SWURPG

Commando

advanced from Soldier
Hit Die
d10
Primary Ability
Dexterity
Saves
Dexterity, Constitution
Expertise Pts
2
Starting Credits
3d4x100
Skill Profs
Athletics, Endurance, Treat Injury, Knowledge: Tactics, Survival

The Commando is the Soldier built for decisive movement — breaching a sealed door, cutting through enemy lines, repositioning under fire to seize the high ground. Where Vanguards anchor a position and Marksmen control a sight line, Commandos make the play that turns a stalemate into an opening.

Quick read: The mobile Soldier. Close-range strikes, breaching, combat mobility. Think clone shock troopers, Rebel commandos, Mandalorian assault teams.

What you do at the table

Commandos thrive on action economy and positioning. Your traits emphasize moving without provoking, hitting on the move, breaching cover and obstacles, and second-wind / get-back-up survivability that lets you press the attack harder than other Soldiers can. You're the Soldier who closes the gap to a sniper, breaches a flanking position, or extracts a downed ally under fire.

Best on maps with verticality, multiple paths, and dynamic objectives — anywhere repositioning matters.

Sibling differentiation

  • vs. Vanguard — Vanguards stand still; Commandos move. Vanguards have higher AC; Commandos have more impact per turn.
  • vs. Marksman — Commandos close to short-range; Marksmen control long sight lines.
  • vs. Scoundrel — Both can be mobile damage dealers, but Scoundrels rely on first-strike advantage and luck; Commandos rely on training and tactics.

Build tips

DEX or STR primary (your blaster-vs-melee preference). CON 14+. INT helps Athletics + Knowledge: Tactics if you want to be the squad's planner.

Common pitfalls

  • Don't ignore your reactions. Most Commando movement traits trigger as reactions or bonus actions. Sitting on them is leaving damage on the table.
  • Pick one weapon archetype and commit. Switching constantly between blaster pistol and rifle dilutes your weapon-specialization traits. Pick blaster rifle OR vibro-axe OR shotgun — train hard, hit harder.

Class Features by Level

Level 31 feature

Trigger Work

You turn blaster recoil into rhythm — every shot a calculated storm. You can only use one Trigger Work feature per round. Level 3 – Rapid Shot: when using a non-autofire melee or ranged weapon, make a single attack at –2 penalty; on hit, deal +1 die of the weapon's normal damage. Level 6 – Extra Ranged Attack: you can attack twice instead of once when using a ranged weapon. Level 10 – Burst Fire Precision: when using autofire against a single target, take a –5 penalty to the attack roll but deal +2 dice of damage. Level 13 – Controlled Burst: penalty for Autofire or Burst Fire reduced to –2; Braced Autofire-only weapon has no penalty. Level 17 – Collateral Damage: when you deal damage with Rapid Shot, make a second attack (–2) against another target within 10 ft; on hit, deal half the original attack's damage.

Scales: Lv 6 · Lv 10 · Lv 13 · Lv 17
Level 51 feature

Cover Fire

Once per turn, when you make a ranged attack, take a –2 penalty to your attack roll to provide covering fire for one ally within 10 feet of you or your target. That ally gains +2 AC until the start of your next turn. At level 10, you can protect two adjacent allies instead of one.

Scales: Lv 10
Level 61 feature

Suppressive Fire

action

As an Action, when using autofire mode, lay down suppressive fire in a 20-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + PB + Dex) or suffer disadvantage on their next attack roll until your next turn. At level 14, the cone increases to 30 feet and affected targets take 2d6 damage on a failed save.

Scales: Lv 14
Level 71 feature

Distance Control

Point-Blank Precision: you gain +1 to attack and damage rolls with ranged weapons against targets within 20 feet (true Point-Blank range only — Short Range or beyond does not qualify). Long-Range Mastery: when making ranged attacks beyond Point-Blank range, treat the range category as one step shorter for determining attack penalties (Short treated as Point Blank, Medium as Short, Long as Medium).

Level 91 feature

Flanking Expert

You gain +2 to attack rolls against flanked enemies. At level 13, flanking attacks also deal +2 damage. At level 17, flanking attacks deal +1d6 extra damage instead of +2.

Scales: Lv 13 · Lv 17
Level 101 feature

Snap Shot

reaction

Once per round, when a creature enters your weapon's normal range, you may use your Reaction to make a ranged attack at a –2 penalty.

Level 111 feature

Mobile Assault

proficiency bonus per long rest

After making a ranged weapon attack, you can move up to half your speed as a free action. Usable a number of times equal to your Proficiency Bonus per Long Rest.

Level 131 feature

Evasive Maneuvers

reaction · proficiency bonus per long rest

When hit by a ranged attack, you may use your Reaction to make a Dexterity saving throw (DC = the attack roll). On a success, take half damage. Usable a number of times equal to your Proficiency Bonus per Long Rest.

Level 141 feature

Extended Threat

When using a ranged weapon eligible to make Attacks of Opportunity, you Threaten all squares within a 10-foot radius.

Level 151 feature

Killzone Control

bonus_action

As a Bonus Action, designate a 15-foot radius area within your weapon's range as your killzone until the start of your next turn. Any enemy that enters or leaves the zone provokes a ranged opportunity attack from you (no reaction required, once per creature, limited to your Proficiency Bonus per activation).

Level 171 feature

Coordinated Barrage

Once per turn, when you hit a creature with a ranged weapon attack, the next two allies to attack that same creature before the end of their next turn gain +2 to hit and +2 to damage.

Level 181 feature

Combat Veteran

You gain +2 to attack rolls, +2 to damage rolls, and +2 AC with both ranged and melee weapons.

Level 191 feature

Commando Mastery

Your critical hit range improves to 19–20 with ranged weapons, and your movement speed increases by 10 feet.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Overwatch Protocol

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, activate Overwatch Protocol for three rounds. While active: you can make one ranged attack as a Reaction whenever a hostile creature within your weapon's range attacks or moves more than 10 feet (up to your Proficiency Bonus per round, once per creature); your Coordinated Barrage applies to all allies who attack a creature you've damaged since your last turn; allies within 30 feet who can see or hear you gain +2 AC and advantage on their first attack each round.