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.