Hello folks! Today’s exciting Atomic Mass Transmission presents Unit updates for Star Wars™: Shatterpoint! As Shatterpoint approaches its second anniversary, we have taken some time to look back over the Units we’ve released since the game came out to see what is working well and what Units needed some attention to make sure they fit healthily into Shatterpoint’s “ecosystem”. Today’s update gives us an opportunity to apply the lessons that we have learned over the first two years of Shatterpoint development to some of our earliest releases as well as to make adjustments where some Units may be overperforming and outclassing other options that have the same role.
These updates cover quite a few Units, so our developers have prepared some brief comments on these changes, below:
General Anakin Skywalker
General Anakin Skywalker was initially designed to be a high-impact Primary Unit who can change the tide of a battle single handedly with a single attack. To better meet that design goal, we have updated Anakin’s Identity ability to provide consistent value every time he Wounds an enemy Unit and provided him with a Ranged Attack option to make sure he is better able to make attacks during any given activation. We’ve also adjusted I’m Going to End This to provide Anakin a bit more flexibility in how he uses his second attack.
Ahsoka Tano, Jedi No More
Due to her modest Attack Expertise and easily countered Identity ability, Ahsoka Tano, Jedi No More sometimes failed to perform her role as a protective Primary Unit and someone who helps their friends when they are in trouble. We have adjusted Ahsoka’s Identity ability to make sure it provides the intended mobility to the character and to provide her out of activation attack with just a little extra power when she decides to use it. This, alongside a modest improvement to her Attack Expertise and the addition of her new You’ll Find I Have Many Qualities for You to Dislike ability help to make Ahsoka’s impact on the battlefield more pronounced and varied.
Asajj Ventress, Sith Assassin
Asajj Ventress, Sith Assassin by and large performs as she was designed to. She is fast to cross the battlefield and gets rewarded for Wounding enemy Units but lacks consistency in both her attack results and the value she provides from her Identity ability. We’ve adjusted Asajj’s Identity ability to make it less of a “feast or famine” proposition, providing benefits to Asajj for every Wound she causes, not just those against choice targets. We also made some small adjustments to her Stance Cards to help Asajj secure Wounds more regularly against a wide range of opponents.
501 st Clone Troopers, Republic Clone Commandos, 104th Wolfpack Troopers, and 212th Clone Troopers
These Clone Supporting Units mostly hit the mark, playstyle wise, but their modest durability and Expertise Charts often find them outclassed when going toe-to-toe with other Supporting Units. These Units have had various adjustments to their Stamina, Expertise Charts and Combat Trees to bring them more in line with other Supporting Units. A specific callout is warranted for the 212th Clone Troopers, who have gained the Clone Marksmen ability, which gives them Sharpshooter [1] to further solidify their role as a back-line ranged support Unit.
CC-2224 Clone Commander Cody
CC-2224 Clone Commander Cody performs well, overall, but has traditionally suffered from having a middling Ranged Expertise Chart and a Tactic ability that very seldom provided consistent value. The changes in this update bring new life to Cody by adding mobility to his Tactic ability along with a chance to give an enemy Unit Exposed. This change allows Cody to be used as an aggressive Secondary or to utilize his new-found mobility to solidify his role as key ranged support.
CT-411 Commander Ponds
CT-411 Commander Ponds felt a bit flat for a Secondary Unit and was a hard sell to fit into lists outside of players who brought Mace Windu as their Primary Unit. We’ve made adjustments to Forward Scout to make that ability more mechanically interesting and make it a real reason to bring Ponds to the fight.
Jedi Master Mace Windu
Jedi Master Mace Windu underwent a more significant revision than most of the Units on this list. Mace’s most glaring issue was his rigid squad configuration and the static plan around his playstyle. Bringing only 6SP to the table meant that he had the least flexible squad construction in the game and to gain value from his Shatterpoint ability, players had to choose him to activate or lose its benefit. While this ability was still powerful, it reduced the excitement of playing Mace and limited players’ ability to make decisions on the fly. We have increased Mace Windu’s SP to 7, opening up more opportunities for everyone to play their favorite characters alongside this Jedi Master. Also, Shatterpoint no longer requires Mace to be chosen to activate, but instead provides a benefit regardless of who will activate. We even made adjustments to Tempered Aggression. Instead of just rerolling attack dice, Mace can now use Tempered Aggression to buy more dice on attack and defense rolls! Mace Windu now has more ways than ever to leverage his exceptional Force stat of 4 and make a huge impact on the battlefield every game.
Jango Fett, Bounty Hunter
Jango Fett, Bounty Hunter is one of the Units we had to take a step back on and make some downward adjustments. This Unit’s total suite of abilities was just too good, providing far too much value with almost no drawbacks and outclassing many other 4PC Secondary Units. Perhaps most notably, Not So Fast had gameplay interactions that could cause some non-intuitive and frustrating situations on occasion. We pulled back Jango’s Force refresh and reworked Not So Fast into an ability that doesn’t provide as much denial without opportunity for counterplay from the opposing player. This Bounty Hunter still boasts impressive combat abilities and board control but is now more in-line with other similarly costed Secondary Units.
MagnaGuard
MagnaGuard were too efficient a choice for their point cost, particularly when making out-of-activation 5 dice attacks. A light trim to this Unit’s Stamina and Melee Expertise Chart has brought them more in-line with other low-cost melee Units.
ARF Clone Troopers and Elite Squad Troopers
ARF Clone Troopers and Elite Squad Troopers get a notable change in this update, due to the fact we have found through both external reports and continued internal playtesting that Coordinated Fire: 4 was significantly outperforming the other Coordinated Fire abilities, making Supporting Units with broad application of this ability incredibly appealing. To resolve this, we have removed the ability from Elite Squad Troopers and ARF Clone Troopers. The ability has been replaced on these Units to hopefully diversify their playstyle without pushing out other Supporting Units.
Aurra Sing
The flavor of Aurra Sing as a “do anything for the right price” bounty hunter struggled to come across in her original iteration. While Payday was flavorful, it didn’t really achieve what we were hoping for her, specifically. In today’s update, Aurra Sing’s Payday has been replaced with On Contract. On Contract allows her, after Setup, to choose a tag from one of your Primary Units and gain it for the duration of the game. This change should make this cagey bounty hunter facilitate interesting combos and strike teams, really leaning into her “hunter for hire” flair. Alongside some adjustments to her Stance Card, Aurra Sing should be a more interesting fit in various strike teams.
Gwarm and Weequay Pirates
Gwarm and the Weequay Pirates are another set of Unit’s that generally did what we wanted them to do, but not consistently enough. Both of these Units have received some nice improvements to their stats and Gwarm’s Tactic ability has been adjusted to remove the range restriction, bringing it in-line with other similar Tactic abilities. Lastly both Units received the new ability, Exit Strategy. This allows them to Climb while Engaged, meaning these squirrely scallywags will more consistently be able to use their Defensive Expertise to sneak out of combat.
Grand Inquisitor, Fallen Jedi
One of the largest things holding Grand Inquisitor, Fallen Jedi back was that many of his rules were too restrictive in timing, cost, and in which Tags they could interact with. In this update, many of Grand Inquisitor’s abilities have been made more permissive to allow for wider and more varied strike team compositions. Also, like many other Units in this update, his Identity ability has been given a tiered effect, making it more consistently useful and not so reliant on the opponent’s strike team choices to have meaningful impact. His Stances have also been changed to have clearer purpose, with one being more ranged focused and the other being melee dominant. The last, and perhaps largest change to this Primary Unit, is that we have removed the range restriction on Secrets Uncovered, allowing the Grand Inquisitor to threaten any objective his opponents are bold enough to leave uncontested.
Third Sister
Third Sister was really struggling to live up to her role and expectations of a combat focused Secondary Unit on the battlefield. She has received a bevy of improvements to make her a much more powerful Unit, overall. This character’s combat ability, defenses, and synergy with allied Inquisitor Units have all been greatly improved and her Call the Hunt ability has been made less restrictive and more efficient.
Fourth Sister
During testing for this update, we found that the heart of Fourth Sister’s issues were that she and Fifth Brother were too close in playstyle and role, with players often choosing Fifth Brother, due to him better fulfilling the melee fighter/board control role. To remedy this disparity, we have adjusted this Unit to change her intended playstyle. Fourth Sister is agile and elusive. The combination of a new Ranged Attack Expertise for the Unit and the adjustment to Swift Retreat allows her to dictate the terms of her engagement, her adaptability is now a better counterpoint to Fifth Brother.
Jedi Knight Luke Skywalker
Jedi Knight Luke Skywalker is an overall formidable combatant, but his ability suite was a bit too selfish to provide meaningful enough impact over the course of extended Struggles. We have adjusted Luke’s Identity ability to apply to all Rebel Alliance characters within Range 5. Now this Jedi helps provide ample support for his friends, as well as himself, making his presence on the battlefield even more impactful.
Dark Troopers
The total package of Defense Expertise and High Stamina on Dark Troopers was outperforming other Units in the durability department and pushing other choices out of consideration. We have made healthy adjustments to this Unit’s Stamina and Defense Expertise Chart to bring them more in-line with their peers.
Chief Chirpa and Logray, Bright Tree Shaman
The Ewok Primary Units had powerful abilities that often felt held back by the variety of restrictions placed on their use. Many of these restrictions have been removed to make those abilities more permissive in their use cases so that Chief Chirpa and Logray can have more concrete influence on the game and provide more value over their time on the table. Additionally, both of these Units’ Identity abilities have been reworked to be easier to understand and resolve.
C-3PO and R2-D2
This Unit received a fairly substantial overhaul, with almost every single ability seeing some rework. We wanted this duo to be a powerful and utility-focused Secondary Unit that did little in the way of attacking. We have found that this Unit wasn’t providing enough utility to justify the loss of combat effectiveness and threat vectors. To adjust for this, we have improved or streamlined nearly every ability on their Unit Stat card. Of particular note, Divine Influence now provides the option between two powerful effects that should bulwark any Ewok strike team.
Darth Vader, Jedi Hunter
Darth Vader, Jedi Hunter is a melee powerhouse that allows his Strike Team to suffer damage to bolster their melee attacks. This powerful Identity ability was too permissive, making the “best” course of action with this Primary Unit to pair him with the next biggest melee threat in the game. We have added some Tag restrictions to the Identity ability, so that this Unit will not be as widely favorable outside of specific Tag synergies.
Obi-Wan Kenobi, Out of Hiding
The updates to Obi-Wan Kenobi, Out of Hiding make his potent Mind Trick easier to resolve and less mechanically confusing. This ability was quite powerful, but many players reported issues resolving it neatly. To make this iconic character’s gameplay more intuitive, we have reworked the ability to balance its effect and clarify specifics around its use.
Gideon Hask
While Gideon Hask’s ability to improve his teammates was restricted by Tags, it has consistently provided more offensive output than what we originally intended. Adjustments to Defiance Will Be the Death of You reduce its impact by limiting its scope to Supporting Units. This change should keep Gideon Hask a compelling choice but without overshadowing his peers.
Imperial Special Forces
Imperial Special Forces, particularly in combination with the original iteration of Gideon Hask, had a “too good” best-case scenario with an incredible eight damage for each of their attacks, if they managed to resolve the maximum number of their combat tree options on both attacks. This made their damage output far too efficient and game-warping when the dice would spike. To this end, we have curtailed this Unit’s top-end damage and countered that change by making their reposition a bit easier to reach. This reduces the overall “damaging” impact of rolling very well with them but also improves the Unit’s flexibility in more moderate (and more common) success cases.
We have provided Print and Play Files for new versions of these Units cards here.
That’s it for today! We hope you’ll enjoy these exciting changes to Star Wars: Shatterpoint. This is Atomic Mass Transmissions signing off. We’ll see you next time!
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