Because in product distribution, we're already well inside the "OMG Christmas is coming" window for product releases. Anything that's dropping in Q4 2019 better start getting hyped right now to ensure it has a strong sales presence for the seasonal buying frenzy.
Just my musing, but I wonder if this means FFG plan to pull the GCW starter from production in favour of CW one. It seems to me it would make some sense from a business/sku stand point since the contents are duplicated in unit boxes anyway - except for Vader and Luke.
There will be a conversion kit for all 5 Huge ships, and each ship will be playable in at least 2 factions. All 7 factions will be represented.
The first "wave" of 2.0 Huge ships will be 3 ships.
Huge ships and Epic play will now be different things. Huge ships will now be playable in Standard (though not in tournaments). Epic play will be 3-8 players with larger point counts.
Somewhere in the panel discussion today, I was told (ie: haven't had time to listen to it all myself) that when FFG was asked about IA, all that they said is that there's nothing in the production plan at all for IA. So take it as you will. I haven't confirmed it yet nor do I have the exact quote. But as it stands, IA appears to be as close to dead without it being announced as is possible.
this is super clear, yes. to reload without a reload action, you still have to go through the steps of reloading. lets compare it to jam. all of the other actions have similar descriptions, even though it's not described as locking, focusing, evading etc., since those are states a ship has when it is attempting to assign a lock token to an object, a state a ship has when it has a focus token, a state a ship has when it has an evade token etc. insted, a ship is acquiring a lock, gaining a focus token and gaining an evade token when getting the benefits of those actions without performing the actions.
as you can see by comparing the last paragraph in the description of both these effects, it's a standard phrase for every action in the game. this is to enable ships being instructed to execute the effects of actions without being limited by the rules that say you're only able to perform the same action once each round. it's simply design space.
if an ability instructs a player to reload, the player is not performing the reload action, but that player is still reloading. since you're reloading, you have to do what the rules say about reloading. that means you choose a torpedo, missile or device upgrade card that has fewer active charges than it's charge limit, you recover a charge on that upgrade card and you gain a disarm token.
in the case of energy-shell charges, it's more specific.
you may take an action to apply the reload effect. how ever, you cannot choose a torpedo, missile or device upgrade card, you can only choose the energy-shell charges card. by applying the reload effect, you follow the rules for reloading. the card is already chosen, you recover a charge on it and then you gain a disarm token.
please note that reload is a game term, strictly defined by the rules, so you cannot assume it has any other meaning than what the rules reference describes.
a good card to compare to is gonk.
now i know you cannot reload gonk, since it's a crew and not a weapon, but if it wasn't intended for you to gain a disarm token when you reload energy-shell charges, the keyword reload simply wouldn't have been used. they'd just have written "recover" and been done with it.
of course, it could certainly be clearer, but if you've read the rules reference (i recommend it) front to back and played the game, it's certainly clear enough.