
Community Edition Upgrade Changes
Hello There!
In addition to tweaks to objectives and squadrons, there are also some upgrades that are getting a little attention in the coming ACE release!
Mirroring the efforts seen towards objectives and squadrons, we primarily focused on upgrades that were a little underwhelming, and in need of help that could not be accomplished with points alone. Many of the adjustments in this category are simple quality of life fixes, while a few are bigger tweaks to cards that never worked as intended or were simply too niche in their current form.
Slaved Turrets
Starting with straightforward improvement, Slaved Turrets is a turbolaser upgrade that made its debut back in Wave 2. While not a super common upgrade, it does have a place in some lists. Unfortunately, it also has some counter synergy with Salvo that make it a poor choice for many Clone Wars fleets, and can catch some players with an unpleasant surprise (an early use of Salvo would prevent the ship from shooting at all later in the round). The addition of “During its activation…” to its text lets us eliminate this unneeded interaction.

Slaved Turrets (old)

Slaved Turrets (new)
Damage Control Officer
This rarely seen officer did get a boost in the final AMG update, dropping down to a mere three points. Unfortunately this did not address the core issue with Damage Control Officer which is its silver bullet nature. While silver bullets can be a good choice if they counter something prevalent, special critical effects have been seen far less since the 1.5 Update many years ago, and this trend has continued downward with the arrival of PDIC. If your opponent did not bring a special critical effect, then your investment in Damage Control Officer was wasted. Providing this upgrade with a secondary effect means it can still contribute even if the ship is only in danger from the standard critical

Damage Control Officer (old)

Damage Control Officers (new)
Nav Team
Another old card hailing from the original core set, Nav Team is now up against stiffer competition in the Support Team slot. Previously, using Nav Team came at the cost of speed control which is something that cannot always be spared in the heat of battle. Changing the card to an exhaust that can be used twice for free (and more if you are willing to feed it additional Navigate Tokens to refresh) makes it an easier inclusion. This change takes pressure off Navigate Tokens for those crucial turns where you really need to adjust your speed, and means you can have both effects on key turns!

Nav Team (old)

Nav Team (new)