Bestiary · Humanoid

Human PR 7

HDF Commando

A commando is a trooper inside a sealed white-and-red shell that absorbs the recoil of its weapon. The plasma repeater on its hip feeds from a drum and fires faster than a squad weapon is meant to. Commandos are sent against positions a line company cannot take, such as a held bridge, a boarding tube or a bunker mouth. They go in as a pair.

Halcyion Federation
HDF Commando, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
19 (powered assault plate)
Hit points
119 (14d8 + 56)
Proficiency
+3
  • STR 18 +4 save +7
  • DEX 15 +2 save +2
  • CON 18 +4 save +7
  • INT 12 +1 save +1
  • WIS 14 +2 save +2
  • CHA 11 +0 save +0
Skills
Athletics +7 , Intimidation +3 , Technology +4
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Common, Federation Standard
Damage resistances
ballistic, explosive
Found in
Derelict Hull , Hyperlane Corridor

Traits

  • Powered Plate

    The commando has advantage on Strength checks and Strength saving throws, and it is not slowed by difficult terrain made of rubble.

  • Sealed Shell

    The commando is immune to the Poisoned condition from an atmosphere and can fight in vacuum for 1 hour.

  • Braced

    The commando cannot be knocked Prone by an effect that does not also deal damage to it.

Actions

  • Multiattack

    The commando uses Repeater Burst and makes one Armored Fist attack, or makes three Plasma Repeater attacks.

  • Plasma Repeater

    +5 to hit · medium range

    2d8 + 2 plasma damage

    A burst of plasma from the drum-fed repeater.

  • Repeater Burst

    DC 15 Dexterity save

    The commando walks the barrel across a 15-foot cone. Every creature in the cone makes a Dexterity saving throw, taking 4d8 plasma damage on a failure and half as much on a success.

  • Armored Fist

    +7 to hit · reach 5 ft.

    2d6 + 4 kinetic damage

    A punch from a servo-driven gauntlet.

  • Breach Charge Bonus action

    DC 15 Dexterity save

    The commando sets a shaped charge on a surface or a creature within 5 feet. At the start of its next turn the charge detonates, and every creature within 10 feet of it makes a Dexterity saving throw, taking 3d10 explosive damage on a failure and half as much on a success. The commando has three charges.