
Clone Commando
TR 4Humanoid · Medium·Recommended levels: 5-9
Abilities
Saves
- STR +6
- DEX +6
- CON +6
Skills
- Athletics +6
- Stealth +6
- Perception +5
- Mechanics +4
- Knowledge: Tactics +4
Languages
- Mando'a
- Galactic Basic
Equipment
Traits
Clone commandos fight in four-man pods. While at least one commando ally is within 30 feet, the commando has advantage on saving throws against being frightened, and once per turn it deals an extra 4 (1d8) damage to a target an ally has hit since the commando's last turn. (Modeled on the Commando *Coordinated Barrage* feature.)
The DC-17m reconfigures between blaster, sniper, and anti-armor modes as part of the attack. The commando is proficient with all of them and treats them as one weapon for its Multiattack.
The commando can attack twice, instead of once, whenever it takes the Attack action on its turn (reflected in Multiattack). (The Commando *Extra Ranged Attack* feature.)
The commando has advantage on saving throws against being stunned or frightened, and can't be surprised while a pod-brother is conscious within 30 feet.
The commando's gauntlet gives it advantage on Mechanics and Use Computer checks to bypass, override, or sabotage security and droid systems — a pod can be through a blast door before the alarm finishes.
Actions
The clone commando makes two DC-17m attacks, or one DC-17m attack and one Vibrodagger attack.
(Recharge 5-6) The commando's DC-17m reconfigures to its built-in anti-armor launcher and fires a high-explosive round at a point within 120 feet. Each creature in a 15-foot radius makes a DC 14 Dexterity saving throw, taking 18 (4d8) explosive damage on a failure, or half on a success. Structures and droids have disadvantage on the save.
Lore
Where ARC troopers are the army's lone wolves, clone commandos are its scalpel — raised from birth in tight four-man pods, trained by Mandalorian mercenaries on Kamino, and sealed into Katarn-class armor that makes each of them a one-man fire team. A commando pod can slip into a Separatist stronghold, slice its systems, kill its commander, plant its charges, and be gone before the alarm finishes sounding. They are rarer, deadlier, and far more independent than the line clones grown beside them.
The DC-17m Interchangeable Weapon System is the commando's signature: a single weapon that reconfigures on the fly between a rapid-fire blaster, a long-range sniper attachment, and an anti-armor launcher, so a four-man pod carries the firepower of a platoon. Their Katarn armor is heavier and far more capable than line plate — sealed, sensor-rich, and slicer-equipped. Squads like Delta and Omega became legends precisely because they did the impossible jobs, quietly, and came back when no one else could have.
In Play
Run commandos as a coordinated pod, not as individuals: Pod Bond and Commando Discipline make them sharply better together, and they fight like it — bounding overwatch, cross-fire, breach-and-clear. The DC-17m lets a single commando answer almost any range, so deny them the chance to set up and force them into the open. As foes they are a genuine threat to a mid-level party; as allies (Delta- and Omega-squad style) they make a perfect special-ops backbone for an infiltration campaign — the NPCs who can get the party in and, more importantly, back out.
Adventure Hooks
- Two Pods, One Objective — The party's special-ops mission collides with a clone commando pod sent after the same target by a commander who didn't trust the job to outsiders. They can fight over it, or learn to run the op together under fire.
- The Last of the Pod — A lone clone commando — the only survivor of his four — is holed up behind enemy lines, broadcasting his brothers' names on a loop. The party can extract him, and decide what's left of a man built to never operate alone.