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Republic Military Occupational Speciality Guide 1138: Commandoes
By Wanderer
This guide is not to be reproduced in any way, shape, or form. Unauthorized copies of this guide will be confiscated. Those responsible for the confiscation of this guide will be held accountable to Regulation 248-13. Punishable by 16 weeks in the brig.











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Guide Index

Overview

Sec. I: MOS Description

Sec. IIa: Equipment-Armor

Sec. IIb: Equipment-Enhancements

Sec. IIc: Equipment-Weapons

Sec. III: Commando Squads

Sec. IV: Basic Tactics

Sec. Va: Enemies-The Confederacy

Sec. Vb: Enemies-Geonosis Inhabitants


Comments
Sec. I: MOS Description
During times of war, there will come tasks beyond the abilities of the rank and file soldier. Striking critical facilites, eliminating high value targets, and recovering sensitive information or assets are missions not meant for a soldier. They require a different kind of warrior, one trained to perform his job with exceptionalism and professionalism despite the overwhelming odds before him.
Throughout the history of the Republic, there has existed entities within the Republic Military meant to deal with such missions. During both the First and Second Republic-Empire War, the Republic maintained a special forces branch responsible for defeating many threats to the safety and stability of the Galaxy. Likewise, during this present time of crisis, there must exist an elite branch of the Grand Army capable of performing missions beyond the call of duty.
The 1138 MOS fills that crucial role. Equipped with the best weapons, armor, and enhancements, taught the best tactics, and trained for years to be honed into the vibroblade to the Army's vibroaxe. They will be deployed behind enemy lines to disrupt, eliminate, and secure crucial elements of the enemy's military infrastructure and forces before vanishing without a trace.
For those picked from birth* to be a 1138, there is no higher calling in the Grand Army of the Republic.
*Troopers showing to have skills above and beyond that of the average soldier may be picked to become Commandoes after their first deployment. Speak to your Company Sergeant for more information.
Throughout the history of the Republic, there has existed entities within the Republic Military meant to deal with such missions. During both the First and Second Republic-Empire War, the Republic maintained a special forces branch responsible for defeating many threats to the safety and stability of the Galaxy. Likewise, during this present time of crisis, there must exist an elite branch of the Grand Army capable of performing missions beyond the call of duty.
The 1138 MOS fills that crucial role. Equipped with the best weapons, armor, and enhancements, taught the best tactics, and trained for years to be honed into the vibroblade to the Army's vibroaxe. They will be deployed behind enemy lines to disrupt, eliminate, and secure crucial elements of the enemy's military infrastructure and forces before vanishing without a trace.
For those picked from birth* to be a 1138, there is no higher calling in the Grand Army of the Republic.
*Troopers showing to have skills above and beyond that of the average soldier may be picked to become Commandoes after their first deployment. Speak to your Company Sergeant for more information.
Sec. IIa: Equipment-Armor
The soldier of the Grand Army of the Republic is the best equipped soldier in the galaxy. However, Commandoes will recieve equipment well and beyond their brethren. This starts with the armor.
The Phase 1c Armor System differs from the average Phase 1 armor of the average soldier in several ways. Most noticible, and important to the operator, is found in the SHIELD SYSTEM, the KNIFE, and the HELMET
SHIELDS
The Phase 1c Armor System is equipped with a Mark 1c Personal Shield Generator created through close cooperation between Kaminoan armory technicians and liscenced contractors from throughout the galaxy. The shield is capable of taking multiple hits from a standard blaster rifle before failing, and has a rapid recharge. This allows the Commando to take more hits than usual before being incapacitated. However, this shield is meant to deflect plasma bolts, and not physical impacts. It is recommended that Commandoes avoid being in close proximity of enemies using large blunt objects or knife-like or spear-like weapons, as the shields will fail after one to two blows.
KNIFE
In the tradition of Republic military special forces organizations, the Phase 1c Armor System has been equipped with a short "commando knife" in the left gauntlet. Triggered by thrusting the arm forward, the vibroblade will extend and is capable of killing most organics with a single blow, as per standard Commando training will teach. Attacking mechanized or reinforced enemies will require precision, and often times a single knife blow will not do.
HELMET
The Phase 1c Armor System's biggest difference to the Phase 1 armor exists in the Helmet. Using a variety of small sensors, the Helmet gives a Commando a wealth of information that a normal soldier would be berefit of. This includes shield strength, physical injury level (both of which are located on the bottom of helmet, on both sides), squad status (located to the bottom left, above the shield bar), a weapons crosshair (found in the center of the helmet, assuming operator is aiming weapon at shoulder level straight forward), and an objectives indicator (top of the helmet display). Another major advantage the Phase 1c helmet has is its multiple view modes. By activating the different modes, the operator can toggle between normal, tactical (which displays the location of teammates), and low visibility modes (which displays a black and white image capable of seeing up to 50m in low light conditions).
The Phase 1c Armor System differs from the average Phase 1 armor of the average soldier in several ways. Most noticible, and important to the operator, is found in the SHIELD SYSTEM, the KNIFE, and the HELMET
SHIELDS
The Phase 1c Armor System is equipped with a Mark 1c Personal Shield Generator created through close cooperation between Kaminoan armory technicians and liscenced contractors from throughout the galaxy. The shield is capable of taking multiple hits from a standard blaster rifle before failing, and has a rapid recharge. This allows the Commando to take more hits than usual before being incapacitated. However, this shield is meant to deflect plasma bolts, and not physical impacts. It is recommended that Commandoes avoid being in close proximity of enemies using large blunt objects or knife-like or spear-like weapons, as the shields will fail after one to two blows.
KNIFE
In the tradition of Republic military special forces organizations, the Phase 1c Armor System has been equipped with a short "commando knife" in the left gauntlet. Triggered by thrusting the arm forward, the vibroblade will extend and is capable of killing most organics with a single blow, as per standard Commando training will teach. Attacking mechanized or reinforced enemies will require precision, and often times a single knife blow will not do.
HELMET
The Phase 1c Armor System's biggest difference to the Phase 1 armor exists in the Helmet. Using a variety of small sensors, the Helmet gives a Commando a wealth of information that a normal soldier would be berefit of. This includes shield strength, physical injury level (both of which are located on the bottom of helmet, on both sides), squad status (located to the bottom left, above the shield bar), a weapons crosshair (found in the center of the helmet, assuming operator is aiming weapon at shoulder level straight forward), and an objectives indicator (top of the helmet display). Another major advantage the Phase 1c helmet has is its multiple view modes. By activating the different modes, the operator can toggle between normal, tactical (which displays the location of teammates), and low visibility modes (which displays a black and white image capable of seeing up to 50m in low light conditions).
Sec. IIb: Equipment-Enhancements
The Commando recieves multiple implants upon the completion of basic combat training and before recieving MOS training. There is truly only one implant that is worth mentioning, as it is the implant that will make the largest difference to a Commando in the field.
BACTA IMPLANT
The Mark 1 Bacta Implant is a revolutionary new device meant for all commandoes, and is scheduled to be given to all troopers within the next two galactic years. Using nanomachines inside the Commando's bloodstream and a central implant on the heart, the Commando is capable of sustaining damage well and beyond the breaking point of a normal human being. Most importantly, though, is that the Commando is capable of using wall-mounted or stationary bacta stations (marked with a cross on the helmet display) to quickly heal damaged wounds. Furthermore, the implant allows for critically injured soldiers to be revived through the use of the Mark 1 Resuscitation Device. Effectively, this implant allows a smart Commando team to be invincible.
BACTA IMPLANT
The Mark 1 Bacta Implant is a revolutionary new device meant for all commandoes, and is scheduled to be given to all troopers within the next two galactic years. Using nanomachines inside the Commando's bloodstream and a central implant on the heart, the Commando is capable of sustaining damage well and beyond the breaking point of a normal human being. Most importantly, though, is that the Commando is capable of using wall-mounted or stationary bacta stations (marked with a cross on the helmet display) to quickly heal damaged wounds. Furthermore, the implant allows for critically injured soldiers to be revived through the use of the Mark 1 Resuscitation Device. Effectively, this implant allows a smart Commando team to be invincible.
Sec. IIc: Equipment-Weapons
The Commando's mission will take him far behind enemy lines, where he cannot rely on brute force or overwhelming combined arms support to accomplish his mission. Therefore, the Commando must rely on his specially-made weapons to accomplish his mission.
DC-17m MODULAR ASSAULT CARBINE-CARBINE MODULE
The DC-17m is an upgraded version of the standard DC-15 blaster rifle. Equipped with a shorter barrel, folding stock, and simplified bolt and magazine system, the DC-17m is the standard rifle of the Commandoes and is module capable. Each magazine for the DC-17m holds 60 compressed plasma bolts capable of 800m effective range, best effective against weaker droids or the heads of organic enemies. The weapon itself tracks, as per standard weapons throughout the galaxy, the ammount of ammunition held on the operator's person, not the amount in the magazine (total amount held is 300 plasma bolts). Pay attention instead to the depleting bolt line to track how much is left in the current magazine. The DC-17m has iron sights calibrated for shooting at 300m or less, meaning that it is fairly effective at allowing for precise shooting from the standard firing mode. In essence, the Carbine Module of the DC-17m is best meant for shooting at close quarters and at weaker hostiles.
DC-17m MODULAR ASSAULT CARBINE-SNIPER MODULE
The DC-17m's Sniper Module is meant to rectify the weaknesses of the Carbine Module. By changing out the barrel, firing bolt, rear sight, and ammunition clip, the DC-17m becomes capable of semi-automatic fire at ranges exceeding 2000m. The powerful plasma bolts used in the 5-shot magazine (total amount held is 20 plasma bolts) are much stronger and more effective than the standard bolt, though it is recommended that operators still aim for the head or a designated weak point over any other portion of the body for best use. The digital sight, linked to the operator's helmet, allows for 10x and 20x magnification, allowing for precise shooting well beyond visual range.
DC-17m MODULAR ASSAULT CARBINE-ANTI ARMOR MODULE
The DC-17m's Anti-Armor Module was created for the express purpose of neutralizing the heaviest enemies a Commando could encounter. By switching out the barrel, firing bolt, and magazine system, the weapon becomes capable of firing a single 40mm thermal detonator grenade launcher round (maximum of 4 held). This module loses most of its range, and cannot be aimed similar to the Carbine or Sniper Modules. This module is best meant for the elimination of larger, armored enemies.
DC-15s STANDARD INFANTRY SIDEARM
The DC-15s is the standard sidearm of the Grand Army of the Republic. Using a unique energy core, the weapon is capable of unlimited fire (subservient to energy charge and recharge rates). This sidearm does not have the kick of larger weapons, but it is a proficient sidearm for desperate or stealthy situations due to its recharging energy and quieter sound signiature. Best used for close quarters fighting or for when ammunition is running low.
GRENADES
The Commando will typically carry four types of grenades on deployment: The standard Thermal Detonator, the Electromagnetic Pulse (EMP) Detonator, the Sonic Detonator, and the Flashbang Detonator. The Thermal Detonator is a fragmentation/high explosive grenade capable of destroying anything in a 5m blast radius and wounding anything within 10m. It is recommended to be thrown at groups of weaker enemies in close proximities or as a weapon against larger enemies. The EMP Detonator is designed specifically to neutralize battle droids, but can be used to shock organic enemies as well. It has an effective radius of 10m, but rarely kills anything larger than the Trade Federation's B1 Battle Droid. Sonic Detonators typically explode upon contact with a blast radius of 10m, but in some situations they can be used as trip-mines. Finally, the Flashbang Detonator is meant to fill the role the EMP Detonator has with droids, and will stun and disorientate organic enemies who are in close proximity to it. Operators are reminded not to look at a Flashbang Detonator.
DC-17m MODULAR ASSAULT CARBINE-CARBINE MODULE
The DC-17m is an upgraded version of the standard DC-15 blaster rifle. Equipped with a shorter barrel, folding stock, and simplified bolt and magazine system, the DC-17m is the standard rifle of the Commandoes and is module capable. Each magazine for the DC-17m holds 60 compressed plasma bolts capable of 800m effective range, best effective against weaker droids or the heads of organic enemies. The weapon itself tracks, as per standard weapons throughout the galaxy, the ammount of ammunition held on the operator's person, not the amount in the magazine (total amount held is 300 plasma bolts). Pay attention instead to the depleting bolt line to track how much is left in the current magazine. The DC-17m has iron sights calibrated for shooting at 300m or less, meaning that it is fairly effective at allowing for precise shooting from the standard firing mode. In essence, the Carbine Module of the DC-17m is best meant for shooting at close quarters and at weaker hostiles.
DC-17m MODULAR ASSAULT CARBINE-SNIPER MODULE
The DC-17m's Sniper Module is meant to rectify the weaknesses of the Carbine Module. By changing out the barrel, firing bolt, rear sight, and ammunition clip, the DC-17m becomes capable of semi-automatic fire at ranges exceeding 2000m. The powerful plasma bolts used in the 5-shot magazine (total amount held is 20 plasma bolts) are much stronger and more effective than the standard bolt, though it is recommended that operators still aim for the head or a designated weak point over any other portion of the body for best use. The digital sight, linked to the operator's helmet, allows for 10x and 20x magnification, allowing for precise shooting well beyond visual range.
DC-17m MODULAR ASSAULT CARBINE-ANTI ARMOR MODULE
The DC-17m's Anti-Armor Module was created for the express purpose of neutralizing the heaviest enemies a Commando could encounter. By switching out the barrel, firing bolt, and magazine system, the weapon becomes capable of firing a single 40mm thermal detonator grenade launcher round (maximum of 4 held). This module loses most of its range, and cannot be aimed similar to the Carbine or Sniper Modules. This module is best meant for the elimination of larger, armored enemies.
DC-15s STANDARD INFANTRY SIDEARM
The DC-15s is the standard sidearm of the Grand Army of the Republic. Using a unique energy core, the weapon is capable of unlimited fire (subservient to energy charge and recharge rates). This sidearm does not have the kick of larger weapons, but it is a proficient sidearm for desperate or stealthy situations due to its recharging energy and quieter sound signiature. Best used for close quarters fighting or for when ammunition is running low.
GRENADES
The Commando will typically carry four types of grenades on deployment: The standard Thermal Detonator, the Electromagnetic Pulse (EMP) Detonator, the Sonic Detonator, and the Flashbang Detonator. The Thermal Detonator is a fragmentation/high explosive grenade capable of destroying anything in a 5m blast radius and wounding anything within 10m. It is recommended to be thrown at groups of weaker enemies in close proximities or as a weapon against larger enemies. The EMP Detonator is designed specifically to neutralize battle droids, but can be used to shock organic enemies as well. It has an effective radius of 10m, but rarely kills anything larger than the Trade Federation's B1 Battle Droid. Sonic Detonators typically explode upon contact with a blast radius of 10m, but in some situations they can be used as trip-mines. Finally, the Flashbang Detonator is meant to fill the role the EMP Detonator has with droids, and will stun and disorientate organic enemies who are in close proximity to it. Operators are reminded not to look at a Flashbang Detonator.
Sec. III: Commando Squads
Commando Squads are equivalent in size to Trooper Fireteams. They are made up of four Commandoes, each with a specific role to fill. The typical organization of a Commando Squad is a SQUAD LEADER, a DEMOLITIONS EXPERT, a SLICER, and a MARKSMAN.
SQUAD LEADER
The Squad Leader of a Commando team is meant to lead his forces. While all the Commandoes are capable of leadership, the Squad Leader recieves advanced leadership training during his MOS training, and typically is the brains of a Commando Squad.
DEMOLITIONS EXPERT
Demolitions Experts are Commandoes meant to be the best at using explosives, and are keen to notice opertunities to use det-packs. While all Commandoes are capable of using explosives, the Demolitions Experts are the best at it.
SLICER
Slicers are Commandoes specially trained to hack into computer systems throughout the galaxy. They are extremely efficient in their roles, and will inform the Squad Leader of opportunites to use technology, and thusly stealth, over a louder, more explosive route. While all Commandoes are trained to slice, the Slicer is the best of the Squad.
MARKSMAN
The Marksman of a Commando Squad is a master of using the DC-17m's Sniper Module, and is capable of engaging targets more effectively than any other member of the team. Even though other members of the team are capable of effectively using the Sniper Module when asked, the Marksman is the top shot of the Squad.
SQUAD LEADER
The Squad Leader of a Commando team is meant to lead his forces. While all the Commandoes are capable of leadership, the Squad Leader recieves advanced leadership training during his MOS training, and typically is the brains of a Commando Squad.
DEMOLITIONS EXPERT
Demolitions Experts are Commandoes meant to be the best at using explosives, and are keen to notice opertunities to use det-packs. While all Commandoes are capable of using explosives, the Demolitions Experts are the best at it.
SLICER
Slicers are Commandoes specially trained to hack into computer systems throughout the galaxy. They are extremely efficient in their roles, and will inform the Squad Leader of opportunites to use technology, and thusly stealth, over a louder, more explosive route. While all Commandoes are trained to slice, the Slicer is the best of the Squad.
MARKSMAN
The Marksman of a Commando Squad is a master of using the DC-17m's Sniper Module, and is capable of engaging targets more effectively than any other member of the team. Even though other members of the team are capable of effectively using the Sniper Module when asked, the Marksman is the top shot of the Squad.
Sec. IV: Basic Tactics
The Commando Squad Leader is capable of using his team as a weapon beyond that of any rifle, bomb, or vehicle in the galaxy. Knowing how to best use a Commando Squad is the best way to win.
The most intergral part of basic tactics is the squad stance. The Squad Leader can quickly order his team to be put on the offensive and SEARCH AND DESTROY (indicated by multiple arrows going up on the squad tracker in the helmet display), to stick with the leader and FORM UP (indicated by a single arrow going down), or to HOLD POSITION (indicated by a single arrow going up). The squad will follow those orders until reaching a position where they cannot go further without the Squad Leader, or until other orders arrive to leave that position or to take the offensive.
Another major tactic is the use of the targeting system of the Phase 1c helmet to mark a target to the entire team. When a target is marked, the target's status will appear in the bottom left corner of the helmet display, above the squad markers, and the squad markers will change to a bullseye. Once a target is destroyed, the squad will return to its previous state.
Finally, Squad Leaders can assigned Commandoes to positions throughout a battlefield, marked by a holographic icon on the helmet. These range from sniper positions to door breaches to manning turrets. To call a Commando back, they can be manually ordered back, or all Commandoes can be returned by telling them to LEAVE POSITION.
The most intergral part of basic tactics is the squad stance. The Squad Leader can quickly order his team to be put on the offensive and SEARCH AND DESTROY (indicated by multiple arrows going up on the squad tracker in the helmet display), to stick with the leader and FORM UP (indicated by a single arrow going down), or to HOLD POSITION (indicated by a single arrow going up). The squad will follow those orders until reaching a position where they cannot go further without the Squad Leader, or until other orders arrive to leave that position or to take the offensive.
Another major tactic is the use of the targeting system of the Phase 1c helmet to mark a target to the entire team. When a target is marked, the target's status will appear in the bottom left corner of the helmet display, above the squad markers, and the squad markers will change to a bullseye. Once a target is destroyed, the squad will return to its previous state.
Finally, Squad Leaders can assigned Commandoes to positions throughout a battlefield, marked by a holographic icon on the helmet. These range from sniper positions to door breaches to manning turrets. To call a Commando back, they can be manually ordered back, or all Commandoes can be returned by telling them to LEAVE POSITION.
Sec. Va: Enemies-The Confederacy
Formed three galactic months ago, the Confederacy is the brainchild of former Jedi Count Dooku. While the Confederacy has shown at present no hostile intentions towards the Republic, the Republic has taken the stance that the seceding done by the Confederate planets was illegal, and the planets will be returned to the Republic, by force if necessary. As of the time of the writing of this guide, it is assumed that the Republic is at war with the Confederacy.
The Confederacy differs from other galactic militaries in the sense that it is almost entirely droid based. This system has its strengths and weaknesses, but that is to be left to tacticians and military philosophers, not Commandoes. What is meant for the average soldier is the enemy, and how to kill them.
B1 BATTLE DROIDS
The standard "infantryman" of the Confederacy, the black-armored B1 Battle Droid is an upgrade of the Trade Federation's B1 as seen across the galaxy, and in the recent Trade Federation blockade and invasion of the planet of Naboo. They are relatively weak enemies, but make up for their weakness in pure numbers. They are typically equipped with a small, hand-held blaster rifle.
WEAK SPOT: The "head" contains the neural circuts. Destroying it destroys the droid in quick order.
B2 SUPER BATTLE DROIDS
A relatively new development in the Confederate military, the B2 is an enhanced version of the B1. Featuring sleek silver-blue armor casing, the B2 is capable of taking far more punishment than the B1 due to redundant systems and the lack of a central neural circut. Standing taller than the average human and armed with a powerful arm-mounted blaster repeater and heavy cannon, the B2 is a threat to any trooper.
WEAK SPOT: After destroying the outer armor protecting the inner workings of the B2, focus fire on the red Optical Cluster; focusing fire here will, with enough time, destroy the droid. Firing on any exposed circutry will have a similar effect.
"DROIDEKA" ROLLING BATTLE DROIDS
Another invention of the Trade Federation, the "Droideka" is a battle droid capable of folding itself into a small ball to ease movement across the battlefield. When engaged, it will deploy and engage a personal shield similar to the Phase 1c Armor System's shielding. With twin cannons on both "arms", it is a threat to be reckoned with.
WEAK SPOT: If the shield is disabled, the Droideka is easily taken out by firing on the weak alloy. An EMP Detonator is the quickest way to disable said shield. Another, more "inventive" tactic is to charge the Droideka. Their guns cannot swivel in fast enough, and enough blows with the vibroblade will destroy it in quick order. Not recommended when multiple droids are on the field.
"SPIDER DROID" MECHANIZED AUTONOMOUS WALKERS
As tall as the B2 but far, far larger, the "Spider Droid" is a massive gun platform designed to kill infantry. It has missiles, a main cannon, and a smaller blaster for ordinance. With thick armor plating rated similarly to starship hulls, small arms fire is almost useless against it.
WEAK SPOT: Located below the main chassis is a small red Optical Cluster. Focusing fire here will eventually destroy the droid. No other part of the machine is vulnerable to attack, and the cluster is always in the front (ie, the dangerous part) of the droid.
The Confederacy differs from other galactic militaries in the sense that it is almost entirely droid based. This system has its strengths and weaknesses, but that is to be left to tacticians and military philosophers, not Commandoes. What is meant for the average soldier is the enemy, and how to kill them.
B1 BATTLE DROIDS
The standard "infantryman" of the Confederacy, the black-armored B1 Battle Droid is an upgrade of the Trade Federation's B1 as seen across the galaxy, and in the recent Trade Federation blockade and invasion of the planet of Naboo. They are relatively weak enemies, but make up for their weakness in pure numbers. They are typically equipped with a small, hand-held blaster rifle.
WEAK SPOT: The "head" contains the neural circuts. Destroying it destroys the droid in quick order.
B2 SUPER BATTLE DROIDS
A relatively new development in the Confederate military, the B2 is an enhanced version of the B1. Featuring sleek silver-blue armor casing, the B2 is capable of taking far more punishment than the B1 due to redundant systems and the lack of a central neural circut. Standing taller than the average human and armed with a powerful arm-mounted blaster repeater and heavy cannon, the B2 is a threat to any trooper.
WEAK SPOT: After destroying the outer armor protecting the inner workings of the B2, focus fire on the red Optical Cluster; focusing fire here will, with enough time, destroy the droid. Firing on any exposed circutry will have a similar effect.
"DROIDEKA" ROLLING BATTLE DROIDS
Another invention of the Trade Federation, the "Droideka" is a battle droid capable of folding itself into a small ball to ease movement across the battlefield. When engaged, it will deploy and engage a personal shield similar to the Phase 1c Armor System's shielding. With twin cannons on both "arms", it is a threat to be reckoned with.
WEAK SPOT: If the shield is disabled, the Droideka is easily taken out by firing on the weak alloy. An EMP Detonator is the quickest way to disable said shield. Another, more "inventive" tactic is to charge the Droideka. Their guns cannot swivel in fast enough, and enough blows with the vibroblade will destroy it in quick order. Not recommended when multiple droids are on the field.
"SPIDER DROID" MECHANIZED AUTONOMOUS WALKERS
As tall as the B2 but far, far larger, the "Spider Droid" is a massive gun platform designed to kill infantry. It has missiles, a main cannon, and a smaller blaster for ordinance. With thick armor plating rated similarly to starship hulls, small arms fire is almost useless against it.
WEAK SPOT: Located below the main chassis is a small red Optical Cluster. Focusing fire here will eventually destroy the droid. No other part of the machine is vulnerable to attack, and the cluster is always in the front (ie, the dangerous part) of the droid.
Sec. Vb: Enemies-Geonosis Inhabitants
NOTE: Operation "Vicious Thunder" is in effect. This part of the guide is classified TOP SECRET. Those who do not comply to Regulation 284-01 are liable to prosecution, and is punishable by death.
The inhabitants of the desert world of Geonosis are rabidly supportive of the Confederate cause, and will defend their planet to the last man if need be alongside their Battle Droid creations. Because of Geonosis's capability of a "droid foundry world", Operation "Vicious Thunder" has been planned to attack and eliminate their capabilities to aid the Confederate war machine.
Geonosians are roughly average human height, buglike, and have wings that allow them to fly for sustained periods of time. They can cling to almost any surface, but have thin exoskeletons that make them typically very easy to kill. Most are equipped with spears that are extremely effective against Phase 1 body armor.
On Geonosis, troopers are reminded that they will not only come across the standard Geonosian soldier caste, but also Geonosian larvae and Geonosian hive leader caste elements. The Larvae are small quadropeds without the capability to fly but can attack with acid projectiles from their body. They are not much of a threat, but can overwhelm. Elites, on the other hand, are the most dangerous form of Geonosian. Genetically altered to have large blood sacks, they are equipped with a profane weapon that uses blood as a power source for a powerful beam capable of overwhelming any armor system with enough sustained fire. They are extremely dangerous and must be prioritized.
The inhabitants of the desert world of Geonosis are rabidly supportive of the Confederate cause, and will defend their planet to the last man if need be alongside their Battle Droid creations. Because of Geonosis's capability of a "droid foundry world", Operation "Vicious Thunder" has been planned to attack and eliminate their capabilities to aid the Confederate war machine.
Geonosians are roughly average human height, buglike, and have wings that allow them to fly for sustained periods of time. They can cling to almost any surface, but have thin exoskeletons that make them typically very easy to kill. Most are equipped with spears that are extremely effective against Phase 1 body armor.
On Geonosis, troopers are reminded that they will not only come across the standard Geonosian soldier caste, but also Geonosian larvae and Geonosian hive leader caste elements. The Larvae are small quadropeds without the capability to fly but can attack with acid projectiles from their body. They are not much of a threat, but can overwhelm. Elites, on the other hand, are the most dangerous form of Geonosian. Genetically altered to have large blood sacks, they are equipped with a profane weapon that uses blood as a power source for a powerful beam capable of overwhelming any armor system with enough sustained fire. They are extremely dangerous and must be prioritized.
20 Comments
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Dogrubb
Jul 10, 2024 @ 8:45pm
lets go my favourite activity reading

Waffular
Oct 21, 2023 @ 6:10pm
please make more stuff like this

🐾 Dante.S ⚡
Jul 11, 2022 @ 8:35am
Another one to the list of rules and my kill count.

n gaming (real n)
Feb 7, 2022 @ 2:52pm
"skills above and beyond that of the average soldier" If the 212th boi who jumped on a crab droid and shot it to bits isn't an RC I'll be seriously upset.

Redpanda1907
Aug 18, 2020 @ 6:18pm
Regulation 248-13 is about speed limits lol
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