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Republic Commando

A tactical shooter about Delta Squad: Boss, Fixer, Sev and Scorch. Missions from Geonosis to Kashyyyk show the Clone Wars through the eyes of special forces. The squadmates rely on each other's skills, and their bond as brothers in arms gradually comes into conflict with unconditional obedience to command.

In-universe time
22-19 BBY
Released
2005
Era
Fall of the Republic

About this story

Special operations inside a great war

Republic Commando begins with the clone army's arrival on Geonosis, but shifts attention from Jedi commanders to a small squad. Delta Squad handles work that demands close coordination: infiltrating enemy facilities, destroying key targets, scouting and rescuing allies. The campaign moves from the first major front to an operation aboard a ship and a mission on Kashyyyk. This creates a sense of long service, in which the characters cannot decide the course of the war on their own, but their decisions determine whether a particular team survives.

Boss, Fixer, Sev and Scorch

The player controls Boss, the squad leader. Fixer focuses on technical tasks and discipline, Sev is the sniper, and Scorch handles explosives and often eases the tension with jokes. Their voices and reactions help tell the clones apart even where armor and training make them look alike. In practice, their specialties are backed up by shared combat work: an ally needs to be put in position, covered during a hack or reached in time with medical aid. Command comes through as constant reliance on others, not just as a formal rank.

Why this needs a Legends label

The idea of clone commandos and some of the characters later appear in canon animation, but that does not carry the whole game campaign over into the current canon. The archive keeps the story of Republic Commando in Legends and places it according to when the Clone Wars events happen. Sitting next to the animated series makes it possible to compare ways of portraying soldiers without declaring every detail of both versions mutually confirmed. The game is especially useful for the theme of clone identity: they were raised to serve, but brotherhood and the fear of loss go beyond their original purpose.

Route context

Last Days of the Order

The blockade of Naboo exposes weaknesses in Republic politics, and the Separatist crisis later turns them into a galactic war. The Jedi become commanders of a clone army, the Senate grants the Chancellor emergency powers, and Anakin tries to reconcile his training with his fear for the people he loves. The films tell the central tragedy, while animation and games add the experience of soldiers, apprentices and ordinary people whose fates are decided by large-scale military choices.

All records of this era
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Transmission decrypted

During the final operation on Kashyyyk, Sev loses contact with the squad. Boss and the others want to go back for him but are ordered to leave the position and prepare for what comes next. The campaign ends without any confirmation that Sev was rescued: the army's need to keep advancing outweighs the team's wish to save their brother.

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Legends This record belongs to the old Expanded Universe. Read its events separately from the current canon.