The Commando Expertise Trees
Expanding the possibilities in Star Wars Galaxies to make your character special and unique is the profession Expertise System. Here we have the Expertise charts for Bounty Hunter expertise.
For a basic guide on understanding how to use experience points, click here to read the guide Introduction to Profession Expertise.
At a glance:
The overall goal of the system is to offer new and exciting choices for players to make about the development of their characters. These choices offer players the chance to further customize their character creating more diversity between characters of the same profession and give the player an additional goal when leveling.
At level 10, a player earns five Expertise points and then earns 1 point every two levels up to a maximum of forty-five points at level 90.
Once a player reaches level 10, they can activate the Expertise interface (it will appear on the Main Menu) and begin allocating their points over the two trees available to their profession.
Allocating Expertise points will do one of two things for a character. They will either modify an existing ability, such as increasing damage done, or they will unlock new abilities or series of abilities.

| Tier | Name | Description |
Points | Effect | Requirements |
| 1 | Remote Detonator | Allows the commando to place a mine that detonates through a command |
1 | - |
- |
| 2 | Flashbang | Adds a precision decrease debuff to Remote Detonator |
2 | -50 per point | 1 point in Remote Detonator; 4 points in Commando |
| 3 | Timer Reset | Extends Remote Detonator's time limit |
2 | 280 sec per point | 2 points in Flashbang; 8 points in Commando |
| 4 | Angled Shrapnel | Increases the radius of Remote Detonator |
2 | 5m per point | 2 points in Timer Reset; 12 points in Commando |
| 5 | Improved Explosives | Increases the damage of Remote Detonator |
4 | 75% per point | 2 points in Angled Shrapnel; 16 points in Commando |
| 1 | Powered Armor | Increases the commando's armor |
4 | 250 per point | - |
| 2 | Pinpoint Shielding | Increases the commando's armor |
4 | 250 per point | 4 points in Powered Armor; 4 points in Commando |
| 3 | Deflective Armor | Damage against the commando is reduced |
4 | 2% per point | 4 points in Pinpoint Shielding; 8 points in Commando |
| 3 | Blast Resistance | Chance to resist area of effect damage |
4 | 5% per point | 4 points in Deflective Armor; 8 points in Commando |
| 4 | Stand Fast | Grants an ability that reduces damage against the commando |
1 | 60% | 4 points in Deflective Armor; 12 points in Commando |
| 5 | Improved Stand Fast | Lowers cooldown, reduces incoming damage, and increases duration of Stand Fast |
3 | 2 min / 5% / 2s per point | 1 point in Stand Fast; 16 points in Commando |
| 1 | Suppressing Fire | Grants a debuff that adds glancing blow vulnerability and reduces target's movement speed toward commando |
1 | - | - |
| 2 | Suppression Efficiency | Increases vulnerability for glancing blows, increases speed reduction, and increase cone width |
4 | - | 1 point in Supressing Fire; 4 points in Commando |
| 3 | Riddle Armor | Grants the ability to lower target's armor with armor break debuff |
1 | - | 8 points in Commando |
| 4 | Armor Shredder | Grants the ability to apply armor break on enemies within a 10m radius |
1 | - | 1 point in Riddle Armor; 12 points in Commando |
| 1 | Cluster Bomb | Throws a pack of multiple small munitions over a large area; requires 20 Kill Meter points |
1 | - | - |
| 1 | Blow 'Em Away | Adds extra bomblets when using Cluster Bomb |
2 | - | 1 point in Cluster Bomb |
| 2 | Killing Spree | Randomly attack a nearby enemy for 25% base weapon damage; requires 20 Kill Meter points |
1 | - | 4 points in Commando |
| 2 | Killing Grimace | Attack an additional target while on a killing spree |
2 | 1 target per point | 1 point in Killing Spree; 4 points in Commando |
| 3 | You'll Regret That | Armor is increased if snared |
4 | 1000 per point | 8 points in Commando |
| 4 | Stim Armor | Grants an ability that heals over time |
1 | - | 12 points in Commando |
| 5 | Diagnostic Armor | Grants the commando DoT damage absorption |
1 | 25% | 1 point in Stim Armor; 16 points in Commando |
| 5 | Mirror Armor | Grants an ability to disappear from the radar and lower enemy aggression |
1 | - | 1 point in Diagnostic Armor; 16 points in Commando |
Assault

| Tier | Name | Description |
Points | Effect | Requirements |
| 1 | Enhanced Luck | Increases luck | 2 | 25 per point | - |
| 2 | Position Secured | Grants an ability that roots the commando and increases precision and strength | 1 | 200 per point | 4 points in Assault |
| 2 | Improved Position Secured | Decreases action cost | 3 | 10% per point | 1 point in Position Secured; 4 points in Assault |
| 3 | Burst Fire | Adds a chance to fire a second time and increases Devastation chance while using Position Secured | 2 | 10% / 5% per point | 1 point in Position Secured; 8 points in Assault |
| 4 | On Target | Increases chance for a critical hit and increases protection against critical hits while using Position Secured | 4 | 2% / 5% per point | 2 points in Burst Fire; 12 points in Assault |
| 5 | Base of Operations | Grants a buff that increases armor and adds critical chance while using Position Secured | 1 | - | 4 points in On Target; 16 points in Assault |
| 1 | Enhanced Precision | Increases Pprecision | 2 | 25 per point | - |
| 2 | Hose Down | Reduces action cost for Focus Fire line of attacks | 2 | 5% per point | 4 points in Assault |
| 3 | Keen Eye | Increases the range of ranged weapons | 2 | 4m per point | 2 points in Hose Down; 8 points in Assault |
| 4 | Heavy Ammunition | Increases the damage of carbines and rifles | 4 | 2% per point | 2 points in Keen Eye; 12 points in Assault |
| 5 | Marksman | Reduces action cost when using carbines and rifles | 3 | 4% per point | 4 points in Heavy Ammunition; 16 points in Assault |
| 1 | Enhanced Constitution | Increases constitution | 2 | 50 per point | - |
| 2 | Blast Radius | Increases the blast radius of grenades | 4 | 1m per point | 4 points in Assault |
| 3 | Strong Arm | Reduces action cost of grenade attacks | 4 | 2% per point | 4 points in Blast Radius; 8 points in Assault |
| 4 | Packed Explosives | Increases the damage of grenades | 4 | 2% per point | 4 points in Strong Arm; 12 points in Assault |
| 5 | Short Fuse | Decreases the fuse of grenades | 1 | 1s | 4 points in Packed Explosives; 16 points in Assault |
| 1 | Enhanced Stamina | Increases stamina | 2 | 25 per point | - |
| 2 | Focused Beam | Grants Focus Beam line of attacks | 1 | - | 4 points in Assault |
| 3 | Tibanna Gas | Increases damage of heavy weapons and flamethrowers | 4 | 2% per point | 1 point in Fous Beam; 8 points in Assault |
| 4 | Lethal Beam | Grants the Lethal Beam line of attacks | 1 | - | 4 points in Tibanna Gas; 12 points in Assault |
| 5 | Enhanced Fuel Canisters | Reduces action cost of heavy weapons and flamethrowers and adds a passive chance for DoT application with a heavy weapon | 4 | 5% / 1% per point | 1 point in Lethal Beam; 16 points in Assault |
The Kill Meter is a statistic that commandos receive if they spend their expertise points on Kill Meter expertise.
Once the Kill Meter is displayed, a commando may rack up kills on the meter. Each kill increases Kill Meter expertise ability potencies. Kills on the Kill Meter degrade over time. The more kills on the meter will cause them to degrade faster.
The Kill Meter will appear as an icon with a number over it. As you get more kills, the meter's number will get larger and change from yellow to red. The highest amount of kills the meter can have displayed is 50.
Updated 18/06/08




