Figure this counts as modification perhaps?
Terrain - Canyon Rocks: These hoodoos and desert mesa's are considered obstacles. These Rocks prevent line of sight entirely, should the shot be "Obstructed" you may not shoot at the target. (use the base of the rocks to determine LOS). The rocks also prevent ships from acquiring target locks on obstructed targets. Treat collisions with these like you do running into a ship - back the ship up along the maneuver template until it's base is in contact with the rocks base. When your template or ship base overlaps a Canyon Rock - your ship is dealt 1 face up damage card, and suffers the effects immediately. Your action is lost. (Note that this will go through shields, so smashing into one, backing up will likely result in taking a second crit on the next turn - this has a pretty good probability of blowing up a small ship - while damaging larger ships.
Sandcrawler - The Sandcrawler is not an obstacle and cannot be overlapped. Should a ship base overlap the sandcrawler - the player who did not overlap the sandcrawler repositions the sandcrawler so that it is in base contact (touching) with the ships final position. It must maintain the same orientation. At the beginning of the combat phase - all ships within range 1 of the sandcrawler lose their red and blue target locks. During the end phase, at the end of the cleanup step, the sandcrawler moves a 1 bank or 1 straight distance from it's current position. During the setup phase, after obstacle placement, the player with initiative may choose to place the sandcrawler. Players take turns performing the sandcrawler movement, beginning with the player who did not place the sandcrawler. (For example, if player A places the crawler, Player B will move it at the ends of odd rounds.) Simple Ver - the sandcrawler may not be targetted. it's considered neutral. Complex ver - the sandcrawler has 8 hull and 0 agility and 1 armor (it's considered to have 1 reinforce token).
Weather :
Dust Storm - Ships may not perform attacks at range 3, ships may only acquire target locks at range 1. During the combat phase, Ships may spend a focus token to perform attacks at range 3. Bombs may not be deployed.
Extreme Wind - choose a direction (we use a d4 to determine one side of the battle field. During the activation phase, At the end of each ship's activation, perform a barrel roll in the direction of the wind. (This includes forward and backward) You may spend a focus token to prevent this effect. Bomb tokens must also be barrel rolled in the direction of the wind. Ground units ignore the wind.


Terrain - Volcano, This mountain is extremely hazardous. The Player with initiative places the volcano on the central tile of the map. The opposing player may move it within range 1 of it's starting position. The Volcano is treated as a board edge. Should the ships final position overlap the volcano, the ship has been destroyed. Ships may not boost or barrel roll onto the volcano (following all rules for board edges) . The Volcano prevents line of sight entirely, should the shot be "Obstructed" you may not shoot at the target. (use the base of the volcano to determine LOS).
Terrain - Lava Geysers - If your ship base or template overlaps a lava geyser, roll a red die for damage, suffer any result, this damage ignores shields and you are "on fire" - repeat this damage roll every round, until you roll a focus or a blank. (the fire has gone out) (Keep the flame with you as an on fire token) After the fire goes out - you must place the lava geyser token beyond range 1 of any ship and within range 3 of at least 1 ship. No action loss. If a target is obstructed by a lava geyser, Missiles and Torpedoes are completely obstructed, but they have no effect on other shots. (as they explode on contact with the magma.) A lava Geyser placement will detonate bomb tokens.
At-At: An imperial unit - Points ?? - Part of the mission or story - haven't worked points out yet. Hull 10, Armour 1, Attack 3. Agility 0, shields 0. Attacks during the end phase, may move after attacking. may move 1 straight or 1 bank.
At-m6 An imperial unit - Points ?? - Part of the mission or story - haven't worked points out yet. Hull 8, Armour 1, Attack 3. Agility 0, shields 0. Bullseye arc, 0- when attacking a target in the bullseye arc - you may receive a weapons disabled token to roll an additional 2 attack dice. Attacks during the end phase, may move after attacking. may move 1 straight or 1 bank. May launch a seismic charge instead of attacking, if you do this, receive a weapons disabled token.