Storm Commando
DR 3Humanoid · Medium·Recommended levels: 5-9
Abilities
Saves
- DEX +6
- WIS +4
Skills
- Stealth +6
- Perception +4
- Athletics +4
- Investigation +4
- Knowledge: Tactics +4
Languages
- Basic
Equipment
Traits
The storm commando has Advantage on Stealth checks and on Investigation checks.
The storm commando can take the Hide action as a bonus action while it has cover or is in dim light or darkness.
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.
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.
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
Lore
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 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
- Silent Breach — An Imperial facility suffers a sudden blackout. The heroes realize storm commandos are already inside, moving room to room and securing a specific piece of intel before anyone can raise the alarm.
- Extraction Denied — During a rebel extraction, smoke fills the landing pad and the perimeter goes dark. Storm commandos are cutting off routes while a second team moves to seize the objective alive.
- The Saboteur Team — A storm commando unit has planted a breaching charge near a settlement’s power core. The heroes must find and stop them before the blast triggers an Imperial crackdown and mass arrests.