Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Commando

    The Commando is a tactical powerhouse β€” a specialist in ranged combat, squad coordination, and brutal precision. Whether clearing rooms, laying down cover fire, or delivering a surgical strike, Commandos thrive on battlefield awareness and weapon mastery. They're the elite soldiers of the Star Wars galaxy, capable of suppressing enemies and leading decisive assaults.

    Examples from Star Wars lore: Commander Cody, Cara Dune, Paz Vizsla, ARC Trooper Colt

    Class Traits by Level

    Level 1 – Blaster Specialist
    Once per encounter, your attacks ignore half cover.
    Level 1 – Point Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.
    Level 2 – Cover Fire
    When you make a ranged weapon attack, you can choose to impose a –2 penalty to the attack roll. If you do, one ally within 10 feet of you or the target gains +2 AC until the start of your next turn.
    Level 2 – Coordinated Strike
    When you attack a creature already targeted by an ally this turn, add +2 to your attack roll.
    Level 3 – Target Lock
    Once per encounter, you can mark a target as a bonus action. You have advantage on the next ranged attack against it.
    Level 3 – Controlled Burst
    Once per encounter, you may reroll one damage die when using a weapon with the burst or autofire property.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Suppressive Fire I
    You can fire in a 20-foot cone. Creatures in the area must make a DC12 Dex saving throw or have disadvantage on attacks until your next turn.
    Level 5 – Trigger Work I
    You may fire more than one shot (up to four shots) against a single target. You take a commulative -2 penalty on your attack roll for every shot and add +1 dice damage for every hit.
    Level 6 – Far Shot
    When you use a ranged weapon against targets at Short, Medium, or Long Range, the Range category is considered one less.
    Level 6 – Flanking Expert I
    You gain +2 to attack rolls against flanked enemies (both melee and ranged).
    Level 7 – Quick Reflexes
    Gain advantage on Initiative rolls and +1 to AC against opportunity attacks.
    Level 7 – Mobile Assault
    Once per encounter, after making a ranged weapon attack, you can move up to half your speed as a free action.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Snap Shot
    Once per round, when a creature enters your weapon’s range, you may use your reaction to make a ranged attack with a -4 penalty for the attack role.
    Level 9 – Reposition
    As a bonus action, you can switch places with an adjacent willing ally.
    Level 10 – Trigger Work II
    You may fire more than one shot (up to four shots) against multiple targets. You take a commulative -2 penalty on your attack roll for every shot and add +1 dice damage for every hit.
    Level 10 – Burst Fire Expert
    Once per encounter, when using the autofire property, you may reroll one missed attack each time.
    Level 11 – Commando Specialization
    Gain specialization with two weapons of your choice (+1 ATT, +1 DMG).
    Level 11 – Flanking Expert II
    You gain +2 to damage rolls against flanked enemies (both melee and ranged).
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Ambush Protocol
    During the first round of combat, you have advantage on attack rolls against creatures who haven’t acted yet.
    Level 13 – Enhanced Cover Fire
    Cover Fire now grants +4 AC on a -2 attack penalty and affects two adjacent allies.
    Level 14 – Advanced Snap Shot
    Once per round, when a creature enters your weapon’s range, you may use your reaction to make a ranged attack with a -2 penalty for the attack role.
    Level 14 – Tactical Recall
    Once per long rest, regain a limited-use class trait.
    Level 15 – Relentless Advance
    When you drop a creature to 0 HP, you can move up to your speed as a free action.
    Level 15 – Burst Fire Precision
    When autofire, you may fire a short burst against a single target. You take a -5 penalty on your attack roll, but deal +2 dice of damage.
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Flanking Expert III
    Deal an additional 1d6 damage to a flanked enemy (both melee and ranged).
    Level 17 – Killzone Control
    Once per encounter, designate a 15Γ—15 ft zone. Any enemy who enters it has their speed halved until the end of their turn.
    Level 18 – Suppressive Fire II
    You can fire in a 30-foot cone. Creatures in the area must make a DC12 Dex saving throw or take 2d6 DMG and have disadvantage on attacks until your next turn.
    Level 18 – Trigger Work Mastery
    You may fire more than one shot (up to six shots) against multiple targets. You take a commulative -1 penalty on your attack roll for every shot and add +1 dice damage for every hit.
    Level 19 – Final Gambit
    When reduced to 0 HP, you can immediately make one ranged attack or Dash as a reaction before falling unconscious.
    Level 19 – Combat Veteran
    You gain +2 Att, +2 AC, +4 DMG.
    Level 20 – Commando Mastery
    You score critical hits on a roll of 19-20 with ranged weapons, and your movement speed increases by 10 feet.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.