Updated: Jun 24

Ahsoka is character where, just reading her card, I thought “seems meh”. Then I put her on the table. She is pain in the butt to kill and can be quite slippery.

Ahsoka Tano, Jedi No More is available in the Shatterpoint core box.

Main card

Nothing too special here, 8SP and 3 force are pretty standard. The big thing to note is you won’t be able to run both Ahsoka Tano, Jedi No More and Padawan Ahsoka Tano in the same strike team since they are both Ahsoka Tano.

Shatterpoint Unit Guide: Ahsoka Tano, Jedi No More 1

Abilities

Shatterpoint Unit Guide: Ahsoka Tano, Jedi No More 2

Ahsoka is on the squishier end of primaries with 9 stamina and 3 health, but she has some great defensive abilities/stances that make it tough to put damage on her.

Force Speed is very good. In some situations you’ll with you had Force Jump, but you can’t have everything. Two advances or an advance and climb can get you into a lot of places during your activation.

What’s the Matter, Too Fast for You? is situational, but great when it goes off! Remember, during a single attack all damage is put into a damage pool, so when you halve the damage it’s the total damage, not just the damage from one section of the combat tree. Two force base is a lot to pay for it, but often times the threat of it can be enough deterrent to make opponents choose another target. Note that it only works during melee attacks and when you halve a number you always round up, so if you use this against 5 damage Ahsoka would take 3 and the attacker would take 2.

For ranged attacks, you have Deflect. Base cost is free so no reason not to use it when you get a chance. However you can only use a single reaction once per turn, so if you are going to defend against multiple attacks in a turn you’ll have to decide when the best time to use deflect is. Between Deflect and Too Fast for You? Ahsoka has ways to punish her attackers no matter what type of attack is incoming.

Ahsoka’s identity, Fierce Protector, has its moments, but I wouldn’t put it in the top tier of identities. Free movement is always good, but it’s locked in a certain direction. If you’re engaged with a non-wounded enemy you’ll be dashing instead of advancing and you won’t be able to go to a higher elevation (without an ingress point at least). After the advance Ahsoka can triple heal or perform a 5 die attack. Three heals are nice, but you have to end close to someone who needs those heals (or Ahsoka needs the heals), which is inconsistent. The 5 dice attack will average about 4 successes before defense dice regardless of Ahsoka’s stance, and of those successes only 1 might be a crit on average. That could be enough results to net you a few moves down the combat tree against a bad defense roll or someone with poor defensive stats. Either way, the effects you’ll get are middling and contingent upon having a friendly model get wounded. Even though it’s her identity, Fierce Protector isn’t why I’m taking Ahsoka. The stances are why I’m taking Ahsoka.

Jar’Kai

Shatterpoint Unit Guide: Ahsoka Tano, Jedi No More 3

Mentally I shorthand this as Ahsoka’s offensive stance. A chance to get two strikes on a single expertise is nice upside, and you’ll average 5.2 successes (1.4 being crits) prior to defense dice. However, it’s not a super flexible tree. A lot of the time you won’t even get 4 down the tree to apply a second condition, and you’ll rarely get far enough to shove the defender. Three moves down the tree nets you 6 damage and a disarm, which is fine but nothing crazy.

Defensively she has some crit mitigation and a jump on 3+ expertise is nice, but only 5 dice. This stance will leave her vulnerable to getting gunned down at range. If I really need to kill something I’ll use Jar’Kai, but most of the game I’m using her other stance.

Form V Shen Reverse Grip

Shatterpoint Unit Guide: Ahsoka Tano, Jedi No More 4

Let’s start with my favourite part: a jump on two defensive expertise. Ahsoka will roll 2+ defensive expertise 65% of the time in melee and 73% of the time at range, prior to any extra cover dice. That means she can duck out of LoS or range prior to a second attack from a support, or tie someone up in melee, or even go contest an objective. It’s fantastic! When you combine this with Deflect and Too Fast for You? she is an absolute pain to kill.

Ahsoka won’t get too far down her attack tree with only 6 dice, averaging 4.7 success before defense, 0.8 of those being crits. But she just needs one success to get through to get a shove, and two successes she can also jump or heal. This stance won’t do much damage unless you get some luck, but Ahsoka can still do work in the positioning game and she’ll be tanky as heck.

Synergy & Wrap Up

+ Pros– Cons
A pain to kill when in her Form V stanceLackluster offense for a primary
Lots of mobility on opponent’s turn with identity and expertiseOnly having two tags limits synergy
Doesn’t rely on synergy to get value

If you want a force user who is going to wound stuff, go look at Maul or Anakin. Ahsoka’s main role is being a mobile tank who doesn’t usually spend much force. She’s not especially timing sensitive and you won’t feel terrible about drawing her early in the game. Her only tags are Galactic Republic and Force User, so she has some synergy in clone lists but not synergy with the Jedi tag. She can slot into many lists as an independent operator who doesn’t need powerups to be successful.