Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Commando

    Commandos are the sharp edge of a fighting force — specialists trained for rapid assaults, close-quarters engagements, and high-risk operations where failure isn’t an option. They excel at striking fast, hitting hard, and coordinating fire with their squad to overwhelm priority targets.

    On the battlefield, a Commando turns short- and medium-range weapons into precision tools of chaos. They push forward under fire, clear rooms, hold breaches, and keep pressure on the enemy so others can maneuver. Their style blends aggression with tactical discipline — every burst, flanking move, and advance is part of a bigger plan.

    Examples from Star Wars lore: Republic clone commandos, elite Rebel strike teams, and Imperial special forces deployed for high-value, high-risk missions.

    Class Traits by Level

    Soldier Training – Shared Soldier Traits (Levels 1–2)

    All Soldiers begin their journey with the same foundational combat training. These early-level traits represent the drills, battlefield conditioning, and disciplined weapon practice shared by every Soldier before they specialize at level 3.

    Level 1 – Combat Focus
    You gain +1 to Initiative rolls.
    Level 1 – Weapon Familiarity
    Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You can change your chosen category at level 4, 8, 12 and 16.
    Level 2 – Weapon Discipline
    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. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
    Level 2 – Second Wind
    Once per Long Rest, you can regain 1d10 + Character Level Hit Points.

    Commando Path Traits (Level 3+)

    At level 3, your character commits to the Commando path — focusing on mobile assaults, coordinated fire, and dominating short-to-medium range combat. The traits below are unique to the Commando and build on the shared Soldier foundation above.

    Level 3 – Trigger Work
    You turn blaster recoil into rhythm.
    • Now — Rapid Shot: with a non-autofire melee or ranged weapon, make one attack at –2; on hit, +1 weapon die damage.
    • L6 — Extra Ranged Attack: you can attack twice when using a ranged weapon.
    • L10 — Burst Fire Precision: with autofire vs single target, –5 to hit, +2 dice damage.
    • L13 — Controlled Burst: autofire/Burst Fire penalty becomes –2; if you Brace an autofire-only weapon, no penalty.
    • L17 — Collateral Damage: when Rapid Shot hits, make a second attack (–2) vs another target within 10 ft; on hit, deal half the original attack’s damage.
    Level 5 – Cover Fire
    Once per turn, take –2 to your attack to grant +2 AC to one ally within 10 ft of you or your target until your next turn. L10: two adjacent allies.
    Level 6 – Extra Attack
    You can attack twice instead of once when you take the Attack action.
    Level 7 – Distance Control
    • Point-Blank Precision: +1 attack and damage vs targets within 20 ft.
    • Long-Range Mastery: treat range category as one step shorter for attack penalties.
    Level 9 – Flanking Expert
    +2 to attack rolls vs flanked enemies. L13: +2 damage as well. L17: +1d6 instead.
    Level 10 – Snap Shot
    Once per round, when a creature enters your weapon’s normal range, use Reaction to make a ranged attack at –2.
    Level 11 – Mobile Assault
    After a ranged attack, move up to half your speed as a free action. Uses = PB per Long Rest.
    Level 13 – Evasive Maneuvers
    When hit by a ranged attack, Reaction Dex save (DC = attack roll). On success: half damage. Uses = PB per Long Rest.
    Level 14 – Extended Threat
    With a ranged weapon that can make Attacks of Opportunity, you Threaten all squares within 10 ft.
    Level 15 – Killzone Control
    Bonus action: mark a 15-ft radius zone within range until your next turn. Any enemy entering/leaving provokes a ranged opportunity attack from you (once per creature; up to PB times per activation).
    Level 17 – Coordinated Barrage
    Once per turn, when you hit a creature, the next two allies to attack it before the end of their next turn gain +2 to hit and +2 damage.
    Level 18 – Combat Veteran
    +2 to attack, +2 damage, and +2 AC with ranged and melee weapons.
    Level 19 – Commando Mastery
    Your ranged critical range improves to 19–20; your speed increases by 10 ft.
    Level 20 – Overwatch Protocol
    Once per Long Rest, bonus action; 3 rounds: you can make one ranged attack as a reaction when a hostile in range attacks or moves >10 ft (up to PB times per round; once per creature). Coordinated Barrage applies to all allies who attack a creature you’ve damaged since your last turn. Allies within 30 ft gain +2 AC and advantage on their first attack each round.