These are the non-officer or commander upgrades that are exclusive to the Republic faction.
Clone Gunners is a very interesting card. It takes a bit to set up, but I think it will prove to be a popular choice. Clone Gunners really shines in fleets with lots of token support, Tarkin and Munitions Resupply both come to mind. Not a terrible choice on SPHA-T Vens or gunship Clams.
Mercy Mission is one of the most interesting cars to come from wave 10. Even though it pictures Peltas on the card you need to use a Consular for it. Ven 1 or Flag Bridge it into your fleet and throw it onto a cheap Consular or even a lifeboat Consular that can skrt around the edges until the final round.
SPHA-T (Offensive Retrofit)
SPHA-T is phenomenal. It has got to be the most fun cards to put on a Venator. It's a bit brain-boggling sometimes when trying to remember the readying price and when to exhaust, but it'll come with practice.
"modification(no swivels). Star destroyer only(maybe we'll see a republic VIC that can take it in the future). Decrease your squadron value by 2(not to be put on a carrier). Ignition [close]. Each of your front, left, or right arcs(Zak loves it here) is also a special firing arc. You have a special battery armament of 5 blue dice and 1 black die(extreme range crits). After you place your targeting token, exhaust this card. While this card is exhausted, you cannot place targeting tokens."
Costs 1 CF token to refresh. Alright, that's a lot to unpack. For 7 points, I think this really feels like auto-take for non-carrier Venators. It is so much fun and puts a pretty consistent amount of damage into enemies. 5 blue and 1 black +1 black from Zak +1 black from CF. Back it all up with OE or Vet Guns, and you have a pretty good chance of rolling 6+ damage and a few accuracies. The best part about all of it for me is that ignition attacks cannot be salvoed. That means your buddy who brought an IF! Ven 1 with DBY and Flak guns is gonna be real upset getting shot by SPHA-T.
This card was built for ARC-170s. They severely need speed boosts and this is one hell of a boost. "While deploying fleets you may be placed outside the deployment zone and don't have to be placed within distance 1-2 of a friendly ship. You must be placed beyond distance 1-5 of all enemy ships and enemy squadrons." This allows you to be placed virtually anywhere and removes the restriction of needing to place a friendly ship first. Huge possibilities with this card, but be careful not to push your squads too far out there or they may die very soon after the game starts.