Weapons
Some of you joined up just because you thought it would be fun to shoot bugs, but rest assured, we'll make you into a real soldier yet. I've seen too many recruites shoot themselves in the foot, or worse. These aren't the pop-gun toys you're used to. These are serious tools of death and destruction, the means to victory AND survival of both you and your squad. They are your lifeblood!
A trained soldier should know both his own weapons and the weapons of his enemy. Out in the field you won't have time to ask to see the owner's manual.
When you complete your training, you'll be Republic Commandos, the elite! But you won't be invincible one-man armies. You'll be limited to two firearms, and up to five of each of three portable explosives. If you want to use another weapon you'll have to ditch one. Efficiency, soldier!
Scan ahead to skip to a description of each weapon:
DC-17M (Blaster Attachment)

This is the standard issue rifle of our forces and for good reason: it gets the job done! There's three possible attachments, but you'll find the blaster quite useful. While you can only carry a maximum of two weapons at a time, including attachments, this is a wise choice for a variety of situations.

| Ammo Type: Plasma rounds |
| Ammo Count: 40 rounds per clip |
| Clip Count: 4 clips |
| Zoom: No. |
| Melee: Vibro Blade |
| Notes: Republic Standard Issue |
DC-17M (Sniper Attachment)

The second attachment to your standard rifle. With two levels of zoom, when you need to pop some enemy heads, this is your best friend.

Scoped enemy targets will glow red, while allies will glow green. Remember: a scoped head shot is a one hit kill.

| Ammo Type: Charged Plasma bolts |
| Ammo Count: 5 rounds per clip |
| Clip Count: 4 clips |
| Zoom: Yes. (2 level zoom scope, 10x/20x) |
| Melee: Vibro Blade |
| Notes: Republic weapon |
DC-17M (Anti-Armor Attachment)

The third attachment to your standard rifle. This weapon's explosive ammo is very limited so use it wisely. Packs the power needed to punch through even the hardest infantry targets. Anything but a glancing blow from this gun is a one hit kill.

| Ammo Type: Explosive grenades |
| Ammo Count: 4 grenades |
| Clip Count: (grenade loaded after each shot) |
| Zoom: No. |
| Melee: Vibro Blade (fast) |
| Notes: Republic weapon |
DC-15s
Side Arm Blaster

Preferred sidearm of our Commandos and Trandoshans alike. Your basic blaster pistol, with the added bonus of a recharging unit, which prevents running out of ammo, though you will have to recharge it eventually (after 8 shots in a row). Ensures our troopers are never without something to shoot with. This is the lightest weapon you can carry.

| Ammo Type: Charged plasma bolts |
| Ammo Count: recharging (7-8 rounds/sec) |
| Clip Count: N/A |
| Zoom: No. |
| Melee: Pistol whip |
| Notes: Standard Issue |
Accelerated Charged Particle Repeater Gun ("Repeater")

This Trando sub-machine gun is useful for its high rate of fire, equalling our own DC-17m Blaster attachment. The ACP Gun is well represented in the Trandoshan forces. Don't discount its usefulness yourselves.

| Ammo Type: Accelerated particle charges |
| Ammo Count: 40 rounds per clip |
| Clip Count: 4 clips |
| Zoom: No. |
| Melee: Vibro Blade |
| Notes: Trando Standard Issue |
ACP Array Gun ("Shotgun")

A favorite Trandoshan enforcer weapon. Highly prized by certain hardcore Republic Commandos and kept "for close encounters."
Keep all the pellets on your target and you can earn yourself a one hit kill.

| Ammo Type: Accelerated charge particle shells |
| Ammo Count: 8x8 particle charges per shot |
| Clip Count: 2 clips (8 shots per clip) + 1 clip (for total of 3, from second pickup) |
| Zoom: No. |
| Melee: Rifle butt |
| Notes: Trandoshan weapon |
LJ-50 Concussion Rifle

Don't let its ugly design fool you, this is a beast killer! Ammo count is low, but this heavy Trando gun packs a wallop, with a wide blast radius. The rifle butt has a shocking effect.
There is a slight delay between the gun firing and the expanding explosive effect. If this explosion hits the enemy dead on, it can be a one hit kill.
| Ammo Type: Concussive charged rounds |
| Ammo Count: 5 rounds per clip |
| Clip Count: 2 clips |
| Zoom: No. |
| Melee: Rifle butt |
| Notes: Trandoshan weapon |
LS-150 Heavy Repeater ("Trandoshan Repeater")

Now this is how to put some holes in the enemy! The heaviest machinegun you can carry on foot. Excellent rate of fire for mowing down hostiles, but slows down your movement and takes awhile to reload, so don't get too cocky.
If you run out of ammo, quickly run over another Heavy Repeater to restock it quicker. A final note, this gun has a nasty spike on the end, which, though slow, is great for melee attacks in a pinch.

| Ammo Type: Accelerated charged particle heavy rounds |
| Ammo Count: 80 rounds per clip |
| Clip Count: 2 clips |
| Zoom: No. |
| Melee: Rifle butt (slow) |
| Notes: Trandoshan weapon |
Wookiee Bowcastor ("Crossbow")

The famous Wookiee crossbow is surprisingly versatile, being the only other scoped weapon in your arsenal. In either mode (scope or not) it can charge up a fully powered blast in about 2.5 seconds. Its projectiles bounce off walls for those tricky corner shots. It might not seem as powerful as some of the other guns, but it can kill in 2-3 shots. A fully charged "impaler bolt" delivers a brutal electric shock to its victim and is great for headshots in scoped mode. And they aren't just called "impaler" bolts for nothing, they really bin their victims to the wall!
Note: Due to a bug, the host player of a non-dedicated server cannot see his own charge meter on the gun. Joining players can see their's though. Charge a full shot, then switch weapons without firing, then switch back, and you'll have a fully charged shot ready to fire.

Using this weapon you can charge it up, switch back and forth between scope and normal view, use the melee attack, as well as run around without using up ammo or losing your charge. As with the Sniper Rifle, scoped enemy targets will glow red, while allies glow green.
Those furry warriors don't mess around with their weapons, so treat it with respect.

| Ammo Type: Energy bolts, Energized Impaler bolts |
| Ammo Count: 12 rounds |
| Clip Count: N/A |
| Zoom: Yes (scope, 1 level zoom) |
| Melee: Rifle butt |
| Notes: Wookiee weapon |
Wookiee Guided Rocket Launcher

Another contribution from our arboreal allies. The heaviest of the Wookiee infantry weapons, it's slow firing but surpasses our own Anti-Armor capabilities, with the added bonus of a guided fire (locked on, hold the trigger while the crosshair is focused on the enemy and turns red) option. Another weighty weapon, this one will slow you down almost to walking speed.
You can run around with his weapon in lock on mode (hold down the trigger) so it's ready for action. Switching weapons lets you avoid releasing the warhead, and you won't waste any ammo. The large blast radius affords you the possibility of multiple kills with each shot. Locked on rockets (if the trigger is held down) can fire up to 5 locked on warheads for massive overkill.

| Ammo Type: Guided warhead tipped rockets |
| Ammo Count: 5 rockets |
| Clip Count: N/A |
| Zoom: No. |
| Melee: Rifle butt |
| Notes: Wookiee weapon |