See which Star Wars Shatterpoint units got major updates, who got reined in, and why these rules changes actually make the game more fun!
Updated on May 21st, 2025, by Rob Baer with the correct scale to print the combat tree cards.
Well, it finally happened—Shatterpoint just dropped its biggest set of unit changes yet, and it’s more than a numbers tweak. We’re talking full-on buffs, smart nerfs, and reworks that actually breathe life into forgotten units.
Anakin picked up a ranged option, Jango got dialed back, Mace isn’t boxed into boring builds anymore.
If you’ve ever asked, “Why would I run that unit?”—you might want to ask again. Let’s break down who’s better, who got reined in, and why the game just got a lot more fun to play.
Where To Get the New Rules
Before we jump into all the new unit updates, if you want to get your own cards and print them, AMG made them all free here!
Be advised, though, to print the combat tree cards, you must resize your document to 78.125% or else they print as big as the unit cards!
Remember to print only pages 2,4,6,8,11,13,15,17,20,22,27,29,31,33,35,38,40,44,47,49 in this scale.
Pages 1,3,5,7,9,10,12,14,16,18,19,21,23,24,25,26,28,30,32,34,36,37,39,41,42,43,45,46,48,50,51 can be printed normally.
Now, let’s get into all the big changes!
General Anakin Skywalker
Anakin was meant to swing games with big hero moments. Instead, he sometimes just… stood around looking cool. With a new Ranged Attack and a more reliable Identity ability, he’s no longer dead weight when there’s no one in lightsaber range. His retooled attack options make him feel like a proper battlefield commander, not just a dice spike lottery ticket.
Why this works:
He gets to be consistently useful without needing perfect positioning, which should make him easier to build around and more fun to activate.
Ahsoka Tano, Jedi No More
Ahsoka needed help. Her old kit felt flimsy and her “protective” role didn’t always pan out. With a reworked Identity, stronger Attack Expertise, and a spicy new power, she can now actually do the thing she was designed for: swoop in, help her friends, and get out in one piece. Now she’s got some real teeth behind the elegance.
Why this works:
She plays more like her theme—agile, helpful, and tricky to pin down. A stronger identity and better attacks make her viable across more matchups.
Asajj Ventress, Sith Assassin
Ventress always danced on the edge of greatness, but it was often feast or famine. The tweaks make her more consistent across the board—her Identity now rewards all wounds, not just those against juicy targets, and her stance cards now play nicer with your attack rolls. She’s still fast, still deadly, just now with fewer whiffs.
Why this works:
Rewarding every wound and tightening her attacks helps make her less swingy and more dependable—without taking away her edge.
Clone Trooper Supporting Units
The 501st, 104th, 212th, and Republic Commandos were lagging behind, especially when you stacked them against other supporting options. A little extra durability and better combat output help them hold their ground. The 212th even grabbed Sharpshooter [1], cementing their place as reliable backliners.
Why this works:
These units now have staying power and clearer roles, which helps them compete with other support options instead of just taking up space.
CC-2224 Commander Cody
Cody got a small kit overhaul that makes a big difference. His Tactic ability finally pulls its weight, offering both mobility and Expose on enemies. He now straddles the line between ranged support and aggressive flanker—without being a dead slot in your strike team.
Why this works:
Adding utility to his ability gives players more control over his positioning and lets him flex into more tactical roles.
CT-411 Commander Ponds
Ponds was forgettable unless Mace Windu was around. Now, Forward Scout is more than just a move action with fancy words. It’s mechanically interesting and finally gives him a reason to join the fight.
Why this works:
He’s not just a Windu sidekick anymore—he has his own reason to hit the table and contributes meaningfully to early board presence.
Jedi Master Mace Windu
Let’s be honest—Mace felt cool but clunky. With his squad points bumped to 7 and a reworked Shatterpoint ability, he’s not boxed into rigid builds anymore. Oh, and Tempered Aggression got better, letting him add dice instead of just rerolling. He’s flexible, punchy, and finally worth his Force 4 stat.
Why this works:
More flexible squads and a retooled Shatterpoint unlock Mace’s power without punishing creativity. He’s now worth his points and then some.
Jango Fett, Bounty Hunter
Jango was running a little too hot. He did too much, too easily. His Force economy’s been trimmed, and Not So Fast no longer creates weird game states. Still dangerous, still slick—just no longer the auto-include.
Why this works:
He keeps his flavor and strength but loses the oppressive elements that pushed him above the curve.
MagnaGuard
Efficient? Yes. Fair? Not quite. Their stamina and Expertise have been trimmed to bring them back in line with other cheap melee bodies. They’re still solid, just less oppressive.
Why this works:
Toning down their efficiency makes other melee supports more viable while still keeping them threatening in the right squad.
ARF Clone Troopers & Elite Squad Troopers
Coordinated Fire: 4 was doing too much heavy lifting. It’s been replaced to tone down their dominance and give other supporting options a chance to breathe. Expect some playstyle changes here.
Why this works:
Without the oversized free damage, these units won’t drown out other supports. Expect more diverse list building.
Aurra Sing
Aurra’s original flavor didn’t land. Payday was a cute idea, but didn’t do much. On Contract is a clever replacement—letting her steal a tag from your Primaries at game start. Combine this with better stances, and she now slots into a variety of weird but effective combos.
Why this works:
This version gives her identity and synergy options that can lead to creative list builds and dynamic play.
Gwarm & Weequay Pirates
Solid concept, inconsistent results. They’ve picked up buffs across the board, including the Exit Strategy ability that lets them climb while engaged. These slippery units now play more like the swashbuckling chaos they were meant to be.
Why this works:
Giving them better mobility and consistency lets their hit-and-run style shine without making them dominant.
Grand Inquisitor, Fallen Jedi
He was way too limited by timing and tag requirements. His reworked abilities are more permissive, letting you build strike teams with more flexibility. Bonus: Secrets Uncovered is no longer shackled by range, so he can contest with confidence.
Why this works:
He fits more team compositions now and can apply pressure more effectively—especially on objectives.
Third Sister
She finally got the upgrades she needed. Improved synergy, better combat power, and a friendlier Call the Hunt make her a real Secondary threat. About time.
Why this works:
She brings real value to inquisitor teams and can hold her own in combat, helping close the gap between power and potential.
Fourth Sister
She and Fifth Brother used to play a bit too similar. Now Fourth Sister leans into agility and range, with Swift Retreat giving her control over engagements. She’s no longer just “Fifth Brother but with sass.”
Why this works:
Distinct roles give players meaningful choices when building inquisitor lists—and Fourth Sister can now play hit-and-fade properly.
Jedi Knight Luke Skywalker
Luke was a bit too self-centered in his support. His updated Identity now affects Rebel allies in a big radius, turning him into an actual team player. Jedi and leader—what a concept.
Why this works:
He helps the whole team now, not just himself. That means more synergy, more tactics, and more reason to bring Rebels.
Dark Troopers
These tanky monsters were just too hard to remove. With lighter stamina and toned-down defense, they’re still tough—but not “why bother” tier anymore.
Why this works:
They’ll still feel strong but won’t make every attack bounce off. A healthy durability check that opens up more counterplay.
Chief Chirpa & Logray
These Ewok leaders had great abilities on paper that rarely panned out. The range restrictions are gone, the Identities are cleaner, and they finally do what they’re meant to do: support Ewok chaos with actual value.
Why this works:
Now you get to feel the impact of these leaders without jumping through hoops. Their support will actually swing games, and let’s hope these Star Wars Shatterpoint unit updates give the Ewoks some needed power!
C-3PO & R2-D2
The utility duo got a full rework. Divine Influence now gives you a choice between two strong effects, and nearly every other ability got cleaned up. They’re still not combat threats—but now they’re worth bringing along for the ride.
Why this works:
They now offer enough strategic value to justify their lack of offense—especially in Ewok-focused builds.
Darth Vader, Jedi Hunter
Letting Vader boost anyone with melee got out of hand fast. His Identity now includes tag restrictions to bring his value more in line. He’s still terrifying, but now you have to work a little harder for it.
Why this works:
More focused synergy keeps him strong but stops him from carrying any melee-heavy list to auto-win territory.
Obi-Wan Kenobi, Out of Hiding
Mind Trick was cool—until it got awkward at the table. It’s been smoothed out for clarity and usability, making Obi-Wan less of a rules headache and more of a strategic tool.
Why this works:
Less rules friction means more gameplay flow. Players can enjoy Obi-Wan’s tricks without stopping the game to look things up.
Gideon Hask
His offensive buff used to be too generous. Now it only applies to Supporting Units, which keeps his impact in check without turning him into a liability.
Why this works:
Still strong, but less likely to create blowout turns just by existing. A fairer force multiplier.
Imperial Special Forces
At their best, these guys hit like freight trains. That top-end spike is gone now, but repositioning is easier, so they’re more consistent across more scenarios. Less brutal, more balanced.
Why this works:
With the top-end spike gone, it will feel more balanced and have more mobility, which should make it easier to play against.
Final Thoughts On The Star Wars Shatterpoint Unit Updates
These Shatterpoint updates aren’t just noise—they fix real gaps, boost underused units, and shake up list-building in the best way.
If your go-to squad just got nerfed, now’s the time to test something new. If your favorite unit finally got the glow-up it deserved, get it back on the table and start throwing dice.
Download All the Changes Here!