AMG just previewed the rules for Gar Saxon and Mandalorian Super Commandos in Star Wars: Shatterpoint- check it out!
We’ve seen the new Star Wars Shatterpoint starter set unboxing, a full how-to-play video, and the rulebook. But it’s always nice to know what the actual characters can do!
If you want to see what the models look like and where you can grab yours, you can check that out here. For now, though, let’s check out the new rules revealed from Atomic Mass Games.
Gar Saxon & Mandalorian Super Commandos Rules Fly Into Star Wars Shatterpoint
His Tactic ability, Pride of the Mandalore, allows another allied Mandalorian character to jump at the start of his activation. Well planned use of this ability is essential to getting the most out of Gar Saxon’s activation each turn. A staunch believer in Mandalore’s warrior tradition, Gar Saxon knows that Mandalorians are Stronger Together. This ability is a staple of Mandalorian Units, allowing a unit to immediately make a focus action after it makes a move action where a character’s movement ends with it within Range 2 of another allied Mandalorian Character. Actions that are granted immediately do not count against the number of actions that a Unit can take during its activation.
Like all the characters we’ve seen so far, he will buff up other units, and his strength really comes into play when you have other Mandalorians in the army. However, he’s still got some cool stuff for himself as well, considering he has a jet pack, sharpshooter 2, and ignores cover.
Gar Saxon is not only a threat from range and taking advantage of the Jump offered by Jet Pack to Engage enemies who are already fighting allied Mandalorians is a sound tactic on account of the bonus attack dice offered by Pack Hunter and his Melee Attack Stat of 7. Saxon’s Stance is Concentrated Assault. Boasting impressive Expertise Charts for both attack and defense and a Combat Tree with strong damage and control Options, Gar Saxon is a well-rounded fighter that can find a home in many squads with his point cost of 4.
His stance is pretty awesome, as he can jump all over the place and take additional shots. With his jet pack, you should either be able to keep him at range and firing or run into combats where someone is already fighting as he gets seven combat dice!
Mandalorian Super Commandos Rules
Mandalorian Super Commandos are a melee-focused Supporting Unit with a plethora of tools for closing distance and maximizing their combat effectiveness. These Mandalorians have the Innate ability Victory or Death!, providing characters in the Unit with Impact [1] and, by extension, a reason to move in tandem with their allies. Jet Pack and Mandalorians are Stronger Together are staples for Mandalorian Units and help this Unit make the most of their melee prowess.
It makes sense they are a melee-focused unit as they have jet packs, Impact, can make free moves, and have a lot of attack dice. Not to mention, they also can just deal two damage by moving into engagement range when a character is already engaged, so probably better to keep at least one of their activation cards for later.
Looking at their combat Stance, Disruptive Tactics, staying in Melee range can be a dangerous proposition for all but the sturdiest Units. Their Combat Tree offers Options with consistent damage, conditions, and even an escape plan when the attack doesn’t go as well as planned. Their point cost of 4 makes this Supporting Unit an excellent choice for any squad that needs a pair of mobile melee specialists.
For a squad unit, they have the most flexibility we’ve seen in a stance. Again, they need to stay mobile, and the stance really lets them do it. Plus, for a cost of 4, they seem pretty worth it.
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