The Grand Army of the Republic
Because the line of Age of Rebellion source material is still under development, with relatively 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 Force and Destiny (and the supplements for those games).
The Grand Army of the Republic also has a number of new rules for equipping troopers. A new equipment can be found under the Items tab in this campaign. And a wealth management system called “Requisition” is described on this page.
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.
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.
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 can increase this budget by 1,000 or 2,500 additional credits. (See the Incentives page for details.) 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 it does trust greater military resources to its highly-trained veterans, those with proven reliability.
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, squad members can each scrape together 1d100 credits. 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.
|Despite the versatility of options each clone trooper has available, certain items are mandatory for each muster. Each trooper must including the following in his kit:|
|—Weapon: A reliable battle weapon, usable in repeated exchanges with other infantry. The weapon must be some type of blaster, with a Range of at least Medium and without the Limited Ammo quality.|
|—Armor: An approved set of military armor, laminate material or better, with at least 2 Soak and 3 Hard Points.|
|—Communications: A Comlink of some sort, other than a hologram-using device.|
|—Environmental Breather: A Breath Mask/Respirator, Cybernetic Respirator, or the rebreathers found in Adverse Environmental Gear, Crash Survival Kit, or the like. Republic-issued Adverse Environmental Gear is very bulky and can be donned over Laminate Armor for operation under special circumstances.|
|—Rations: A minimum of five Field Ration Packs.|
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. (The version preferred by 33-Squad includes a retro-appearing Mark I-style helmet.)
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 and an approved set of military armor. 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.
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.
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 three requisition tiers and separated by contribution rank; each rank provides more advanced versions of the kits found in earlier ranks. Kits come with an Encumbrance rating of eight or lower, so as not to exceed the encumbrance threshold of a standard, unaugmented clone trooper.
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.