SWURPG

Soldier

Base Class
Hit Die
d10
Primary Ability
Strength or Dexterity
Saves
Strength, Dexterity
Expertise Pts
1
Starting Credits
3d4x100
Skill Profs
Athletics, Endurance, Treat Injury

Soldiers are the professional warriors of the Star Wars galaxy — clone legions, stormtroopers, rebel commandos, mercenary outfits, and Mandalorians. The class captures a disciplined, battle-focused archetype: a player who survives through training, tactics, and teamwork rather than mysticism or charm.

Quick read: A professional warrior who fights with discipline, blasters, and tactics. The most "no-nonsense" class — pick this if you want to focus on the fight, not the magic.

What you do at the table

Soldiers reward smart positioning. Every turn you're asking: Where's cover? Who's the priority target? Can I flank? Should I move and shoot, or hold this ground? Combat feels mechanically straightforward — you have a blaster, you have actions, you shoot — but the depth comes from terrain, timing, and how you coordinate with the rest of the party. You're the anchor that lets the Jedi take risks and the Tech Specialist set up gadgets.

Outside combat, Soldiers contribute through their military background — connections in armed forces, knowledge of tactics and equipment, intimidation when persuasion fails.

Ability score priority

  1. Strength OR Dexterity — primary. Pick one (STR for melee/heavy weapons; DEX for ranged precision/light armor). Start at 15 or 16.
  2. Constitution — secondary. d10 hit die plus high CON makes you the party's wall. Aim for 14.
  3. Wisdom — tertiary. Helps with Perception (spotting ambushes) and saves vs Force powers.

INT and CHA can stay low without hurting your effectiveness.

  • Trandoshan — +2 STR + natural weapons + regeneration; the iconic soldier species.
  • Kessurian — heavy military bearing, STR-focused.
  • Human — flexible bonuses, classic clone-trooper archetype.
  • Zabrak — +1 STR / +1 CON, plus tough trait that adds extra HP.

Specialization preview (level 3)

At level 3 Soldiers choose a specialization that defines their battlefield role:

  • Vanguard — front-line tank anchoring defensive lines. Heavy armor, hold-the-line traits.
  • Commando — mobile assault expert. Close-range strikes, breaching tactics, combat mobility.
  • Marksman — long-range precision. Sniper traits, sight-line control, single high-damage shots.

Common pitfalls for new players

  • You can't out-DPS a Jedi or a Force Adept in a single turn — but you can survive longer than they can. Your job is sustained pressure and target control, not burst damage.
  • Don't ignore Reactions. Soldiers get reaction-based traits (covering fire, opportunistic shots) that turn the action economy in the party's favor. Forgetting them halves your effectiveness.
  • Cover is part of your damage formula. Half cover = +2 AC. Three-quarters cover = +5 AC. A Soldier who never seeks cover dies twice as fast as one who does.

Class Features by Level

Level 12 features

Combat Focus

You gain +1 to Initiative rolls.

Weapon Familiarity

Choose 1 (creation)

Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You may change your chosen category at levels 4, 8, 12, and 16.

Options
  • Melee
  • Ranged
Level 22 features

Weapon Discipline

proficiency bonus per long rest

Once per turn when you make a weapon attack, whenever you roll a 1 on a weapon damage die, you may reroll the die and must use the new result, even if it is another 1. Usable a number of times equal to your Proficiency Bonus per Long Rest.

Second Wind

once per long rest

Once per Long Rest, you can regain 1d10 + Character Level hit points.