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
- 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.