Imperials:
Commander
Konstantine: effect now works for all ship sizes
Tagge: change effect to round 4 and 5
Unique imperial Upgrades:
Isard: reduce cost to 0
Demolisher: increase cost to 17
Corruptor: reduce cost to 4
Warlord: reduce cost to 6
Dominator: reduce cost to 10
7th Fleet: reduce cost to 3
Devastator: reduce cost to 8
Rebels
Commander:
Garm: change effect ro round 1 and 4
Leia: reduce cost to 28
Unique Rebel Upgrades:
Toryn Farr: increase cost to 12
Yavaris: increase cost to 15
Redemption: reduce cost to 4
Paragon: reduce cost to 3
Exodus Fleet: reduce cost to 3
Independence: reduce cost to 4
Generic Upgrades:
Veteran Captain: reduce cost to 2
Support Officer: reduce cost to 3
Damage control officer: reduce cost to 4
(because of increased ordnance experts cost->sightly lower change of facing off against crit-focused fleets and thereby change of useless points investment)
Engineering Captain/Tactical Expert/Navigation Officer/Wing Commander: reduce cost to 2
Ordnance Experts: increase cost to 6
Sensor Team: reduce cost to 3
Veteran Gunners: reduce cost to 4
Quad Laser Turrets: reduce cost to 3
Point Defense Reroute: change effect to all crits counting as hits against squadrons (yes i am aware of the strong combination of this with ordnance experts on a raider I)
Phylon Q7 Tractorbeams: Now slows down by 1 (min. 1) AND removes a nav token if possible
XI-7 Turbolasers: Old ruling vs. Advanced Projectors: AP now allows you to redirect 1 damage to EVERY hullzone that does have shields
Heavy Turbolaser Turrets: Change effect to: Brace can only reduce the damage by a maximum of 2.
Slaved Turrets: reduce cost to 4
H-9 Turbolasers: reduce cost to 7
Cluster Bombs: reduce cost to 3
Redundant Shields: reduce cost to 4
Ion Cannon Batteries: reduce cost to 4
High Capacity Ion Turbines: reduce cost to 4
NK-7: change effect to Attacker deciding which token to discard.
External Racks: increase cost to 5
Rapid Reload: reduce cost to 3
Expanded Launchers: reduce cost to 9
Repair Crews: reduce cost to 2
Nav Team: reduce cost to 2
Engineering Team: reduce cost to 3
Obectives:
Most Wanted: works only for non-Flotilla ships (futureproof variant: ships with a cost higher than 35)
Targeting Beacons: Second Player places all 4 Tokens.
Fleet Ambush: ?
Jamming Barrier: ?
Corellian Conflict Changes: (successfully tested)
Hyperlane Raid: Rebel Team can only trigger this mission when at a combined fleet inferiority of 50 points or more.
Show of Force: Same as above but with 70 Points.