The Grand Army of the Republic
The Grand Army of the Republic uses a new system called “Requisition.” This 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.
These 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 almost never have significant 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, with whom a trooper must haggle 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. Reduction of Duty at character creation by five or ten points can increase this budget by 1,000 or 2,500 credits, respectively. This usually reflects a trooper’s aptitudes in training since specialized roles require more expensive gear. The choice to reduce Duty 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 represented by increased equipment budgets.
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, so a loss may result in a minor reduction of Duty, depending on the circumstances. As an exception, 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 (ammo casings, grenade pins, spent syringes, etc.) 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 have a small amount of money for personal use. At the start of each mission, each clone has 1d100 credits available to him. Such sums represent the remainder of the trooper’s tiny military stipend (after regular personal expenses). This is an abstract amount; these credits (and anything purchased with them) are lost between payouts, assumed to be used up in downtime activities.
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 two items 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 budget. Moreover, they can be swapped for other gear, effectively increasing the trooper’s Requisition budget by a like amount: 900 credits for the Blaster Rifle and 2,500 credits for the Laminate Armor. But exchanging these items is a rare occurrence.
The Command Code requires each trooper to deploy with an approved set of military armor (laminate material or better) and with an approved main battle weapon (some type of blaster usable in repeated exchanges with other infantry). When a trooper swaps one or both of these standard issue items, it is often just to get better or more specialized versions of the same.
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. 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.