SWURPG
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Storm Commando

DR 3

Humanoid · Medium·Recommended levels: 5-9

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

Abilities

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 ArmorBlaster CarbineVibro-knifeFrag grenadeSmoke grenadeBreaching charge (single-use)Security KitUtility BeltMedpac 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 CarbineRanged Weapon Attack
To hit
+6
Range
80 ft
Target
one target
Hit
9 (2d8) energy damage
Vibro-KnifeMelee Weapon Attack
To hit
+6
Range
5 ft
Target
one target
Hit
8 (2d4+3) kinetic damage

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

  1. Silent BreachAn 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.
  2. Extraction DeniedDuring 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.
  3. The Saboteur TeamA 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.