Editing so everything is in the first post
There is a new version of the rulebook and it does make changes.
As expected these changes are fairly minor and mostly just clean up weird issues without actually changing how things work at all.
There are 3 different books. A Mission book with 3 new missions, A "Learn to Play" book with a simple overview of the game, enough to start playing, and a "Rules Reference" that contains the complete game rules and is essentially an alphabetical glossary of specific rules topics meant to be used when there is a question about how something works.
Here are the major changes
The activation phase is now different. the "Execute Maneuver" step involves the substeps - move ship, Check Pilot Stress and clean up. This means that anything that "Executes a Maneuver" (Night Beast, SLAM) now includes the check pilot stress element. Night Beast can clear stress before his ability triggers, SLAMing a red maneuver causes stress, etc...
You can now target lock a ship you already have a lock on, the old lock is discarded. A minor change to a couple abilities.
The rules for attacking now say
Declare target: the attacker may measure range to any number of enemy ships and check which enemy ships are inside his firing dark. And the attacker chooses one of his weapons to attack with that he chooses one and we ship to be the target and pays any costs required for the attack.
You choose weapon then you choose target. This fixes the problem with secondary weapons that the old combat order had. There is some argument about how this effects Biggs, but it will certainly be clarified or errata'ed to work the same as ever in the FAQ that will no be posted any day now.
Dice results official have the names everyone uses (Hit, Critical, Blank etc...)
Ion Rules are the same, which means the Conner Net debate was not for nothing
Rules for Debris Clouds are fully integrated, putting an end to the argument that a debris cloud also causes you to skip your action phase (you don't, you just get the stress)
If you hit multiple obstacles in one move you suffer the effects of all of them.
Upgrade types have official names now.
EPTs are officially "Elite" upgrades
The new type is called "Tech"
The rules for Titles clarifies that the TIE Advanced X1 can be equipped to Vader, but cannot be equipped to the Inquisitor. It also makes it clear what ships the TIE Mark 2 Engine can go on.
There is also nothing in the new rulebook that clarifies the issue about dropping a bomb before SLAMing.
There are 3 new missions, F1, F2 and F3
F1 is "Ambush" - The x-wing leads the TIEs into a minefield
F2 is "Raid" 36 point game. 1 resistance ship vs 2 FO ships. the resistance must defend some satellite for 8 rounds
F3 is "Rescue" 36 point game, resistance must escort the "squadmate token" off the board. Very similar to the sentorial shuttle mission form the old core
I think that is all of the substantive changes and additions that aren't on cards. The new ships and pilot abilities and the new damage deck are being discussed elsewhere.
Edited by Forgottenlore