Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Nihil Storm – Commando

    Nihil Storm – Commando enemy for SWURPG Nihil Storm Commandos are the minds behind the violence — veteran killers who understand that the storm is deadliest when it moves with purpose. They don’t charge blindly or revel in chaos for its own sake. Instead, they direct it, shaping raids into coordinated kill-zones where every movement feeds the next.

    A Storm Commando’s presence is subtle at first: tighter formations, cleaner advances, grenades landing exactly where retreat would have been safest. If allowed to operate unchecked, the battlefield begins to feel hostile in a new way — not just dangerous, but actively adapting to the party’s choices.

    In SWURPG, Nihil Storm – Commando units should feel like fast violence with a plan: ambush angles, intimidation, and ruthless target selection. They’re strongest when they can reposition, isolate a victim, and disengage before the heroes can stabilize. Use terrain, smoke, and flanking routes to make the encounter feel like a raid — not a stand-up fight.

    Recommended Level Range: 8–12  |  Difficulty Rating (DR): 4

    Nihil Storm – Commando Stat Block (SWURPG)

    Nihil Storm – Commando

    Difficulty Rating (DR): 4
    Type (Size): Humanoid (Nihil) (Medium)

    Initiative: +7
    AC: 18 (Reinforced Combat Armor (+5 AC, max Dex bonus 3))
    HP: 65 (10d8+20)
    Speed: 30 ft.

    Attributes:
    STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 12 (+1)

    Saves: DEX +7, CON +6

    Skills: Perception +5, Knowledge: Tactics +6, Stealth +7, Intimidation +5

    Languages: Basic

    Equipment: Commando Special Rifle, Vibrodagger, Reinforced Combat Armor, Frag Grenade, Gas Grenade (War Cloud Gas), Stun Grenade, Medpac IV, 300 credits, Nihil command mask with tactical HUD

    Traits:
    Storm Discipline. The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.
    Gas Mask Filters. The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.
    Extra Ranged Attack. When the Nihil takes the Attack action and uses a ranged weapon, it can make two ranged attacks instead of one.
    Burst Fire Precision. When using autofire against a single target, the Nihil may take a –5 penalty to the attack roll. If the attack hits, it deals two additional damage dice of the weapon’s normal damage type.
    Flanking Expert. The Nihil gains a +2 bonus to attack rolls against creatures that are flanked by one or more of its allies.
    Command the Storm. Once per round, as a Reaction when an allied Nihil within 30 ft hits a creature, the Nihil may allow another allied Nihil within 30 ft to immediately move up to half its speed without provoking opportunity attacks.
    Escalation Doctrine. At the end of the second round of combat and each round thereafter, the Nihil chooses one: one allied Nihil may immediately Aim, reposition up to 10 ft, or throw a grenade as a free interaction. This effect ends if the Nihil Storm Commando is incapacitated.

    Actions:
    Commando Special Rifle (Ranged) : +7 to hit, range/reach 80 ft, One target. Hit: 10 (4d4) energy damage
    Vibrodagger (Melee) : +6 to hit, range/reach 5 ft, One target. Hit: 5 (2d4+1) kinetic damage
    Frag Grenade (Area) range/reach 30 ft, Creatures in the area. Area: 10-ft radius. Hit: —
    Each creature must succeed on a DC 14 DEX save or take 10 (3d6) kinetic damage, or half damage on a success.
    Gas Grenade (Area) range/reach 30 ft, Creatures in the area. Area: 10-ft radius cloud. Hit: —
    Each creature in the cloud must succeed on a DC 14 CON save or take 7 (2d6) poison damage and be Choked until the end of its next turn (Disadvantage on attack rolls). On a success, the creature takes half damage and is not Choked. The cloud is heavily obscured and lasts 2 rounds.
    Stun Grenade (Area) range/reach 30 ft, Creatures in the area. Area: 10-ft radius. Hit: —
    Each creature must succeed on a DC 14 CON save or be Stunned until the end of its next turn.

    Nihil Storm – Commando in Play

    Storm Commandos stay mobile, maintaining clear sightlines to allied units while avoiding direct melee unless forced. They open fights with grenades to disrupt positioning, then coordinate flanking fire and burst attacks to collapse resistance.

    As the fight drags on, Commandos escalate relentlessly, rewarding allies for aggressive movement and punishing hesitation. If the party fails to neutralize the Commando early, the encounter shifts from a skirmish into a controlled execution, with every round making escape more difficult.

    Adventure Hooks Featuring Nihil Storm – Commando

    To explore more Nihil enemies, return to the Nihil Forces index and expand your roster with additional raiders, specialists, and strike leaders.