Impactful Star Wars Shatterpoint rules are here for Mace Windu’s CT-411 Commander Ponds and ARF Clone Troopers- check it out!
Here are the new rules from the Mace Windu squad Pack Expansion for Star Wars Shatterpoint, revealed by Atomic Mass Games.
Let’s take a look at the expansion itself first, which you can order here, or if you’re reading this after 8/4/2023, you can pick it up from your favorite local store!
If you want to see the Shatterpoint core set and where you can grab yours, you can check that out here.
STAR WARS: SHATTERPOINT – THIS PARTY’S OVER: MACE WINDU SQUAD PACK: $49.99
Click here to get yours from Amazon | Asmodee Store
CT-411 Commander Ponds Shatterpoint Rules
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!
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
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.
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.
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