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Republic Hardware

[Back to Weapons]
Armor
[Phase I Clone Trooper] [Clone Pilot] [Clone SCUBA Trooper] [ARC Trooper] [Katarn Clone Commando]
Arms
[DC-15s Blaster Pistol] [DC-17 Blaster Pistol] [DC-17r Blaster Pistol] [DC-15 Blaster Rifle/Carbine] [DC-15x Sniper Rifle] [DC-17m ICWS] [ARC Repeater] ["Old Painless" Heavy Rotary Blaster] [Quad Cannon] [PLX Missile Launcher] [E WHB-10 Heavy Repeating Blaster]


ARMOR

Phase I Clone Trooper Armor
Phase I Clone Trooper Armor
Armor Type: Powered armor Proficiency Group: Powered
Cost: 8,000 Damage Reduction: 5
Maximum Dex Bonus: +2 Armor Check Penalty: -2
Speed: 8m Weight: 16kg
Availability: Prevalent, military Era:
    Made up of a pressurized black body glove that protects against hostile environments, and 20 form-fitting white plates of lightweight plastoid-alloy composite, the phase I armor is the standard issue for infantry clone troopers. The helmet contains a tactical comlink, a breath filter, and the distinctive T shaped visor, which provides clear visibility on the battlefield as well as low-light vision enhancement.
    The phase I provides the wearer with a +2 equipment bonus on Listen checks, Spot checks, and Fortitude saving throws made to resist hostile environments.
    The colored patches on their armor identify clone troopers according to rank; plain white is for the grunts, green is sergeant, blue is lieutenant, red is captain, and yellow is commander.


Clone Pilot Armor
Clone Pilot Armor
Armor Type: Armored flight suit Proficiency Group: Medium
Cost: 6,000 Damage Reduction: 4
Maximum Dex Bonus: +3 Armor Check Penalty: -3
Speed: 8m Weight: 16kg
Availability: Common, military Era:
    Based on the phase I armor, the clone pilot armor incorporates the same style and features but is also hardened for vacuum and equipped with a built-in air system.
    The pilot armor provides the wearer with a +2 equipment bonus on Listen checks, Spot checks, and Fortitude saving throws made to resist hostile environments, as well as a +4 equipment bonus on Fortitude saving throws against cold temperatures.


SCUBA Trooper Armor
SCUBA Trooper Armor
Armor Type: Powered armor Proficiency Group: Powered
Cost: 9,000 Damage Reduction: 4
Maximum Dex Bonus: +3 Armor Check Penalty: -5 (land)/-2 (water)
Speed: 6m (land)/12m (water) Weight: 16kg
Availability: Rare, military Era:
    SCUBA trooper's armor is lighter in weight than the standard plastoid-alloy composite armor worn by the line infantry. The helmet features lenses and sensors that help penetrate the ocean murk and bring underwater enemies into crisp focus. Miniaturized scrubbers built into the breathing unit are able to extract oxygen from water environments, and allow for attachment of oxygen tanks. A clone SCUBA trooper wears an aquatic propulsion pack and has maneuverability jets incorporated into his shin guards to allow for impressive underwater agility.
    The SCUBA armor provides the wearer with a +2 equipment bonus on Listen checks, Spot checks, and Fortitude saving throws made to resist hostile environments, as well as a +4 equipment bonus on Fortitude saving throws against cold temperatures.


ARC Trooper Armor
ARC Trooper Armor
Armor Type: Powered armor Proficiency Group: Powered
Cost: 9,000 Damage Reduction: 5
Maximum Dex Bonus: +2 Armor Check Penalty: -2
Speed: 8m Weight: 16kg
Availability: Rare, military Era:
    Although similar to the phase I armor worn by typical clone troopers, ARC trooper armor does boast some improvements. In addition to the pressurized body glove and armor plates, ARC armor incorporates a kama and shoulder pauldron of blast dampening material to protect vital areas and equipment. The gauntlets of ARC armor have also been modified to carry a number of useful gadgets, most commonly a grappling spike launcher and liquid cable dispenser.
    The most noticeable improvement over the phase I is the ARC’s helmet, which contains the standard comlink and enhanced visor (with low-light vision), but also a built in macrobinocular plate, a broadband antenna/signal interceptor (which allows the wearer to both multiply the comlink’s range by 10, and to eavesdrop on electronic communications with a successful Computer Use check against DC 15), and a rangefinder (reduces range penalties by half).
    ARC armor still provides the wearer with a +2 equipment bonus on Listen checks, Spot checks, and Fortitude saving throws made to resist hostile environments, as well as a +2 equipment bonus on Reflex saving throws to avoid blast damage.
    As with the phase I armor, rank is signified by color on ARC armor; blue is lieutenant and red is captain (all ARC troopers are considered officers).


Katarn-class Clone Commando Armor
Katarn-class Clone Commando Armor
Armor Type: Powered armor Proficiency Group: Powered
Cost: 10,000 Damage Reduction: 6
Maximum Dex Bonus: +2 Armor Check Penalty: -3
Speed: 8m Weight: 18kg
Availability: Rare, military Era:
    Bulkier and more heavily plated than standard phase I or ARC armor, Katarn-class armor was specifically designed for the more demanding regimen of the clone commandos. Although larger, Katarn armor is more streamlined than the rest. The helmet features a larger T visor and lacks the typical com fin. It also boasts more improvements than just more protection; a helmet light, an integrated water supply, a macrobinocular plate with low-light vision enhancement, an advanced heads-up combat display, a built-in retractable vibroblade in the left gauntlet, and an integrated backpack system.
    Like the other armor types, the Katarn armor grants the wearer a +2 equipment bonus on Listen checks, Spot checks, and Fortitude saving throws made to resist hostile environments.
    Unlike the other clone trooper types, clone commandos do not denote their rank with color patches as a matter of security; without set color rankings, the enemy cannot eliminate the squad leader out of hand.


ARMS

BlasTech DC-15s Recharging Blaster Pistol
DC-15s Recharging Blaster Pistol Weapon Type: Blaster pistol
Proficiency Group: Blaster pistol Cost: 1,000
Damage: 3d6 Critical: 20
Range Increment: 12m Weight: 2.1kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M Size: Medium
Hardness: 5      WP: 2 Break DC: 15
Availability: Rare, military Era:
    The BlasTech DC-15s Side Arm Blaster is the Republic Commando's standard issue secondary sidearm weapon. Used for close quarter combat situations or when conserving ammo is needed.
    The Self-Charging Dynamic Energy Cell keeps the DC-15s constantly recharged at a slow but steady rate. It adds 2 charges to the ammunition count every round the weapon is not fired, up to maximum capacity (20 shots).


BlasTech DC-17 Blaster Pistol
DC-17 Blaster Pistol Weapon Type: Blaster pistol
Proficiency Group: Blaster pistol Cost: 500
Damage: 3d6 Critical: 20
Range Increment: 12m Weight: 1kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M Size: Small
Hardness: 5      WP: 4 Break DC: 14
Availability: Common, military Era:
    The DC-17 is a sidearm issued to pilots and officers who have no need for the heavier DC-15. It follows the same style as the DC-15 carbine but is smaller and lighter.
    The DC-17 requires a power pack to operate. After 50 shots, the power pack must be replaced.


BlasTech DC-17r Repeating Blaster Pistol
DC-17r Repeating Blaster Pistol Weapon Type: Blaster pistol
Proficiency Group: Blaster pistol Cost: 625
Damage: 3d6-1 Critical: 20
Range Increment: 8m Weight: 1kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M/A Size: Small
Hardness: 5      WP: 4 Break DC: 14
Availability: Common, military Era:
    The DC-17r is an upgraded sidearm issued to officers and ARC troopers in the final months of the Clone Wars. Smaller than the previous DC-17 pistol, the DC-17r’s real advantage is its autofire mode. However, this feature does have drawbacks. The power drain on the weapon in autofire reduces the power of individual bolts and the kick of sustained fire reduces accuracy (-4 penalty on attack rolls when using autofire in addition to any other penalties).
    The DC-17r requires a power pack to operate. After 30 shots, the power pack must be replaced.


BlasTech DC-15 Blaster Rifle/Carbine
DC-15A Blaster Rifle Weapon Type: Blaster rifle
Proficiency Group: Blaster rifle Cost: 1,500
Damage: 3d8+1 Critical: 19-20
Range Increment: 30m Weight: 5kg
Fort DC: 16 Type: Energy
Multifire/Autofire: M Size: Large
Hardness: 5      WP: 8 Break DC: 18
Availability: Prevalent, military Era:

DC-15B Blaster Carbine Weapon Type: Blaster carbine
Proficiency Group: Blaster rifle Cost: 1,500
Damage: 3d8 Critical: 19-20
Range Increment: 20m Weight: 2.5kg
Fort DC: 16 Type: Energy
Multifire/Autofire: M Size: Medium
Hardness: 5      WP: 5 Break DC: 15
Availability: Prevalent, military Era:
    The standard issue clone infantry weapon, the DC-15 comes in both rifle (DC-15A) and carbine (DC-15B) configurations. The rifle is a sturdy, long-range weapon that can prove large and unwieldy in confined areas. The carbine is smaller but lacks the range of the rifle. The rifle requires two hands while the carbine can be fired two-handed or one-handed.
    Both the rifle and carbine can require a power pack to operate. After 100 shots, the power pack must be replaced.


BlasTech DC-15x Sniper Rifle
DC-15x Sniper Rifle Weapon Type: Sniper rifle
Proficiency Group: Blaster rifle Cost: 1,750
Damage: 3d8+2 Critical: 19-20
Range Increment: 50m Weight: 5kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 8 Break DC: 18
Availability: Common, military Era:
    A modified version of the standard DC-15, the DC-15x sports a powerful scope for accuracy over longer distances and a bipod for stability (+1 attack bonus when in use).
    The DC-15x requires a power pack to operate. After 20 shots, the power pack must be replaced.


BlasTech DC-17m Interchangeable Combat System
DC-17m w/ Ion Pulse Rifle Attachment Weapon Type: Ion pulse rifle
Proficiency Group: Blaster rifle Cost: 2,500
Damage: 3d8 Critical: 19-20
Range Increment: 20m Weight: 5.8kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M Size: Medium
Hardness: 5      WP: 8 Break DC: 18
Availability: Rare, military Era:

DC-17m w/ Sniper Attachment Weapon Type: Ion pulse sniper rifle
Proficiency Group: Blaster rifle Cost: 2,500
Damage: 3d8+2 Critical: 19-20
Range Increment: 50m Weight: 5.5kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 8 Break DC: 18
Availability: Rare, military Era:

DC-17m w/ Anti-Armor Attachment Weapon Type: Anti-armor grenade launcher
Proficiency Group: Heavy weapon Cost: 2,500
Damage: 4d8 Critical: 19-20
Range Increment: 20m (2m) Weight: 6kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 8 Break DC: 18
Availability: Rare, military Era:
DC-17m Stock Mount     The BlasTech DC-17m ICWS is the Republic Commando's standard issue Special Forces combat weapons system. Attachment components quickly convert the weapon from an Ion Pulse Blaster Rifle to an Ion Pulse Sniper Rifle or Anti-Armor charge launcher.
    The pulse rifle attachment and sniper attachment require a power pack to operate, while the anti-armor attachment fires individual grenades. After 60 shots with the pulse rifle attachment or 20 shots with the sniper attachment, the power pack must be replaced. The anti-armor attachment can hold up to 4 grenades.


ARC Repeater
ARC Repeater Weapon Type: Light repeating blaster
Proficiency Group: Blaster rifle Cost: 2,600
Damage: 3d8 Critical: 19-20
Range Increment: 40m Weight: 6kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A Size: Large
Hardness: 5      WP: 8 Break DC: 18
Availability: Rare, military Era:
    The ARC repeater is the standard issue weapon given to ARC troopers. A robust and sturdy weapon, the repeater gives the ARC trooper greater firepower than a normal clone trooper would have.
    The ARC repeater requires a power pack to operate. After 30 shots, the power pack must be replaced.


“Old Painless” Heavy Rotary Blaster
Heavy Rotary Blaster Weapon Type: Heavy repeating blaster
Proficiency Group: Heavy weapon Cost: 4,000
Damage: 4d8 Critical: 19-20
Range Increment: 30m Weight: 10kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A only Size: Large
Hardness: 5      WP: 10 Break DC: 18
Availability: Rare, military Era:
    The heavy rotary blaster, dubbed “Old Painless” by the ARC troopers who carry it, is a heavy repeating blaster designed to give ARC troopers even more firepower than their normal ARC repeaters allow. Although the weapon can be carried and used without a tripod mount, it is heavy and cumbersome and gives a penalty to multifire and autofire of –6 and –8 respectively.
    The heavy rotary blaster requires two power packs to operate. After 200 shots, the power packs must be replaced. This weapon can also be attached to a power generator for longer use.


Quad Cannon
Quad Cannon Weapon Type: Blaster cannon
Proficiency Group: Heavy weapon Cost: 4,000
Damage: 4d8+3 Critical: 19-20
Range Increment: 40m Weight: 15kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 10 Break DC: 18
Availability: Rare, military Era:
    A rare weapon to see on the battlefield, the quad cannon resembles the quad laser cannon found on many starships. It requires a special harness to carry and fire, but even then a being using it suffers a –6 attack penalty. The quad cannon fires two barrels at a time for increased damage.
    The quad cannon requires 4 power packs to operate. After 6 shots from each barrel, the power packs must be replaced. This weapon can also be attached to a power generator for longer use.


Merr-Sonn PLX Missile Launcher
PLX Missile Launcher Weapon Type: Missile launcher
Proficiency Group: Heavy weapon Cost: 3,000
Damage: 5d8 Critical: 20
Range Increment: 20m (4m) Weight: 6.3kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 10 Break DC: 18
Availability: Rare, military Era:
    The Merr-Sonn PLX series (or the "Plex," as it is called) of combination missile and rocket launcher quickly became the standard-issue weapon for rapid, high-powered response. The original edition that debuted in the Clone Wars, the PLX-1, could deliver explosive payloads capable of destroying a Trade Federation AAT.
    The launcher is an over-the-shoulder device operated by one person. It fires "dumb" rockets in a line-of-sight attack, or can program and fire the smart GAM (gravity-activated mode) guided missile especially designed for the weapon (+5, treated as a missile attack like vehicle/starship combat). The Plex chambers one projectile, and holds a second in reserve.
    A clone trooper selects the guided missile tracking mode with the push of a firing stud on the launcher housing. The two modes are EPR, which homes in on intense infrared sources such as vehicle exhaust, and GAM, which targets repulsorlift signatures coupled with specific vehicle silhouettes. A GAM missile can pursue a target for 40 kilometers before its fuel expires.


Merr-Sonn E WHB-10 Heavy Repeating Blaster
E WHB-10 Heavy Repeating Blaster Weapon Type: Heavy repeating blaster
Proficiency Group: Heavy weapon Cost: 8,000
Damage: 5d8 Critical: 19-20
Range Increment: 80m Weight: 38kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A only Size: Large
Hardness: 5      WP: 10 Break DC: 18
Availability: Rare, military Era:
    Merr-Sonn Munitions’ “Emplacement Weapon, Heavy Blaster” was designed to give the clone infantry an effective anti-personal and light anti-vehicle weapon. It can only be used while mounted on its tripod and plugged directly into a power generator and can only be used in multifire or autofire modes.
    The E WHB-10 requires a power generator to operate. The power generator provides nearly unlimited firepower, though it must be allowed to cool down for 1d4 rounds after 500 shots or so.