Every likes to say “pew pew” while playing with Star Wars toys. At least, I think everyone does. The Clan Kryze Mandalorians are the pew pew mandos: they like to shoot things and do it well, even without other Mandalorian friends around.

Clan Kryze Mandalorians are available in the Shatterpoint core set.

Main card

4PC is the most expensive we’ve seen support units as of release, but Clan Kryze are definitely worth the cost. They certainly have a more premium feel to them compared to some 3PC supports.

Shatterpoint Unit Guide: Clan Kryze Mandalorians 1

Abilities

Shatterpoint Unit Guide: Clan Kryze Mandalorians 2

Clan Kryze are on the low end for support health with just 7 stamina and 2 durability. Even though they operate at range they won’t often have a hunker token to benefit from cover, so they are a bit squishy.

Jet Pack is a standard Mandalorian ability. I find Clan Kryze need it less than other Mandalorians just because they don’t need to get into the thick of the fight to be effective. However, with range 4 guns sometimes you do need a bit of extra movement to get range on your target.

Mandalorians Are Stronger Together indeed! Note that, if the two characters in this unit end a move action within range 2 of each other (after both have completed their move) they can trigger this off each other. It’s a great ability because the mandos will want to be moving anyway and other abilities make a focus especially potent. It is a reactive ability so once they are injured it will cost 1-2 force, which can make things tricky. Note that Jet Pack grants a move, but not a move action, so it would not trigger Mandalorians Are Stronger Together.

Helmet Visor is nice and simple. Sharpshooter 1 gives an extra die at range if you’re focused, and thanks to Mandalorians Are Stronger Together you should have easy focus access, even when on the move.

Skirmish Tactics

Shatterpoint Unit Guide: Clan Kryze Mandalorians 3

Offensively and defensively, it’s clear that Clan Kryze want to be in melee. They get and extra die in melee whether attacking or defending. The offensive expertise is pretty similar in each situation, maybe even marginally better in melee. The thing I love about Clan Kryze is the potential for two shoves on just two successes after defense. Are Steadfast clones giving you problems? Clan Kryze can probably deal with that. Against CC-7567 Captain Rex with a hunker and no other cover, Clan Kryze will get 2+ successes after defense 76% of the time, assuming a ranged attack with 8 dice. If you get 2+ successes and only need one shove, pin plus shove in two squares is fantastic. Get your enemy out of position and make it hard for them to move. Usually I prefer to focus fire, but Clan Kryze are a great candidate for attacking two separate targets. Pushing two different enemies off objectives in one activation can be game changing in the right circumstances.

Defensively, Clan Kryze Mandalorians are slightly better than clone troopers, which is a low bar. They most likely won’t stand up to repeated attacks.

Synergy & Wrap Up

+ Pros– Cons
Reliable ranged shovesA bit squishy defensively
Trademark Mandalorian mobilityAbilities become pricey once injured

Almost any list can use a couple mandos zooming around pushing enemies off of objectives from range. Clan Kryze bring a lot to the objective game, but they are squishy and their abilities may be cost-prohibitive once injured. As such, they are going to be a unit that takes some finesse and practice to get right. Once you do though, they can sing.

Clan Kryze can work as a self-contained, solo mando unit in a strike team, but they don’t mind mando buddies. Bo-Katan Kryze and Gar Saxon, Merciless Commander are both great secondaries to pair with Clan Kryze. I’d prefer the latter if only choosing one, since Bo-Katan prefers melee and can outpace Clan Kryze a bit. However, her defensive aura buffs can be very helpful keeping Clan Kryze alive, so she’s still a very reasonable choice.