:
Okay where to start on this one its a huge mess code wise apparently.
the impact deals 40 dmg vs structures like turrets even tho it should be a flat 100 due to the 20 dmg x 5 for the flame dmg type.
The dot doesn´t affect structures ending up in it dealing awkward 40 dmg vs turrets in total instead of the mathematical 800 it should do. (for a flame ability fml)
It also deals the same amount of dmg to units in garrisons compared to units outside even tho theoretically it has a 2x vs garrisons due to the flame dmg type.
So it´s not even a valid option as anti garrison tech.
Stormtroopers:
The "Stormtrooper SGT" is just a normal Stormtrooper model but has a by one second increased reinforce time compared to normal models.
Normal Stormtroopers take 4 sec to reinforce while this basically random model has a 5 sec reinforce time.
Xbow:
only buyable sidearm that doesn´t have full range and 100% fotm clearly a bug that needs to be fixed
Inferno Pistol:
Semi gamebreaking bug that I won't list here but pls if anyone of the dev team wants to know about it, to maybe fix it shoot me a dm