Star Wars: Shatterpoint – Two New Key Operations Available Now
Atomic Mass Games has released two new Key Operations for players to use right now for Star Wars: Shatterpoint!
If you’re looking for more missions to run in Shatterpoint then here’s some good news. AMG released two new Key Operations over the weekend to try out. If you’re not familiar, the Key Operations are more Narrative-Style missions that follow a theme. There’s a bunch to try out and now there are two more to play. These are available to download and you can start playing them today. Let’s check them both out!
Star Wars: Shatterpoint Rules Downloads Here
Explore the Ruins
First up we have the Explore the Ruins Key Operation. This one comes in four pages. First up we have the briefing and map setup:
Objective-wise you’ve got the Sentinel and the Aggressor with their own goals. The Sentinel is looking to stop the Aggressor from looting the Ruins. Perhaps the best way to protect the loot is to get it yourself.
Essentially, both parties are looking to load-up on their cypher to move to the next part of the scenario.
However, when the Cypher is complete, you’ve got the second stage to do. That involves throwing those switches now.
The final part of this is the Key Operation Dashboard which you’ll use to track all these objectives and how far along the cypher is to completion.
Overall, this one does seem very thematic and it’s got that back-and-forth feel. Rushing to decode the cypher before the other team to slow/outpace them is all part of it. This one seems like a fun mission to give a go.
Foil the Heist
Up next we have a classic storyline in Key Operations form. It’s time to Foil the Heist! Since Heist seem to happen all the time in Star Wars, this one seems great to have in your back pocket to play regardless of your preferred faction.
You can see the setup above. This mission is really about The Smuggler who’s sort of a VIP in this situation. The Sentinel is looking to escort them out while the Aggressor is trying to stop them. What’s neat and thematic about this one is you can just use a 40mm token/base for the Smuggler here or you can use another miniature.
Keep in mind the Smuggler isn’t actually a character or unit however and has it’s own rules for movement. Still, this might not seem like much, but I think having a miniature can really help create some bonus immersion for the scenario.
Now, as for the actual mission, there’s a few things to note.
The Sentinel is looking to move the Smuggler towards their Battlefield edge to escort them away. The Aggressor wants to activate these Force Fields to prevent that from happening.
The Sentinels don’t just have to focus on moving the Smuggler though. They can also turn off those Force Fields, too.
Now, if those Force Fields to get up in time that causes stage II to start:
The goal is still the same for the Sentinel — get the Smuggler out. However the Aggressor now needs to Delay and subdue. You know what that means…
Anyhow, I did want to make one final call out about this particular mission and that’s the errors on the pages. The “Power Down” section is listed under “Stage 1: To Catch a Smuggler” when I think it’s supposed to be Stage 2. It makes refence to Backup Consoles instead of the Field Consoles. So I’m not 100% sure you can even power down the consoles in Stage 1.
The next error is on the Stage 2 card. It’s “Stage II: Close the Net” on one section but then “Stage I: Close the Net” on the other half of the page. It’s a minor thing and you can figure it out…but c’mon. So just be mindful when you’re flipping through this one and pay attention to the section and order you’re reading them in.
I also kind of feel like this is more of a rescue missions vs a heist…but maybe the loot is the Smuggler we’re rescuing/capturing along the way?










