Jedi Hunters Squad Pack Star Wars: Shatterpoint – Review
The Grand Inquisitor has landed for Star Wars: Shatterpoint, an brand new unique abilities are being added to the game with this fantastic set. We finally got to see how these characters performed in-game situations, so let’s see what we thought of them!
The Jedi Hunters pack is unique in that you will only be controlling 3 figures on the field for this squad. All squads to date have had 4 characters – one primary, one secondary, two support. However, here you will use The Grand Inquisitor, Reva / Third Sister, and either Fourth Sister or Fifth Brother. All the units have a decent amount of abilities, making this a strong squad, even without the extra unit. I find it did make getting some objectives a bit more difficult – as having two units for a character card is better than one – but I enjoyed these figures none-the-less.
The Grand Inquisitor
The Grand Inquisitor is doing some interesting stuff, especially with its 2 Force Point ability, Secrets Uncovered. This one takes a bit of explaining. The ability allows the Grand Inquisitor to choose an active objective within 5 that is controlled by the opposing player and remove that player’s control. This is interesting because as the rule states, should one player control and objective and the opposition player moves in a unit to contest that control, control remains with the first player until the non-controlling player has more active units within 2 of the objective.
In Shatterpoint, I would often capture and objective on my side of the table and then move my troops forward, leaving the controlled objective unprotected. With this ability, and a massive range of 5, The Grand Inquisitor could force the opposition to either NOT send troops farther up the battlefield, or force them to double back to regain a token they previously controlled. It came in handy during a match, and definitely makes the other player rethink how they want to go about taking objectives.
The Grand Inquisitor also has another great ability that allows it to flip its Stance Card when attacked in close combat by a Force User, and add 2 dice to the defense roll! They also have an ability that allows them and an allied Inquistorious Secondary Unit to dash, and and ability that allows an allied Inquistorious character to heal if they wounded an enemy, plus potentially return some Force Points.
When used correctly, the Grand Inquisitor has some pretty powerful abilities that can quickly turn the tide of battle. Even if these abilities don’t get to be used, they do force the other team to rethink their strategy.
Reva / Third Sister
Reva has some abilities we’ve seen before – adding damage for Critical Failures rolled and doing a force jump – as well as two abilities that are a bit unique. Using Call the Hunt allows Reva to choose an allied Inquisitorius Supporting character within 4 to dash or make a 5-Dice Attack. Not too shabby. Their Your Fear Betrays You ability allows them to, when in close combat, remove status effects from the defender and add an additional die per status effect removed.
I was a bit less impressed with this last ability, as status effects on enemies are pretty powerful. I can’t think of many situations where I would want to remove status effects, unless my attacks planned to add more (which does happen). Reva may be one of my least favourite Secondary Units so far.
Fourth Sister / Fifth Brother
The cards for these two units are pretty identical although their abilities do slightly different things. Unlike other squads, you only get one unit as your support character, so you will either be choosing Fourth Sister or Fifth Brother. Bot have the Force Jump ability that we’ve come to know and love, as well as ways to put conditions on enemies after an allied character’s attack.
One HUGE bonus here is their ability to break ties when contesting an objective. Although they are only one unit, they count as 2 when a tie occurs meaning in 1-v-1 situations, they will always control an objective. This is actually a pretty big deal, and definitely makes not having 2 characters less of an issue. In fact, I might prefer this way more!
Final Thoughts
First and foremost, I love that we get 4 unique models with this set. Having more models to look at, in my opinion, is better. Once my father-in-law has done all the touchups required this will look phenomenal both on the table and on the shelf.
This pack is pretty intriguing and is great for objective manipulation. Having the support units break ties on objectives is amazing, and the Grand Inquisitors ability to remove objective tokens is equally as good. When supporting an attack heavy allied squad, I think this squad could be very effective in Shatterpoint skirmishes.