Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Storm Commando

    Storm Commando enemy for SWURPG Storm commandos are Imperial infiltration specialists trained for raids, stealth insertions, sabotage, and high-risk extraction missions. They wear specialized lightweight black armor adapted from scout trooper patterns and coated with reflec polymer to bend light and dampen sound. Their job isn’t to win firefights through volume — it’s to end a mission before the enemy knows a mission is happening.

    In SWURPG, storm commandos are dangerous because they control tempo. They appear from blind angles, use darkness and cover like tools, and punish anyone who assumes the Empire only fights in straight lines. They feel less like “troopers” and more like a professional breach team operating with cold precision.

    In SWURPG, Storm Commando units should be used in ways that highlight their role in the Imperial war machine. Consider how they enter the scene, what they are protecting, and how they react when the heroes disrupt their orders. They are most effective when placed in appropriate terrain, backed by officers or specialists, and used to create cinematic moments that feel true to the Star Wars universe.

    Recommended Level Range: 5-9  |  Difficulty Rating (DR): 3

    Storm Commando Stat Block (SWURPG)

    Storm Commando

    Difficulty Rating (DR): 3
    Type (Size): Humanoid (Medium)

    Initiative: +7
    AC: 16 (Enhanced Scout Armor)
    HP: 46 (7d10+7)
    Speed: 30 ft.

    Attributes:
    STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 10 (+0)

    Saves: DEX +6, WIS +4

    Skills: Stealth +6, Perception +4, Athletics +4, Investigation +4, Knowledge: Tactics +4

    Languages: Basic

    Equipment: Enhanced Scout Armor, Blaster Carbine, Vibro-knife, Frag grenade, Smoke grenade, Breaching charge (single-use), Security Kit, Utility Belt, Medpac III

    Traits:
    Commando Training. The storm commando has Advantage on Stealth checks and on Investigation checks.
    Tactical Infiltrator. The storm commando can take the Hide action as a bonus action while it has cover or is in dim light or darkness.
    Evasion. If the storm commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a successful save, and only half damage on a failed save.
    Point Blank Shot. When the storm commando makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to attack rolls and a +1 bonus to damage rolls.
    Rapid Shot. When using a non-autofire melee or ranged weapon, you can make a single attack with a –2 penalty; on hit, deal +1 die of the weapon’s normal damage type.

    Actions:
    Blaster Carbine (Ranged Weapon Attack) : +6 to hit, range/reach 80 ft, one target. Hit: 9 (2d8) energy damage
    Vibro-Knife (Melee Weapon Attack) : +6 to hit, range/reach 5 ft, one target. Hit: 8 (2d4+3) kinetic damage

    Storm Commando in Play

    Storm commandos aim to secure the first advantage: ambush angles, crossfire, and target isolation. They use stealth to choose when the fight begins, then apply pressure at close range where Point Blank Shot and Rapid Shot matter most. If the heroes cluster in cover, commandos force movement with grenades and then punish the reposition. If the heroes spread out, commandos pick the weak link and collapse on it.

    Run them like trained operators: they disengage through smoke, change firing lanes instead of trading shots, and prioritize objectives (datapads, prisoners, sabotage points) over “fight to the death.” A storm commando who survives should feel like a continuing threat — because they learn.

    Adventure Hooks Featuring Storm Commando

    To explore more Imperial enemies, return to the Imperial Forces index and expand your roster with additional troopers, specialists, and leaders.