Luminara is perhaps the most game-changing unit you can take… if you’re smart. I am not.
Normally when you start your turn, you either have to choose to activate a card in Reserve (if you have one) or take a punt on the randomness of your Order Deck. With Jedi Master Luminara Unduli, she lets you peek at the top card of your Order Deck first. Further wrinkling her Order Deck manipulation, she can either let nearby Galactic Republic units dash or attack after she completes an attack action - depending on whether they’re still in the Order Deck or not. Talk about skillcap.
Aside from that, she has a 2 FP cost FULL HEAL, some decent mobility, and a couple effects that take place on allied/enemy wounds. She also has a TON of extra Heal in her Form III Soresu tree, making her a devoted “support” Primary.
The Republic Clone Commandos are somewhat disappointing when compared to other Clones, but their Coordinated Fire still tacks on an extra damage and they have Scale/Protection which is nice. Barriss is the real treat of this pack.
Aside from an excellent model sculpt, she is fast and tricky. 1 FP lets her advance, and as referenced previously, she has some sneaky repositions both in her combat tree and with her Slip Away reaction. Putting her nearby a Jedi Primary can stack additional attack dice on both hers and the (frequently massive) dice pools of that Primary’s melee attack. If you’re using her abilities and keyword interactions as intended, it’s hard for her NOT to be an effective battlefield presence. She’s great value at 4 PC.
I enjoy this Squad Pack, but it’s because I love Barriss Offee and the Republic Commandos from a lore perspective (no one in history has ever given a **** about Luminara Unduli). It’s a good addition for a Galactic Republic list, but it’s probably the least appealing Galactic Republic Squad Pack on the whole.