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Other Games | Shatterpoint

Star Wars: Shatterpoint – This is Rogue One Squad Pack Review

by Jefferson Powers | Feb 26 2026

While only one of them got his own television series, the cast of Rogue One are without a doubt an ensemble, and a colorful, disparate one at that. An escaped criminal, a twitchy defector, a true believer, and a cynical protector – the This is Rogue One Squad Pack for Star Wars: Shatterpoint rounds out a group of characters that seem tailor made for a tabletop game.

Images © Lucasfilm © Atomic Mass Games

As the leader who inspires the Rogue One team to go against orders, Jyn Erso is the only logical choice to be this squad’s Primary unit. She is joined by Bodhi Rook, an interesting choice of Secondary unit given his relatively passive role in the film, and the inseparable team of Baze Malbus and Chirrut Îmwe, two characters who could never be anything other than a single Supporting unit.

Jyn Erso, Stardust

Galen Erso’s favorite daughter provides her strike team with a better than average 3 Force points, which will be especially useful as she doesn’t need all that much Force to activate her own abilities. Her squad mates will be limited to the Age of Rebellion, but that era has more than enough options to choose from. Her 8 squad points will give her plenty of choices, and her Rebel Alliance, Scoundrel, and Spy tags should make it easy for her to synergize with a wide range of other units.

Shatterpoint Jyn Erso unit card Image © Lucasfilm © Atomic Mass Games

Jyn’s special abilities start of with a bang (or a dash) – her Tactic ability, This is a Rebellion, Isn’t It?, allows her to give either herself or an allied Rebel Alliance Supporting unit a free dash or a 5 dice attack. With no range requirement, this is an ability that will always be usable and useful.

Reckless, Aggressive and Undisciplined is Jyn’s only ability that costs a Force to use. It’s a reactive ability that encourages her to jump right into the thick of things by giving her 2 extra attack dice for each non-wounded, engaged enemy other than the target during a melee attack she makes as part of a combat action. When used in conjunction with her Aggravated Assault combat stance, this could have Jyn attacking with 9 or more dice against nearby foes.

After making attacks with her first two abilities, Jyn can follow up with I Rebel, a reactive ability that gives her a free dash move after attacking. This ability doesn’t specify that it has to be part of a combat action, so she could use it after making a free attack with This is a Rebellion, Isn’t It? or even an attack granted to her by another unit. Even better, she can use this reaction twice per turn, which should allow her to keep moving to where she’s needed, or do a hit and run by using Reckless, Aggressive... to make a high powered melee attack and then move away.

Finally, The Time to Fight Is Now will ensure that her squad mates have ample Force available for their special abilities. This Identity ability allows any allied Rebel Alliance unit to spend 1 momentum in place of 1 or more Force, if no Force is available. The loss of momentum could prove problematic, but how often have you not been able to use a choice reaction at just the right time, for lack of Force to spend? And, the momentum loss is mitigated a little by this abilities secondary effect: any time an opponent gains momentum (once per turn), Jyn can heal 2.

Stances

Like most Primary units, Jyn Erso has one stance for melee and another for ranged combat. Both stances are fairly impressive, focused on dealing a lot of damage while sprinkling in a few conditions, shoves and other effects.



Her melee stance, Aggravated Assault, has an interesting combat tree that splits roughly into two branches focused on heavy damage, one with a disarmed condition and a reposition, and the other with a shove and a heal. The middle branch deals less damage but drops more conditions on the target, along with potentially giving Jyn a dash move. Combined with Reckless, Agressive... and I Rebel, this could have Jyn making a 9 (or more) dice melee attack, and then using two dashes to get well out of range, possibly even out of line of sight of the target.

Shatterpoint Jyn Erso stance card Image © Lucasfilm © Atomic Mass Games

Resisting Arrest is a solid ranged attack stance that still leaves Jyn with a decent melee attack. The combat tree has the potential to make use of 6 hits instead of the usual 5, dealing up to 9 damage if you can get all the way to the end of the tree, along with a good range of conditions, shoves, and even a reposition at the end of one branch.

The expertise charts on both stances are pretty similar (defense expertise is identical), adding one or two crits and even dropping in a dash if she’s stuck doing a ranged attack with her melee stance, or vice versa.

Bodhi Rook

The twitchy pilot who gives Rogue One its title, Bodhi Rook is a Secondary unit whose abilities are all fairly passive – this is not a unit you are likely to be attacking with.

Shatterpoint Bodhi Rook unit card Image © Lucasfilm © Atomic Mass Games

Rogue One, Pulling Away is an active ability that costs 1 Force to give an allied Rebel Alliance unit within range 4 an extra Dash move. If that unit is a spy, Bodhi can take a Dash move for himself as well. He could even take both Dashes for himself, which he might need to do if he’s going to stay in range of his squad mates.

You’ll want to keep Bodhi in control range of an objective that’s as far away from opposing units as possible in order to use I Just Need an Open Line. It’s an active ability that allows you roll 3 attack dice and gain 1 Momentum for every expertise result, as long as Bodhi is controlling an active objective and there aren’t any enemies contesting it. Your opponent can spend 1 Momentum to cancel this effect, so it may not see much use depending on what state the struggle tracker is in.

Galen Said I Could Get Right By Myself, If I Was Brave Enough may take the prize for longest ability name. It’s an innate ability that grants all allied Rebel Alliance units within range 3 of Bodhi the Steadfast keyword, which will help them avoid being shoved away from objectives they’re contesting. This ability also give allied Spy units within range 3 Immunity to Exposed, another helpful defensive measure.

The challenge will be in keeping Bodhi close enough to your other units to be useful, but still out of harm’s way – his fairly low 8 stamina will make him easy to wound, which will make his first two abilities more expensive and thus less useful.

Stance

Shatterpoint Bodhi Rook stance card Image © Lucasfilm © Atomic Mass Games

As you might expect, Bodhi Rook’s stance, Making it Right, is a little underwhelming. His combat tree can deal out some damage if it needs to, but he’ll probably get more benefit from the shove and dash to keep himself out of melee range. With a mere 4 defense dice for melee, he doesn’t want to be anywhere near any opposing units.

Baze Malbus and Chirrut Îmwe

The dream team that nearly steals the movie, Baze and Chirrut just had to be a single Supporting unit when they finally made their way into Shatterpoint – there’s no way the game could split these two up.

Shatterpoint Baze Malbus and Chirrut Imwe unit card Image © Lucasfilm © Atomic Mass Games

I Fear Nothing, For All is as the Force Wills It will help make up for Jyn Erso’s relatively low Force rating by refreshing a Force, plus one more for every wounded or injured token on Baze and Chirrut. If you don’t need the force, they have the option to heal damage or conditions instead. Either way it will be a great catch up mechanism, especially late in the game when Force can be scarce, and it should encourage players to get Baze and Chirrut out there to run interference, especially for the less sturdy Bodhi Rook.

If you’re short on things to spend that refreshed Force on, there’s We’ve Been in Worse Cages Than This One, an active ability that gives Baze and Chirrut a free Dash move or a Reposition, depending on which side of their stance card is active. They also have an innate ability that changes depending their stance: Guardians of the Whills, which gives both characters Cover [1] and Sharpshooter [1] if Chirrut’s stance is active, or Steadfast and Impact [1] if it’s Baze.

Finally, He’s Praying for the Door to Open will help with objective control as long as both Baze and Chirrut are contesting the same objective. For a cost of 1 Force, they can either remove an opponent’s control token, or if there isn’t one to remove, they can gain a Momentum. This ability resolves when control is being determined, so it’ll be great for manipulating the struggle tracker in your favor.

Stances

Unusually for a Supporting unit, this one has a double-sided stance card, with one side linked to Chirrut and the other to Baze. The attack and defense values don’t change, staying at a healthy 6 dice for ranged and melee attacks and 5 dice for defense on both stances, and the attack expertise charts only vary a little.

Shatterpoint Baze Malbus and Chirrut Imwe stance card Image © Lucasfilm © Atomic Mass Games

Chirrut’s I am One With the Force gives a slightly better spread for ranged attack expertise, and its defense expertise chart favors reducing damage by providing blocks and changing critical hits into regular hits. The combat tree maxes out at 6 damage, but the overlapping branches offer a lot of choices for inflicting shoves or conditions, depending on what’s needed at the time.

Shatterpoint Baze Malbus and Chirrut Imwe stance card Image © Lucasfilm © Atomic Mass Games

Meanwhile, Baze’s The Force is With Me gives a better spread for melee attacks. It keeps the same number of blocks, but swaps out crit-to-hit results for Dashes and a Reposition, shifting the defensive emphasis to mobility. The combat tree’s shape is a mirror image of Chirrut’s, with a single starting point but multiple branches at the end. It deals out more damage early on, while still offering a similar variety of conditions and shoves to choose from.

If You're Really Doing This, I Want To Help.”

– Cassian Andor

Of course, the most obvious choice to round out a strike team featuring Jyn Erso is her Rogue One castmate Cassian Andor. Cassian’s We’ve All Done Terrible Things gives him extra attack dice if he has an ally engaged with the target – this could work well with Jyn’s Reckless, Aggressive... ability, which also requires an ally engaged with her target, as long as you can keep Jyn and Cassian engaged with the same target.

Jyn’s squad all have the Rebel Alliance tag, and Jyn and Bodhi are spies as well, so Cassian’s We Need to Blend In and Make Ten Men Feel Like a Hundred will work with them, as will most of K2-S0, Outspoken Enforcer’s abilities. K2-S0 and the Rebel Pathfinders from Cassian’s squad pack also have the Rebel Alliance and Spy tags, so they’ll be able to take advantage of most of Jyn and Bodhi Rook’s abilities.

If the This is Rogue One squad pack has a weak link it’s probably Bodhi Rook – he has some interesting passive abilities but he’s not particularly strong on attack or defense (although his combat tree does max out at 7 damage, if he can somehow manage to get 5 hits in). At only 3 squad points there aren’t too many options for swapping him out, but Luke Skywalker, Daring Hero from the This is Some Rescue squad pack has possibilities. He’s got the Rebel Alliance and Spy tags, and while his Stamina is actually lower than Bodhi’s, his defense expertise chart is a little better and he deals a bit more up front damage on his combat tree.

I wonder what the Death Star escape sequence would have been like if they had been breaking out Jyn Erso instead of Princess Leia?

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Tags: star wars | shatterpoint | star wars shatterpoint | rogue one

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