
Troopers are the best there is at what they do and the Commando in no exception. Exemplifying the pinnacle of long-range assault and battlefield support, Commandos get in, lay waste to the target, and get out with an efficiency and cool precision unmatched throughout the galaxy. Equipped with the heaviest mobile weaponry available to the Republic, Commandos are specifically geared to realize the full potential of their rigorous training. Also, realizing that even the best get wounded during engagements, Republic High Command has ordered every Commando to undergo extensive battlefield treatment and triage training before being cleared for action. Those Commandos that show particular acumen at battlefield medicine are placed into an advanced program where they are trained to use the Republic’s bleeding-edge battlefield treatments during combat.
Trooper Abilities – Commando Complete List
Level 1
Hammer Shot
Ammo: None
Activation Time: Instant
Range: 30 meters
Effect: Fires a series of hammering shots that deals 37-49 weapon damage to the target.
Explosive Round
Ammo: 3
Activation Time: Instant
Range: 30 meters
Effect: Fires a heavy round that deals 54-56 kinetic damage to the primary target and 7-8 kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground.
Additional Ranks: 4th, 7th , 10th , 13th , 17th , 26th
Recharge Cells
Ammo: None
Activation Time: Instant
Range: Self
Effect: Recharges 6 cells over 3.0 seconds.
Fortification
Ammo: None
Activation Time: Instant
Range: 30 meters
Effect: Increases the targets endurance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
Level 2
Stockstrike
Ammo: 2
Activation Time: Instant
Cooldown: 9 seconds
Range: 4 meters
Effect: Strikes the target with the butt of the rifle, dealing 91-96 kinetic damage.
Additional Ranks: 5th, 8th, 11th, 14th, 19th, 28th
Level 3
Full Auto
Ammo: 2
Activation Time: 3 seconds (channeled)
Cooldown: 15 seconds
Range: 30 meters
Effect: Fires a continuous stream of bolts that deals 60 – 70 weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration.
Additional Ranks: 6th, 9th, 11th, 15th, 21st
Level 4
Plasma Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Self
Effect: Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal 20-21 additional elemental damage every 3 seconds for 6.0 seconds. Only one cell can be active at a time.
Additional Ranks: 7th, 10th, 13th, 16th, 23rd
Level 5
Sticky Grenade
Ammo: 2
Activation Time: Instant
Range: 30 meters
Effect: Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals 101-113 kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.
Additional Ranks: 8th, 11th, 14th, 19th, 30th
Level 6
High Impact Bolt
Ammo: 2
Activation Time: Instant
Cooldown: 15 seconds
Range: 30 meters
Effect: Fires a very powerful round at the target, dealing 134 – 152 weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
Additional Ranks: 9th, 11th, 15th, 20th, 31st
Level 8
Pulse Cannon
Ammo: 3
Activation Time: 3 seconds (channeled)
Cooldown: 18 seconds
Range: Point blank to 10 meter frontal cone
Effect: Sprays waves of ionizing energy at targets in a 10-meter cone, dealing 0 elemental damage over the duration.
Additional Ranks: 11th, 16th, 21st
Level 9
Tenacity
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Self
Effect: Removes all incapacitating and movement-impairing effects.
Level 10
Mortar Volley
Ammo: 3
Activation Time: 3 seconds (channeled)
Cooldown: 1 minute
Range: 5-30 meters
Effect: Launches a volley of mortar shells at the target area, dealing 616-736 kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts.
Additional Ranks: 13th, 18th, 27th
Charged Bolts
Ammo: 3
Activation Time: 1.5 seconds
Range: 30 meters
Effect: Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for 0 weapon damage. Requires Assault Cannon.
Medical Probe
Ammo: 3
Activation Time: 2.5 seconds (channled)
Range: 30 meters
Effect: Summons a probe that heals for 0 – 0.
Level 12
Cryo Grenade
Ammo: 1
Activation Time: Instant
Cooldown: 1 minute
Range: 30 meters
Effect: Hurls a cryo grenade that freezes the target, stunning it for 4.0 seconds.
Armor-piercing Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Personal
Effect: Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 0 percent. Only one cell can be active at a time.
Hail of Bolts
Ammo: 4
Activation Time: Instant
Range: 30 meters
Effect: Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing 0 weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.
Level 14
Reactive Shield
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Reduces all damage taken by 25% for 12.0 seconds.
Sprint
Ammo: None
Activation Time: Instant/Toggle
Range: Personal
Effect: Increase movement speed by 35% while not in combat.
Combat Support Cell
Ammo: None
Activation Time: 1.5 seconds
Range: Personal
Effect: While active, Hammer Shot charges your powercell with each of use. Charges increase all damage and healing dealt, up to a maximum of 3 percent at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100 percent of the tech bonus healing. Only one cell can be active at a time.
Concussion Charge
Ammo: 2
Activation Time: Instant
Cooldown: 30 seconds
Range: Point blank
Effect: Deals 0 – 0 elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4 seconds after being knocked back.
Level 15
No Retreat
Ammo: n/a
Activation Time: Instant
Cooldown: 20 minutes
Range: Personal/Companion
Effect: Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute.
Level 16
Advanced Medical Probe
Ammo: 2
Activation Time: 1.5 seconds (channeled)
Range: 30 meters
Effect: Summons a probe that heals for 0 – 0.
Level 18
Plasma Grenade
Ammo: 4
Activation Time: 1.5 seconds
Cooldown: 30 seconds
Range: 30 meters
Effect: Lobs a plasma grenade that detonates on contact, dealing 0 – 0 kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing 0 additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.
Level 22
Concussive Round
Ammo: 1
Activation Time: 2 seconds
Cooldown: 60 seconds
Range: 30 meters
Effect: Fires a round at the target that knocks it out for up to 60 seconds. Non-player targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.
Level 24
Field Aid
Ammo: 2
Activation Time: Instant
Cooldown: 4.5 seconds
Range: 30 meters
Effect: Cleanses a friendly target of up to 0 negative tech or physical effects.
Level 25
Speeder Piloting
Ammo: None
Activation: n/a
Range: Personal
Effect: Able to ride speeder bikes.
Level 30
Diversion
Ammo: n/a
Activation Time: Instant
Cooldown: 45 seconds
Range: Personal
Effect: Reduces the threat towards all current targets.
Level 32
Adrenaline Rush
Ammo: None
Activation Time: Instant
Cooldown: 3 minutes
Range: Personal
Effect: Restores 15 percent of maximum health over 10 seconds.
Level 34
Blitz
Ammo: None
Activation Time: Instant
Range: 4 meters
Effect: Bashes the target dealing 0 to 0 kinetic damage to weak and standard targets or 0 to 0 kinetic damage to strong targets. Only usable on incapacitated targets.
Level 36
Stealth Scan
Ammo: None
Activation Time: Instant
Cooldown: 20 seconds
Range: 30 meters
Effect: Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds.
Level 42
Reserve Powercell
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Your next ability’s energy cell cost is reduced by 100 percent. Effect lasts 15 seconds.
Level 50
Tech Override
Ammo: None
Activation Time: Instant
Cooldown: 2 minutes
Range: Personal
Effect: Your next ability with an activation time will activate instantly. This effect lasts for up to 15 seconds.

