Jyn Erso, Stardust was released in the This Is Rogue One Unit Pack during the summer of 2025 and immediately opened up different play options for the Rebel faction as their most aggressive primary. Jyn is a very interesting piece in Shatterpoint, when you look at her she appears to be an aggressive piece that flies across the board murdering things but on the board she often plays out as a support piece protecting the back/midline areas. She offers experienced players a very high ceiling with which to express their skill but she also has a much lower floor than most primaries in Shatterpoint that you will probably struggle with when first playing her, especially if newer to the game in general.
Who Is Jyn Erso?
AMG works hard to make units match their characters in the source material so before we dig too deep into the game let's take a moment to look at what we know about Jyn. Jyn Erso was the daughter of Galen Erso, who helped design the Death Star including the access shaft that Luke would use to blow it up. She was raised by resistance fighter Saw Gerrera after Director Krennic killed her mother and kidnapped her father. Little else is know about Jyn other than she spent several years on her own committing various crimes. At the beginning of the Rogue One movie she is rescued and recruited by the Rebel Alliance to find Saw and the information he had from Galen. Along with Cassian Andor, she led the Rogue One squad to Scarif where they stole the Death Star plans. After transmitting the plans to the Alliance fleet, the Death Star destroyed the facility on Scarif killing Jyn, Cassian, Director Krennic and everyone else near the facility. The Rebel Alliance used the plans to discover the flaw Galen built in, and the weapon was destroyed during the Battle of Yavin.
In Shatterpoint they are the Primary unit in the “This is Rogue One” squad pack which is focused around the Rebel Alliance, Scoundrel and Spy keywords, all of which she has.
Stats and Stances
Unit Stats
Jyn brings a fairly standard stat line. She has the “normal” eight Squad Points and three Force points that most primaries bring. Her stamina of nine is a little on the low side but as we will see later she can be extremely tough to kill. Her durability is the normal three that you expect on a Primary. As mentioned above she has three keywords: Rebel Alliance, Scoundrel and Spy.
The first keyword is her base “faction” tag, Rebel Alliance. Despite being an extremely mobile character, Jyn often needs a little shove to get started, fortunately there are many abilities that move Rebel units both on primaries but also on secondaries like Sabine’s My friends make the Impossible Possible or Bodhi Rook’s Rogue One, Pulling Away. Jyn’s best abilities also look for the Rebel Alliance keyword.
Scoundrel is also an extremely versatile tag that really opens up some out of faction pairings such as Mandolarian, Hondo and Empire Lando Calrissian. In faction, it gives her an extra reroll from Agent Kallus but not much else. However her best abilities are limited to Rebel Alliance units so you need to be careful when pairing her with non-Rebels to make sure the trade off is worth it. This article is going to focus on keeping her in faction as, although fun, none of these are currently offer enough utility to justify an out of faction build. Her final tag is Spy. As with Scoundrel she does not offer spies any new abilities but Rebels have a handful of abilities that can now affect her. Jyn is very fast but only if she starts her turn off in a good position and when she doesn't her turns can feel bad. As a result Luke, Daring Hero, Cassian or even Boushh giving her a reposition can be huge.
Stance Cards
As with all current primaries, Jyn has 2 stance cards. One side is slightly better at melee attacks and the other is slightly better at range, however they are both good at both. In fact when making a reduced dice attack such as her tactical five die attack, her ranged side becomes better and melee and vice versa. The biggest “weakness” of her stance cards is that on both sides her pistol is only range 4. They also share the same defensive dice and expertise. She has no crit mitigation but five defense dice in both melee and ranged combined with an expertise chart that has a dash on one makes Jyn risky to attack. Unless you are expecting to kill her immediately this can make Jyn risky to attack.
Both sides also share the same offensive expertise although they swap between melee and ranged depending on how many dice she rolls. Both focus on crits, in fact, at no level does her expertise ever provide a hit. When rolling seven base dice for an attack, your first two expertise become crits and you have the potential for a third crit if you get four expertise. When rolling six base dice her expertise is even more front heavy with one expertise becoming a crit and hit to crit. At three expertise you gain a dash and the second crit is guaranteed.
Jyn’s “ranged” attack side is Resisting Arrest however because of the frontloading of crits her resisting arrest melee attacks are also extremely strong, especially for her start of turn five die attack. I find that a typical Jyn typically will get three results with a seven die attack and either two or three with a smaller attack. Two successes give you an amazing set of choices, probably the best in the game for two results. You get two damage and a push plus your choice of another push, another damage or a pin. Additional results add more damage and whatever conditions you want but are very unlikely to be achieved. I have never seen it but if you get the full tree she maxes out at ten damage killing almost everything in the game. Being able to give out three conditions means that in addition to wounding, even after they heal, their next turn is likely to be heavily restricted.
Aggravated Assault’s melee attack has the same math as Resisting Arrest’s ranged and its ranged math is the same as Resisting Arrest’s melee math. However unlike Resisting Arrest, it does not offer two pushes on two. Instead it does three damage on two successes with either a push, expose or disarm. This is a very solid range of choices but the difference between ranged and melee on each side is small and I usually find myself wanting the Resisting Arrest options more, even when doing a melee attack. That said, Aggravated Assault is a great stance to end your turn in. That way your free five die attack at the start of your next turn is very likely to do three damage and expose the target for the main attack.
Abilities Breakdown
Identity: The Time to Fight is Now
Jyn’s identity has two parts. The first part is fairly simple. If you don’t have enough force for a Rebel Alliance unit to use an ability you pay one momentum and you get to use it anyways. This really opens up her list building to make force hungry Rebels like Agent Kallus or K-2S0 much more likely to use their abilities. It also means that often wounded units like Rebel Commandos can pay one momentum instead of three force to use Covert Operations. It is worth noting that this only works when you cannot pay the force. This can lead to some non-intuitive plays like reserving the Rebel Commandos until later in the deck when you have low force or not using all of Baze and Chirrut’s force refresh when they are wounded so you can pay the momentum instead and save their force for someone else that is not injuried.
The second part of her identity has cost me more games than I care to admit. Not because it is bad but because I forgot about it. It allows Jyn to heal twice every time your opponent gains momentum. Since your opponent is likely to gain 3-5 momentum per struggle this is a huge amount of healing and it is not unreasonable for an opponent to do eight damage to her in one attack only to find that by the time they activate another unit on that side of the board, she is fully healed or only has a couple damage left. Part of the reason this is difficult to utilize is that it is one the few reactions that happen during Step 9 of combat instead of the usual step 10. It is also worth remembering that recover actions can heal nearby units and although damage cannot be removed from wounded units statuses can. When dealing with regeneration type abilities in most games, the best way to do that is to do burst damage and one shot them. This applies to Shatterpoint and Jyn as well which means as her controller you would be well advised to keep her far away from the Vaders and Greivous’s of the world that are likely to one-shot her.
Tactic: This is the Rebellion, Isn’t It?
This is Jyn’s trickiest ability to figure out. It allows her or a Rebel supporting character to either dash or make a five die attack. The “obvious” choice is to let Jyn make a five die attack and then use I Rebel to also dash. As discussed, Jyn's five dice attacks are very effective and if you ended your previous turn in Aggravated Assault, you will most likely expose the target for her full attack. Allowing a support move to back onto an objective they had gotten pushed off is another fairly straight forward and common use. Finally, allowing a support that can wound or push a unit on the opposite side of the board with one success can easily allow Jyn to flip points on opposite sides of the table during her turn and is a use you should be looking for. Note: Just do not roll my dice, I currently have a net of zero success in three attacks in this scenario.
The option you do not want to choose is to give a Jyn a dash. This is a feel bad choice because it means you did not get to attack AND dash. Most likely this is because Jyn activated early and there were no targets in range but could also be because she is wounded and you do not want to pay for the dash. Unfortunately, this is fairly common as her gun is only range 4 so unless your opponent cooperated or you used some of your limited (if playing rebels) out of activation movement on her your first, and possibly only, activation with her is unlikely to have anyone in range at the start and this is the only movement ability she has that will allow her to get up to make an attack with her combat action.
Reactive: I Rebel
This is a very simple ability but it is also the primary reason that Jyn is not newbie friendly. Basically it allows Jyn to dash every time she attacks. If Jyn gets to make a five die attack at the start of her turn she can easily dash twice and advance in a single turn. Two dashes and an advance is Iden-level speed but for zero force when not wounded. If Jyn gets lucky she can potentially get two more dashes from her expertise as well. It is possible, although unlikely and completely pointless, to have Jyn start touching one board edge and end her turn touch the opposite board edge with movement to spare. Only Hunter can move as far in a turn with the assistance and he requires ARF Troopers to assist. The downside of this ability is that if Jyn does not get to attack during her turn she is extremely slow having only the tactical dash at the start of her turn, which is the worst option of the four. This dichotomy of movement is a major part of why Jyn is a high ceiling and low floor character.
Thanks to Fearless and Inventive and This is a Rebellion, Isn't It? Jyn could easily kill Vader starting her turn in this position.
Reactive: Fearless and Inventive
The is not much to say about this ability. It gives Jyn extra dice on melee combat actions when she is engaged with multiple units for one force. This is the same ability that the Mandalorian and Boussh have and they almost never use it as well. It is very situational but when it works getting two or four extra dice opens up the possibility of actually doing her full tree. The ability is so niche that even when it would be beneficial you are likely to forget it. In addition although the timing is different Fearless and Inventive and I Rebel both react off a attack being made so they cannot be used for the same attack.
Best Pairings and Synergies
Jyn’s best abilities only work for Rebel Alliance units, particularly those rebels that want to spend force. Jyn is also a very aggressive piece for rebels in a faction that otherwise is not very aggressive. As a result she opens up a lot of doors depending on your preferred playstyle.
Jyn and Cassian Andor is thematic and her most common pairing. She can really make use of the splash damage Cassian does at the end of struggles and her force economy can make K-2O into an absolute lockdown menace. The combination of offensive firepower and reactive movement can force your opponent to answer some very difficult questions. But she also pairs very well with most of the rebel primaries, especially Kanan Jarus.
Kanan made a name for himself in Spectre lists mostly for his revenge attack but he was also one the rebel alliance’s best damage dealers and has a Force push if he had force to use it. When paired with Jyn you are not going to have as many Spectre units as you expect, so his revenge attack is not as common but his ability to heal and jump in response to a wound is still very good. Force pushing for one momentum can easily swing an extra objective and struggle. Finally, Kanan is probably the best home for the secondary unit that Jyn buffs the most, Agent Kallus.
Jyn’s force economy turns Agent Kallus’ Imperial Intelligence ability to provide rerolls into something you can use whenever it would be beneficial instead of something that you only do at critical moments. Although Jyn does not buff Scoundrels directly most of the units you will bring will have that tag meaning for one momentum Kallus can provide two rerolls (three if paired with Freedom Fighter Leia) spending three or four momentum per struggle sounds crazy on paper, but if each reroll allows you to kill a unit you would not have otherwise and flip an objective that results in the struggle tracker being one closer to you winning than it would have been otherwise. Even if it only does one of those things it builds up long term pressure on your opponent for essentially no cost. The only unit that you commonly find with Jyn that Kallus provides only one reroll are, unfortunately, her most common support unit, Rebel Commandos.
Rebel Commandos are one of the best supports in the game currently, but they have horrendous defensive expertise and are often diving deep into enemy territory. As a result they are often wounded and Covert Ops cost two or three force is often unaffordable, unless you bring Jyn. Infiltrate also allows the commandos to start on two objectives regardless of the mission. I do not think Rebels have enough to justify an all rebel premiere list but if I were to build a Jyn anchor list I would put the Rebel Commandos with her instead the support that comes in her box even though they are arguably the best support in the game, Baze and Chirrut.
Baze and Chirrut are an amazing support unit with solid attacks, very good defense, force economy and great abilities. The only reason I take Rebel Commandos first over them in Jyn lists is that their force economy can neutralize Jyn’s force economy when they activate. Since they refresh force, they will almost always have the force to use their movement ability. The only times they would not is if force was used during their attack (Kallus, wounded commandos, Never Tell Me the Odds, etc) or if they are wounded and they purposefully choose to not refresh all the force. This is an option you need to consider, even if you do not have conditions to heal. More than once I have activated a twice wounded Baze and Chirrut and only refreshed two force to keep that force available for the next activation. It is not common but it is common enough as Baze and Chirrut are so good that they will be in the majority of lists with Jyn. Their five-cost is not a big drawback as both Bodhi Rook and Luke, Daring Hero are excellent three cost supports for Jyn and Rebels.
Bodhi versus Luke is a massive point of contention among Jyn players. Luke has better movement being able to reposition Jyn for free instead of just dashing her for a force. Both have minimally impactful abilities in I Need An Open Line and He’s the Brains, Sweetheart. I initially preferred Luke but Bodhi’s push on one has allowed him to take my default first three cost slot. But it really comes down to playstye and both are perfect acceptable, in fact I can think of two Rebel units I would not pair with Jyn, Hera and Lando.
I do not think Lando has a home in Rebels right now but even if he did their best abilities, Sabaac Shift and The Time to Fight is Now, are not very simliar abilities as both deal with force economy and you do not need both. Lando is always a wild card and maybe in the future there will be a non-rebel scoundrels, like Han and Chewie, that really works with Jyn to justify him but that time is not now. Hera is much less likely to become Jyn’s friend in the future IMO. A Hera and Jyn list would be very heavy in healing which could be good but is just very unreliable in a game where units tend to go down in one or two attacks. Maybe someone will be able to make it work but it just seems way too unreliable to me.
The final area to talk about with Jyn and list building is mission selection. As an aggressive, short range character, Jyn really likes playing on Shifting Priorities or Sabotage Showdown. I personally lean toward Shifting as the force refresh and healing that you can get from Sabotage are more likely to be helpful to your opponent than to you and Jyn has enough speed that the little extra distance between objectives is not an issue. However rebels are very good on the more spread out missions like Never Tell Me The Odds and First Contact compared to some other factions. I particularly like Never Tell Me The Odds, you cannot spend momentum to move the struggle token but if you have force you can later spend momentum on abilities.
Counters and Weaknesses
I have already touched on Jyn’s major weaknesses, particularly her early, and possibly only, activation can be underwhelming, and frankly bad. As an opponent, how do you capitalize on this? Early on you stay away. Staying outside range 4 might not be enough though, watch out for things like Bodhi, PLC or Cassian dashing her up before she activates. Everything about the game is terrain dependent but generally lists that are comfortable controlling objectives from behind thanks to abilities like steadfast or defensive expertise dashes can avoid Jyn even if she gets a dash from someone else. Jyn also does not roll a ton of dice. She cannot focus without an action, does not have Sharpshooter or Impact and Fearless and Inventive is very niche, so she typically is only getting her critical hits through. Units that have five defense and crit mitigation, even crit to hit can blunt her attacks. Crit mitigation can be found on a lot of units but Jedi are particularly known for it. While Jyn is equally proficient in melee and ranged the fact that her attacks come before her free movement unlike most units that can use their movement abilities before they attack, means that abilities like Riposte or Deflect can be useful if you position them so they are her only target at the start of her turn.
The other big thing that opponents can do and Jyn players have to try to prevent is one-shotting her or the units near her. Be careful to not push unwounded but damaged or units with conditions within range two of her. Over the course of a game Jyn will typically have the potential to make at least 20 recover actions with her identity, if you can limit these to only five or less actually removing damage or conditions you are doing very good, conversely if the Jyn player is able to get ten or more to actually heal something you likely to have a very difficult game.
Shatterpoint is fluid game so Jyn players can mitigate a lot of these through appropriate usage of out of activation movement, reserving, list building, terrain and experience. What makes Jyn so difficult for new players is that knowing when to spend some of your limited out of activation movement on Jyn instead of someone else is not obvious or easy to define. There are times where Jyn might be perfectly happy to eat a Riposte that she can likely heal in the next turn in order to allow Cassian to reposition someone else. But there are also times where it is better to leave a point open in order to get Jyn into or out of melee so she can secure multiple points next turn.
Hobby Tips
I know Melli is working on a great wow to paint article for Jyn so I’m not going to put much here other than a link to that once it comes out. The only tip I will make is take EXTREME caution when taking Jyn’s Tonfa Baton’s off the sprue. The baton is even thinner than lightsabers and even when taking care is prone to breaking. The only thing I found to work consistently is to insert a very small cutting surface directly touching the bit before cutting from the sprue with a hobby knife or razor. Even the very small amount of flex that happens if the cutting surface is supporting the sprue frame is enough to crack the bit.
Final Thoughts
So where does this leave Jyn? Jyn’s ability to provide nearly unlimited force to Rebel Alliance lists is a huge boon for Rebel players that can maximize her turns and accept at times they may be lackluster. Jyn will also be a common sight for reformed Iden players wanting to join the good guys but still kill things while running across the board. Jyn offers an incredibly high ceiling for those that master her but also has one of the lowest floors for those that are in the process of doing so. I expect you will continue to see her at or near top tables for a long time but because of how difficult she can be I also expect the current trend of her dragging down the win percentages for other rebels to continue. As of writing this Cassian, PLC, General Solo and Freedom Fighter Leia all have a higher win percentage on Longshanks when paired with the field. In fact, the only common Rebel primaries that have a higher win percentage with her are Kanan and Fulcrum Ashoka. Kanan would not be on that list if he was not commonly paired with another high ceiling, low floor character in Hera. This is all a very long way of saying that Jyn is not right for everyone, but she may become your favorite character if you give her a chance.
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don't forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website and more.