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2 New Star Wars Shatterpoint Boxes Promise Unforgettable August Excitement!

New Star Wars Shatterpoint Boxes featureDon’t miss the Two New Star Wars Shatterpoint boxes including Mace Windu and Mother Talzin, that will hit store shelves in August!

We’ve already seen the first unboxing for the Star Wars Shatterpoint box set, and now, you can pre-order new boxes! 

The new expansions will come out after the core set and release on 8/4/2023, so if you are reading this article after that date, they should already be on store shelves! You can pre-order yours now using the links below to guarantee delivery on the release date.

These are also the fourth and fifth expansion boxes that have gone for $49.99, so we expect this to be a standard price for all the Shatterpoint expansions.

THIS PARTY’S OVER: MACE WINDU SQUAD PACK: $49.99

Click here to get yours from Amazon | Asmodee Store

New Star Wars Shatterpoint BoxesMace Windu has been a fan favorite for a really long time, so it’s nice to see him getting a box fairly early into the game.

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A legendary Jedi Master crashes the party in this pack for Star Wars: Shatterpoint! Few can challenge the prowess of Mace Windu and this pack brings this legendary swordsman to Star Wars: Shatterpoint along with Clone Commander CT-411 “Ponds” and two ARF Troopers.

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Players can use these characters together as a powerful squad or have them join other characters in their own custom teams. No matter what they choose, players will also find all the Stat, Order, and Stance cards they need to add these characters to any Star Wars: Shatterpoint squad.

New Mace Windu Rules Rush Into Action For Star Wars Shatterpoint!

Mace Windu Unit Card

Tempered Aggression is the ability and quality that best describes Mace Windu’s fighting style, for he does not hesitate to close the distance and attack, using the Force as his ally to transform potential failure to success. His preference for rapidly confronting the foe is facilitated by Rush to Action, which lets him and his allies Dash forward to seize key objectives or strike on their terms. And aggressive as he might be, Jedi Master Windu is not reckless—his every move is executed with his larger strategy in mind.

So revered is Master Windu that just witnessing him engaging the enemy inspires his allies, letting them know that This Party’s Over. This ability grants Steadfast and Protection as a measure of the confidence his allies have in his ultimate victory. But his most formidable ability is Shatterpoint, whereby Windu gains significant benefits at the outset of his activation based on his Active Stance. This will augment his imminent attacks with a focus action enhanced by Impact 2 or can alternately rejuvenate him with Healing and refreshing some of his Focus Tokens. Which brings us to Windu’s two equally formidable Stances.

Having a benefit to choosing Windu with the Shatterpoint card is a really excellent mechanic, especially since it changes depending on your stance.

Alongside that, his Tempered Aggression seems like he could be set up for a nasty attack near the end of the turn order.

Mace Windu Stance Card

When on the attack, Mace Windu prefers Form VII Vaapad, the Stance representing his signature lightsaber form. Form VII in its two variants is considered so aggressive that it carries an inherent peril of temptation to the Dark Side for those of lesser will. Windu has complete mastery of this unusual form, using its strength to overwhelm other duelists. Though powerful, this Stance is straightforward, with high damage potential benefitting from Shatterpoint’s free Impact 2 Focus Action. This Stance’s Combat Tree can opt for raw lethality or trade a small bit of damage to Strain, Expose, or Pin the foe, also potentially inflicting Disarm and an opportunity to Reposition. Windu’s Aggressive Defense Expertise Chart in this Stance is quite strong and offers another chance to Reposition.

Alternately, Windu’s Jedi Master Stance is slightly more measured, representing him wielding the Force directly against his adversary rather than concentrating entirely on his lightsaber. This is still an aggressive Stance, with a Combat Tree that offers high damage and up to three Shove opportunities, or the option to trade one Shove for a chance to Expose the enemy and Jump to higher ground. While in this Stance, Windu’s Aggressive Defense Expertise Chart becomes even stronger, able to downgrade enemy Strikes and Critical rolls into Failures and potentially gaining the option for Windu to Jump to a better position. Both Stances are quite effective, with the latter being especially useful while seizing Objectives and the former preferred when dueling. 

Windu’s Form VII Vaapad packs quite the punch on offense, having the ability to drop 11 damage on a full move through his tree!

On the other side, in Jedi Master mode, being able to use expertise to turn crits into failures is always nice.

To end this off, Windu is locked to the Clone Wars era, so make sure to consider that when building your squad.

CT-411 Commander Ponds Shatterpoint Rules

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As a Recon commander, Ponds is well suited to getting his soldiers to a forward position and keeping them safe while seizing the tactical advantage. His Forward Scout innate ability facilitates flexible forward deployment to coordinate with primary units like Jedi Master Mace Windu. Incoming grants immunity to being Exposed to nearby troopers with Hunker tokens, which clone troopers will often benefit from thanks to Defensive Maneuver. Every activation, his Charge tactic allows him to clear the way for an allied character to Dash forward. 

These are pretty wild, as he not only gives all allied Clone Troopes close to him Immunity to Expose but also allows them to scout forward and charge! Expose is a problem coming from Separatists units; this allows the Clone Troopers to take it and, as you’ll see below, dish it out!

CT-411 Commander Ponds shatterpoint rules 3

In battle, Ponds utilizes his Superior Recon stance to fight as a versatile combatant, preferring firing at range with his blaster rifle, but he is nearly as formidable firing his blaster pistols point blank when engaging in melee. His Combat Tree can deal respectable damage and includes tactical options to Reposition himself, or to Shove, Disarm, or Pin his target.

It makes sense he wants to stay at range, but he isn’t too shabby in Combat. The tree doesn’t have too many branches, but the ones he has are quite versatile. You can not only deal extra damage, but reposition, shove, disarm, or even pin.

ARF Clone Troopers Rules

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ving endured similar but even more extensive training as counterparts like the 212th Clone Troopers, ARF Clone Troopers also benefit from Defensive Maneuver to accelerate an advance and hunker down. They support one another as Brothers in Arms to receive Steadfast from Hunker tokens, and as mentioned also gain Immunity to being Exposed if close to Commander Ponds. Coordinated Fire allows them to work together to Expose an enemy and bring them down. Their intensive recon training gives them the benefit of Lay Low from hunkered positions, gaining even greater defensive benefits against ranged attacks.

You want to keep them close to each other and Ponds, as they will not only be Immune but can also gain Coordinate Fire. Meaning they will be far tougher and can dish out more damage!

Then, they can gain Steadfast quite quickly and also add expertise dice to their save rolls. Of all the Clone Troopers we’ve seen, these may be the strongest yet.

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The distinct role of the ARF Clone Troopers can be better understood by looking at their Recon Force stance. While primarily a ranged unit with particularly high accuracy, ARF Troopers can competently engage in melee when pressed. Their Combat Tree emphasizes tactical options over pure damage output but can still deliver punishing shots, also gaining early access to inflicting the Pin and Shove conditions, and the choice of Exposing or Disarming the target. 

Like Ponds, they are better at range, and their stance reflects that. They have many movement abilities, can expose, disarm opponents, pin, shove, and should be a very flexible addition to your forces! They might be perfect if you need a unit to keep the enemy at bay while you score.

WITCHES OF DATHOMIR: MOTHER TALZIN SQUAD PACK: $49.99

Click here to get yours from Amazon | Asmodee Store

New Star Wars Shatterpoint Boxes 4While not as known as Mace Windu, this is a really cool pack with some super interesting characters inside!

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A group of enigmatic Dathomirians enter Star Wars: Shatterpoint in this pack! Mother Talzin leads one of the largest Nightsister clans on Dathomir, offering her Force-sensitive witches and assassins to those seeking hired killers.

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This pack gives players a full squad of Mother Talzin, two Nightsisters, and Talzin’s eldest son Savage Opress to test their skills against Jedi, Sith, or whatever other enemies may cross their path. No matter if these characters are fighting together as a squad or joining other characters, this pack also contains all the Stat, Order, and Stance cards players need field them in their games of Star Wars: Shatterpoint!

Mother Talzin & Nightsister Acolytes Rules Shade Into Star Wars Shatterpoint!

Mother Talzin Stat Card

The nature of Mother Talzin’s power is demonstrated in her Life Drain Reactive ability, where she siphons the life force from injuries done to her enemies to partially heal the ally who inflicted the harm. She reserves the Wrath of the Great Mother for those wounding those under her protection, enabling her to Dash into position and retaliate at range. Mother Talzin is a potent supportive leader who rewards tactical play while also serving as a singular threat her foes cannot ignore.

Mother Talzin is never content to sit back and watch while her subordinates fight in her stead. Both her Stances demonstrate she is a potent and aggressive Force wielder. She does not need to wield a lightsaber to enter melee, instead summoning a Conjured Blade of rending energy that she wields with her mind. She can be even more deadly at a slight distance, unleashing dark Magicks. 

Mother Talzin’s Life Drain reactive ability seems pretty good for making your Dathomirian-based squads that much hardier.

Even with costing two force points, Manipulating Hand looks like it would be really good at contesting and defending points.

Mother Talzin Stance

 

Talzin’s Wrath Stance is a well-balanced and versatile, though best used in melee, amplifying her Melee stats at the expense of slightly diminished Ranged Attack and Ranged Damage dice. This Stance’s Melee Attack Expertise Chart is strong, with an emphasis on Critical results and the Combat Tree provides decent damage as well as early opportunities to Disarm, Heal, or activate her powerful Manipulating Hand, and at the higher end Heal herself, and to possibly Strain and Expose the foe. 

One could argue Talzin’s true power is shown by her Great Mother stance, which greatly augments her ranged Magicks, but still allows her to be lethal in melee as well. While this Stance has a stronger Ranged Expertise Chart and Ranged dice, the Melee ones are only slightly diminished, and the Combat Tree offers devastating damage potential. This tree also offers up to three Shoves, and the options to Pin, Expose, or Reposition, if raw damage is not the priority. This tree can enable her to shift the balance of power on an Objective token or isolate a priority target for destruction. Mother Talzin’s impressive Mystic Defenses are equally potent in either Stance and she is more durable than some might expect from someone so focused on unleashing devastating magick.

While not looking insane at first glance, Mother Talzin’s stances look really promising. Her Wrath stance offers the ability to activate her Manipulating Hand three hits in, and her Great Mother stance is loaded with damage!

Nightsister Acolyte Rules

Nightsister Acolyte

Maneuverability is one of the hallmarks of the Nightsisters, as demonstrated by their Acrobatic Advance, by which they draw on the Force to Jump to better positions while simultaneously proving difficult to hit. Using this ability lets them gain Hunker tokens, which are augmented by the Darkness and Shadows the Acolytes manipulate to obscure their exact positions. Nightsister Acolytes benefit from the Coordinated Fire Reaction ability which can Expose the target during another unit’s attack. Armed with bow and blade, the Acolytes are effective either up close or at a distance, but are deadliest with their bows, with higher Ranged stats in their Shadow Hunters Stance. Their Night Hunter Innate ability makes ranged attacks on enemies already engaged with other members of their clan even more lethal.  

Two innate abilities and a force-based jump and hunker? It looks like the Nightsister Acolytes have a lot going on in their base kit.

Nightsister Acolyte Stance

The Stance’s Combat Tree is simple but tactically versatile, offering decent damage and options to Pin, Shove, or Expose a foe, or to potentially provide minor Healing and a Jump to either evade or move to a better position. These Nightsisters are aggressive, and their training does not offer substantial defense, particularly in melee, but they prefer to eliminate adversaries before they can be engaged when possible. 

For a supporting unit, the Nightsisters are also packing quite a bit of damage into their stance card.

Savage Opress Rules Rage Into Star Wars Shatterpoint!

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Furious Rush allows him to draw on the dark side to gain additional movement, moving even more rapidly if he has been injured. This is because, to Opress, Pain is Weakness and he is inured to such sensations even beyond ordinary Nightbrothers, who are notoriously resistant to all sorts of pain. This innate ability lets him endure less damage from attacks and to ignore the first Shove to which he is subjected, making it a challenge to slow his implacable advance. He seems an Unwitting Brute when he Dashes forward alongside the leader whom he has been told to serve whenever an allied Separatist or Dathomirian Primary Unit starts its activation while he is nearby.

Well, if you want a character to rush forward and get into the thick of it, this is the model for you! With Dark Fury and Overpowering Monster, once he gets there, he will do plenty of damage.

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Savage Opress always fights with Unchained Rage, a Stance that demonstrates his brutal effectiveness in melee but also how heedless he is regarding his own defense. He wields his Double-Bladed Lightsaber like a demon, particularly when using Overpowering Monster to benefit from a strongly damaging Melee Expertise Chart. His Combat Tree allows Opress to focus almost purely on dealing damage, often his preference, though he is not without cunning and can choose to trade some damage output to Expose, Strain, and possibly Disarm his adversary. With enough success, he can enact Dark Fury on his foe as a free Active ability in addition to his lightsaber onslaught, potentially causing even greater harm. 

He really is mainly a beat stick, with his stance focusing almost entirely on damage output. And with seven attack dice, Dark Fury, and Overpowering Monster, he’s really going to put the hurt on your enemy!

To end things off, these units are dropping in the Clone Wars Era, which is important to keep in mind when you’re building your squad.

Click Here to Order Your New Star Wars Shatterpoint Boxes!

About the Author: Travis Pasch