Equipment

Because the Age of Rebellion source material is relatively new, with few ancillary books, the equipment selection is still too narrow. Therefore, this campaign additionally makes use of the standard equipment described in Edge of the Empire and its supplements.

The Grand Army of the Republic also has a number of new rules for equipping troopers; a wealth management system called “Requisition.”

Requisition provides a variable budget of credits each trooper can use to equip himself between missions. A trooper can add or exchange gear before each mission, so long as the total value of his load-out does not exceed his Requisition budget. The Requisition rules replace all the starting wealth (and incremental reward) rules in Age of Rebellion.

REQUISITION

Troopers with credits or assets can buy and sell goods, legally or on the black market. But troopers rarely possess personal wealth. They cannot sell anything issued to them in their military capacity; trading in surplus is forbidden by the Command Code and by decree of the Senate. Moreover, treasure taken in the line of duty becomes property of the Republic. Rare is the trooper with salable property of any kind.

But as professional soldiers, clone troopers have little need for markets. The Republic equips each trooper. In doing so, it takes some consideration of the upcoming mission and some consideration of the rank and reliability of the individual trooper. It is the quartermaster, not some shifty merchant, who a trooper must impress if he wants to stretch his budget.

Equipment Budget

Though he has access to excellent gear, a trooper is not allowed to have unlimited amounts of it. Each trooper has an equipment budget. This limits the value of a trooper’s load-out by controlling the total cost of what the armory will issue to him.

Rookie troopers normally have a 500-credit requisition budget. This mirrors the 500 credits normally derived from Step 9 of the character creation process. Increasing Dissociation at character creation by five or ten points can increase this budget by 1,000 or 2,500 additional credits, respectively. This sort of increase is common for troopers with specialized training since those roles require more expensive gear. The choice to increase Dissociation for credits at character creation is an important one because it will affect the trooper’s budget for the rest of his career.

Each contribution rank earned adds another 3,000 credits to the trooper’s equipment budget. This is in lieu of the game’s normal “Alliance Rewards” mechanic. The Republic does not motivate its army with intermittent gifts of gear, vehicles, or other assets. But highly-trained veterans, with proven reliability, are trusted with greater military resources.

Troopers must turn in their old gear whenever they upgrade or change their equipment. If a trooper has lost or damaged his equipment, he must report the loss. This will not reduce the trooper’s budget for future acquisitions. But troopers are expected to take good care of their equipment. A loss may result in a minor reduction of Duty, depending on the circumstances. Troopers are allowed to use up consumables like stimpaks and ammunition, so long as the trooper isn’t overusing the privilege. Quartermasters like to see the empties (things like ammo casings, grenade pins, and spent syringes) so they know the items are actually being used, not being hoarded or sold.

Because a trooper’s gear comes from a budget, not real wealth, any “unspent” credits are not available as cash. But troopers do frequently carry a small amount of money for personal use. During each mission, the squad can scrape together 1d100 credits among themselves. These are real credits and are not compatible with the Requisition system. These credits might be the remainder of a special project stipend, gambling winnings, or something similar. Because this “pocket money” system is abstract, troopers cannot store up these credits (or any significant personal property purchased with them); they are assumed to be used up or lost in downtime activities.

Standard Issue

The following replaces the options in Step 10 of the character creation process.

This is My Rifle

Each clone trooper in the Grand Army of the Republic has his own weapon and suit of armor. These are provided apart from the trooper’s ability to obtain other equipment through the Requisition rules. The weapon is a DC-15A Blaster Rifle, standard issue for clone troopers throughout the Clone Wars. The armor is the Mark II Clone Trooper Laminate Armor system.

These two items do not count against the trooper’s Requisition budget. Moreover, these can be swapped for other gear, effectively increasing the budget by a like amount: 900 credits for the Blaster Rifle and 2,500 credits for the Laminate Armor.

When a trooper swaps one or both of these standard issue items, it is invariably to get better or more specialized versions of the same. The Command Code requires each trooper to muster with an approved main battle weapon (some type of blaster usable in repeated exchanges with other infantry) and an approved set of military armor (laminate material or better). Exchanging the DC-15A is common, based on the trooper’s role. But exchanging the armor is quite rare; there are few options as versatile and functional as the Mark II armor system.

Expert Technicians

Republic armories are maintained by the Quartermaster Corps, technicians with expertise in the care of modern weapons and armor. This means that players do not have to make Mechanics checks to install mods into weapon and armor attachments. The quartermaster is assumed to handle the requested modifications, automatically passing all necessary checks. This rule helps to streamline the process of equipping characters between missions.

But there are times when this benefit does not apply. If modifications are requested last-minute before a deployment, the quartermasters will not have time to make the requested alterations. Or if the modification components and schematics are acquired in the field, from other sources, the quartermasters will not be around to help. In such cases, the trooper himself must make the Mechanics check or find someone else to attempt the modification.

The Requisition Market

Usually a trooper outfits himself with whatever gear he can afford with his Requisition budget. But sometimes the trooper does not have access to a fully-stocked armory.

In such rare cases, treat a visit to the quartermaster as a type of market, using the same rules as black markets in Age of Rebellion. Because these exchanges are still above-board, replace the Streetwise check against rarity with a Negotiation check. (Add one ADVANTAGE die for each requisition rank.) Each trooper must check for his own gear; under limited-supply circumstances, what may be available to one soldier might not be entrusted to another. Moreover, the Command Code forbids squads from freely exchanging their gear among themselves to thwart the decisions of the quartermaster. When times are tight, a charming trooper can find more equipment in the armory than can his peers.

A Requisition market uses the normal rarity modifiers from Table 5-2; availability of military resources declines the further one gets from the Core Worlds. But treat large outposts or capital ship convoys as having their own modifiers. Although such well-equipped bases of operation will have as much available gear as bases on a Core planet, and do not usually require market checks, sometimes outposts get cut off from their lines of supply and new equipment gets scarce. The Game Master might even adjust the rarity of particular items based on story-driven shortages.

In some cases, troopers are so cut off from their supply lines that they must actually deal with private merchants, commandeering gear that the Republic will pay for at a later date. Not all merchants are willing to perform this service, but some can be convinced. In addition to stiff rarity modifiers, and no benefit from contribution rank, such vendors rarely have access to restricted gear.

Pre-Made Kits

Requisitioning equipment before each mission, strategizing a character’s load-out to fit within his budget and to meet his expected needs, can be an important part of a campaign. Or it can just be tedious. For players not wanting to focus on itemizing each purchase, particularly with high Requisition budgets, equipment kits present an easy-to-use alternative.

Each kit comes with a theme or purpose, from the mundane infantryman, to the most specialized combat roll. The load-outs are keyed to the first three requisition tiers: 500 credits, 1,500 credits, and 3,000 credits. Each comes with an Encumbrance rating of eight or lower, so as not to exceed the encumbrance threshold of a standard, unaugmented clone trooper.

Equipment descriptions can be found in the core rulebook or in Edge of the Empire supplements. (For edification, the Ion Grenade, Grenade Launcher, and Sidewinder Repeating Blaster are from Dangerous Covenants. The Sniper Rifle is from Enter the Unknown and the Riot Shield is from Far Horizons.)

Pre-made kits are not set in stone. Those who choose to make use of them can still subtract from and add to them, as much as their equipment budgets allow.

500-Credit Kits

Basic Infantry: Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Rifle (0 cr, 4 en), Holdout Blaster (200 cr, 1 en), Frag Grenades x2 (50 cr each, 1 en each), Combat Knife (25 cr, 1 en), Backpack (50 cr, -4 en), Extra Reloads for Blaster Rifle (25 cr, 1 en), Stimpack (25 cr, 0 en). Cost: 500, Encumbrance: 7

Specialist (Melee): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Holdout Blaster (200 cr, 1 en), Vibrosword (750 cr, 3 en), Riot Shield (300 cr, 5 en), Backpack (50 cr, -4 en), Stimpack (25 cr, 0 en). Cost: 500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 7

Specialist (Anti-Mechanist): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Pistol (400 cr, 1 en), Ion Blaster (250 cr, 3 en), Ion Grenades x3 (65 cr each, 1 en each), Load-Bearing Gear (100 cr, -3 en), Restraining Bolts x3 (35 cr each, 0 en each), Scanner Goggles (150 cr, 0 en), Extra Reloads for Ion Blaster (25 cr, 1 en), Extra Reloads for Blaster Pistol (25 cr, 1 en), Stimpack x3 (25 cr each, 0 en each). Cost: 500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 6

Immune (Corpsman): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Heavy Blaster Pistol (700 cr, 2 en), Hand Scanner (Medisensor) (100 cr, 0 en), Extra Reloads for Heavy Blaster Pistol (25 cr, 1 en), Medpac (400 cr, 2 en). Cost: 500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 7

Immune (Officer): Laminate Armor (0 cr, 1 en), Comlink (Long Range) (200 cr, 2 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Heavy Blaster Pistol (700 cr, 2 en), Frag Grenades x3 (50 cr each, 1 en each), Scanner Goggles (150 cr, 0 en), Backpack (50 cr, -4 en), Extra Reloads for Heavy Blaster Pistol (25 cr, 1 en), Stimpacks x2 (25 cr each, 0 en each), Military Field Manual (25 cr, 1 en). Cost: 500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 7

Immune (Pilot): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Blaster Carbine (850 cr, 3 en), Combat Knife (25 cr, 1 en), Crash Survival Kit (300 cr, 5 en), Backpack (50 cr, -4 en), Extra Reloads for Blaster Carbine (25 cr, 1 en), Stimpack (25 cr each, 0 en each). Cost: 500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

1,500-Credit Kits

Regular Infantry: Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Adverse Environmental Gear (500 cr, 2 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Rifle (0 cr, 4 en), Blaster Pistol (400 cr, 1 en), Frag Grenades x2 (50 cr each, 1 en each), Hand Scanner (Life Signs Sensor) (100 cr, 0 en), Scanner Goggles (150 cr, 0 en), Backpack (50 cr, -4 en), Utility Belt (25 cr, -1 en), Extra Reloads for Blaster Rifle (25 cr, 1 en), Extra Reloads for Blaster Pistol (25 cr, 1 en), Stimpacks x3 (25 cr each, 0 en). Cost: 1,500, Encumbrance: 8

Specialist (Heavy): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Heavy Blaster Rifle (1,500 cr, 6 en), Light Blaster Pistol (300 cr, 1 en), Frag Grenades x5 (50 cr each, 1 en each), Scanner Goggles (150 cr, 0 en), Backpack (50 cr, -4 en), Extra Reloads for Heavy Blaster Rifle (25 cr, 1 en), Extra Reloads for Light Blaster Pistol (25 cr, 1 en), Stimpack (25 cr, 0 en). Cost: 1,500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Specialist (Flamer): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Adverse Environmental Gear (500 cr, 2 en), Field Ration Packs x5 (5 cr each, 0 en each), Flame Projector (1,000 cr, 6 en), Heavy Blaster Pistol (700 cr, 2 en), Backpack (50 cr, -4 en), Utility Belt (25 cr, -1 en), Extra Reloads for Flame Projector (25 cr, 1 en), Extra Reloads for Heavy Blaster Pistol (25 cr, 1 en), Stimpack (25 cr, 0 en). Cost: 1,500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Specialist (Grenadier): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Pistol (400 cr, 1 en), Grenade Launcher (1,250 cr, 5 en), Launcher Frag Grenades x12 (300 cr for 2 packs, 0 en), Launcher Armor Piercing Grenades x6 (300 cr for 1 pack, 0 en), Utility Belt (25 cr, -1 en), Extra Reloads for Blaster Pistol (25 cr, 1 en), Stimpack (25 cr, 0 en). Cost: 1,500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Immune (Engineer): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Carbine (850 cr, 3 en), Ion Blaster (250 cr, 3 en), Backpack (50 cr, -4 en), Load-Bearing Gear (100 cr, -3 en), Utility Belt (25 cr, -1 en), Extra Reloads for Blaster Carbine (25 cr, 1 en), Extra Reloads for Ion Blaster (25 cr, 1 en), Forearm Grip for Blaster Carbine (Innate Talent: Point Blank) (250 cr + 50 cr, 0 en), Tool Kit (350 cr, 4 en), Fusion Lantern (150 cr, 2 en), Restraining Bolts x5 (35 cr each, 0 en each), Stimpack (25 cr, 0 en). Cost: 1,500 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

3,000-Credit Kits

Advanced Infantry: Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Rifle (0 cr, 4 en), Heavy Blaster Pistol (700 cr, 2 en), Vibroknife (250 cr, 1 en), Frag Grenades x4 (50 cr each, 1 en each), Scanner Goggles (150 cr, 0 en), Backpack (50 cr, -4 en), Load-Bearing Equipment (100 cr, -3 en), Utility Belt (25 cr, -1 en), Blaster Actuating Module for Blaster Rifle (2 Damage +1 Mods, 2 Pierce +1 Mods) (500 cr + 200 cr, 0 en), Forearm Grip for Blaster Rifle (Point Blank Mod, Accurate +1 Mod) (250 cr + 100 cr, 0 en), Telescopic Optical Sight for Blaster Rifle (250 cr, 0 en), Extra Reloads for Blaster Rifle (25 cr, 1 en), Extra Reloads for Heavy Blaster Pistol (25 cr, 1 en), Stimpack x7 (25 cr each, 0 en each). Cost: 3,000, Encumbrance: 7

Specialist (Gunner): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Sidewinder Repeating Blaster (3,350 cr, 8 en), Holdout Blaster (200 cr, 1 en), Backpack (50 cr, -4 en), Utility Belt (25 cr, -1 en), Weapon Sling for Sidewinder Repeating Blaster (100 cr, 0 en), Extra Reloads for Sidewinder Repeating Blaster (25 cr, 1 en), Extra Reloads for Holdout Blaster (25 cr, 1 en), Stimpack x2 (25 cr each, 0 en each). Cost: 3,000 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Specialist (Rocketeer): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Rocket Tube (2,000 cr, 5 en), Heavy Blaster Pistol (700 cr, 2 en), Backpack (50 cr, -4 en), Proton Rockets x4 (250 each, 0 en each), Extra Reloads for Heavy Blaster Pistol (25 cr, 1 en), Stimpacks x2 (25 cr each, 0 en each). Cost: 3,000 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 5

Specialist (Sniper): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Sniper Rifle (3,500 cr, 6 en), Holdout Blaster (200 cr, 1 en), Utility Belt (25 cr, -1 en), Stimpack x4 (25 cr each, 0 en each). Cost: 3,000 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Specialist (Tactical): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Respirator (25 cr, 1 en), Field Ration Packs x5 (5 cr each, 0 en each), Light Repeating Blaster (1,000 cr, 2 en), Light Blaster Pistol (300 cr, 1 en), Stun Grenades x3 (75 cr each, 1 en each), Vibroknife (300 cr, 1 en), Scanner Goggles (150 cr, 0 en), Backpack (50 cr, -4 en), Load-Bearing Gear (100 cr, -3 en), Utility Belt (25 cr, -1 en), Com Jammer (400 cr, 4 en), Electronic Lock Breaker (1,000 cr, 1 en), Climbing Gear (50 cr, 1 en), Binders x3 (25 cr each, 0 en each), Extra Reloads for Small Repeating Blaster (25 cr, 1 en), Stimpack x5 (25 cr each, 0 en each). Cost: 3,000 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Immune (Comms Director): Laminate Armor (0 cr, 1 en), Comlink (Long Range) (200 cr, 2 en), Adverse Environmental Gear (500 cr, 2 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Carbine (850 cr, 3 en), Com Scrambler (1,000 cr, 4 en), General Purpose Scanner (500 cr, 2 en), Backpack (50 cr, -4 en), Load-Bearing Gear (100 cr, -3 en), Utility Belt (25 cr, -1 en), Forearm Grip for Blaster Rifle (Point Blank Mod, Accurate +1 Mod) (250 cr + 100 cr, 0 en), Telescopic Optical Sight for Blaster Carbine (250 cr, 0 en), Extra Reloads for Blaster Carbine (25 cr, 1 en), Stimpack (25 cr, 0 en). Cost: 3,000 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 7

Immune (Slicer): Laminate Armor (0 cr, 1 en), Comlink (25 cr, 0 en), Adverse Environmental Gear (500 cr, 2 en), Field Ration Packs x5 (5 cr each, 0 en each), Blaster Carbine (850 cr, 3 en), Holo-Messenger (250 cr, 0 en), Datapad (75 cr, 1 en), General Purpose Scanner (500 cr, 2 en), Slicer Gear (500 cr, 2 en), BlackOps Data Breaker (1,000 cr, 1 en), Backpack (50 cr, -4 en), Utility Belt (25 cr, -1 en), Extra Reloads for Blaster Carbine (25 cr, 1 en), Stimpack x3 (25 cr each, 0 en each). Cost: 3,000 (after 900 trade-in credit for Blaster Rifle), Encumbrance: 8

Equipment

The Grand Army of the Republic Randy Randy