
Mandalorian Super Commando
TR 6Humanoid · Medium·Recommended levels: 10-14
Abilities
Saves
- STR +8
- DEX +8
- CON +8
Skills
- Athletics +8
- Acrobatics +8
- Intimidation +6
- Perception +5
Languages
- Galactic Basic
- Mando'a
Equipment
Traits
Trained from childhood to fight on the wing. As a Bonus Action the super commando spends 1 Thrust Charge to gain a flying speed of 40 feet (it can hover) until the end of its next turn; its jetpack holds 5 Thrust Charges, restored after a short or long rest. See Jetpacks & Personal Flight in the Equipment Rules.
(Point Blank Shot) The super commando adds +1 to attack and damage rolls with ranged weapons against targets within 20 feet (Point-Blank Range).
(Second Wind) Once per Long Rest, the super commando can regain 1d10 + 12 hit points.
(Aerial Ace) The super commando doesn't provoke opportunity attacks when it flies out of a creature's reach, and it has Advantage on attack rolls made while flying against a target on the ground.
(Evasive Maneuvers) While flying with its jetpack, attack rolls against it have Disadvantage until the start of its next turn — the thrust lets it juke a shot no ground fighter could.
(Power Attack) Before a melee attack, the commando can take a −2 penalty to the attack roll to deal +6 bonus damage on a hit (included in the Vibroblade line when it presses the attack). Usable once per turn.
(Mobile Assault) After it makes a ranged weapon attack, the commando can move up to half its speed as a free action — a hit-and-reposition it can pull off several times a fight.
The commando has fought Jedi and worse. It has Advantage on saving throws against being Frightened, Charmed, or Stunned.
Actions
The commando makes two attacks with its WESTAR-35 pistol and/or Vibroblade, or one pistol attack and uses Wrist Flamethrower.
+8 to hit, reach 5 ft, one target. Hit: 8 (1d10+3) slashing or piercing damage, or 14 (1d10+9) with Power Attack.
(Recharge 5-6) The commando sprays its gauntlet flamethrower in a 15-foot cone. Each creature in the area makes a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success.
(Recharge 5-6) A swarm of homing micro-missiles streaks from the vambrace. Up to four creatures within 40 feet each take 7 (3d4) kinetic damage (no attack roll; total cover blocks it).
Reactions
When the commando is hit by an attack, it can angle its beskar plate into the blow, adding 3 to its AC against that attack — potentially turning the hit into a miss.
Lore
When Maul killed Pre Vizsla and claimed the Darksaber and the Death Watch with it, the warriors who followed him repainted their armor blood-red and took a new name: the Mandalorian Super Commandos. They were the hardest core of the movement — the ones willing to serve an outsider, a Sith, so long as he handed them Mandalore. Under Maul and later his brother Savage, they became the enforcers of a criminal empire wearing a warrior's face.
A Super Commando is a Death Watch veteran built up into a walking siege engine: heavy beskar battle plate that eats the first hit of every round, a gauntlet flamethrower for close work, and the jump-and-strike doctrine of the Watch carried by someone who has survived years of it. They do not rattle and they do not run. Breaking a formation of red-armored commandos usually means killing every last one, because nothing short of that stops them.
In Play
The Super Commando is your Death Watch heavy — tougher and stickier than the fliers, built to anchor a fight while the Warriors and Nite Owls harass. Its heavy beskar armor and Second Wind mean it soaks far more than its HP suggests, so budget extra rounds or focus fire. The Wrist Flamethrower punishes clustered melee; the Beskar Guard reaction can rob a crit. Run one as a mini-boss for a mid-level party, or two as the muscle of a larger Death Watch strike. Counter it with ion (armor and jetpack), sustained focus fire to outpace its healing, and staying spread to deny the flamethrower.
Adventure Hooks
- Maul's Enforcers — Red-armored Super Commandos are collecting 'tribute' from a world under Maul's shadow rule. The party can be the ones who came to pay, the ones who came to stop it, or the ones who get mistaken for either.
- The Holdout — A single Super Commando has barricaded itself with hostages after its cell was broken. It will not surrender — the creed forbids it — so the party must talk it down, outlast it, or take it apart.