Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles

All blaster rifles have Feats Required: - Blaster Rifle.

The more advanced can have additional bonuses. Some blaster rifles can be created using a with sufficient  rank and Components:

Some of the following may only be acquired using ../Cheats/.

Ion rifles
While ion weapons are generally less damaging against organic opponents, they are powerful against droids. Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades.

Ion Carbine

 * Ion, 1-10 (1d10)
 * Ion: +1-10 vs.
 * Range: 28m
 * 20-20,x3
 * Not Upgradeable

Ion Carbines are versatile, low-end rifles. They are sometimes given to combat droids to provide an edge against other droid armies.

Ion Rifle

 * Ion, 1-10 (1d10)
 * Ion: +1-10 vs.
 * Range: 28m
 * 20-20,x3
 * Upgradeable (Scope, Chamber)

Unlike the less customizable carbines, rifles can be upgraded. Ion weapons cannot utilize most power pack upgrades, however.

Bothan Droid Disruptor

 * Ion, 2-11 (1d10,+1)
 * Ion: +2-20 vs.
 * Range: 28m
 * 20-20,x3
 * Modifier: +1
 * Upgradeable (Scope, Chamber)

Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out of dealing with them.

Verpine Droid Disruptor

 * Ion, 3-12 (1d10,+2)
 * Ion: +2-20 vs.
 * Range: 28m
 * 20-20,x3
 * Modifier: +2
 * Upgradeable (Scope, Chamber)

While they may have borrowed liberally from designs the Bothans initiated, the Verpine say you can't argue with results. These weapons are simply devastating against droids.

Verpine Droid Disintegrator

 * Ion, 4-22 (2d10,+2)
 * Ion: +3-30 vs.
 * Range: 28m
 * 20-20,x3
 * Modifier: +2
 * Upgradeable (Scope, Chamber)

This weapon is simply the most powerful anti-droid rifle available.

Bowcaster

 * Energy, 2-11 (1d10,+1)
 * Range: 28m
 * 19-20,x3
 * Not Upgradeable

The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target.

War Bowcaster

 * Energy, 2-11 (1d10,+1)
 * Range: 28m
 * 19-20,x3
 * Fully Upgradeable

The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. This more expensive war bowcaster is suitable for upgrading.

Ceremonial Bowcaster

 * Energy, 4-13 (1d10,+3)
 * Range: 28m
 * 17-20,x3
 * Modifier: +3
 * Bonus Feat: (Improved)
 * Not Upgradeable

This specialized bowcaster was designed for use in ceremonial hunts. It is capable of an impressive rate of fire even in unskilled hands. Though not suitable for upgrading, few of the weapon's targets would argue that further enhancement is necessary.

Blaster Carbine

 * Energy, 1-12 (1d12)
 * Range: 25m
 * 20-20,x2
 * Not Upgradeable

Blaster carbine rifles are inelegant, but effective weapons. They are commonly used by unskilled thugs and mercenaries.

Zabrak Blaster Carbine

 * Energy, 5-27 (2d12,+3)
 * Range: 25m
 * 19-20,x2
 * Not Upgradeable

The design of the Zabrak Blaster Carbine is too complicated to allow further upgrading. Fortunately, it has little need for additional enhancement.

Slavemaster Stun Carbine

 * 1
 * Range: 25m
 * 20-20,x2
 * DC 14
 * On Hit: 25% chance, 9 seconds, DC 22
 * Not Upgradeable

Trandoshan bounty hunters will use this weapon to capture their victims alive. As it is a carbine, it cannot be upgraded.

Disruptor Carbine

 * Unstoppable, 1-10 (1d10)
 * Range: 28m
 * 18-20,x2
 * Not Upgradeable

This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields.

Disruptor Rifle

 * Skill Required to Create: (16)
 * Unstoppable, 1-10 (1d10)
 * Range: 28m
 * 18-20,x2
 * Fully Upgradeable

This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields. Unlike carbines, disruptor rifles can be upgraded.

Charric

 * Unstoppable, 1-10 (1d10)
 * Range: 28m
 * 18-20,x2
 * DC 14
 * Modifier: +4
 * Fully Upgradeable

The Charric is an immensely powerful disruptor rifle. Exceedingly rare, its origin is believed to be somewhere in the Unknown Regions, though what species created it is unknown. The Charric employs maser beams and easily penetrates most armor and shields. As it is such an exotic weapon, it is incompatible with modern upgrades.

Droid Assassin's Rifle

 * Useable By:
 * Unstoppable, 1-10 (1d10)
 * Range: 28m
 * 18-20,x2 +2-20 (2d10)
 * Modifier: +5
 * Bonus Feat: (Improved, Master)

This disruptor has all the modifications an assassin droid needs: improved optics, reduced recoil, extended range, and several open ports for even more modular upgrades.

Sonic Carbine

 * Sonic, 1-10 (1d10)
 * Range: 28m
 * 20-20,x2
 * DC 14
 * Not Upgradeable

More powerful than the pistol, the sonic carbine fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim.

Sonic Rifle

 * Sonic, 2-14 (1d10+1d4)
 * Range: 28m
 * 20-20,x2
 * DC 14
 * Upgradeable (Scope)

More powerful than the pistol, the sonic rifle fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim.

Argazdan Riot Buster

 * Sonic, 1-10 (1d10)
 * Range: 28m
 * 20-20,x2
 * DC 14
 * On Hit: 50% chance, 6 seconds, DC 10
 * Upgradeable (Scope)

During the Argazdan's subjugation of the Lorrdians, non-lethal technology was a profitable commodity. The Argazdan Riot Buster knocks its target to the ground and stuns them.

Sonic Disruptor

 * Sonic, 1-10 (1d10)
 * Damage Bonus: +1-10 Unstoppable
 * Range: 28m
 * 20-20,x2
 * DC 22
 * On Hit: 25% chance, 6 seconds, DC 18
 * Upgradeable (Scope)

Combining both sonic and disruptor attacks, this rifle tears through enemy defenses.

Repeating Blaster Carbine

 * Energy, 2-12 (2d6)
 * Range: 28m
 * 20-20,x2
 * Not Upgradeable

This weapon allows the user to fire more quickly than usual, increasing his chances of survival without drastically changing the amount of equipment he would normally carry.

Repeating Blaster Rifle

 * Skill Required to Create: (13)
 * Energy, 2-12 (2d6)
 * Range: 28m
 * 20-20,x2
 * Fully Upgradeable

This weapon allows the user to fire more quickly than usual, increasing his chances of survival without drastically changing the amount of equipment he would normally carry.

Combat Enforcer

 * Energy, 2-12 (2d6)
 * Range: 28m
 * 20-20,x2 +1-6
 * DC 10
 * Modifier: -2
 * Fully Upgradeable

This powerful repeating blaster inflicts incredible pain and damage upon its victim, but is difficult to use effectively. Its origin is unclear, though there are some similarities to its design and that of Mandalorian weapons.

Onderon Repeating Carbine

 * Energy, 5-25 (4d6,+1)
 * Range: 28m
 * 20-20,x2
 * Modifier: +1
 * Not Upgradeable

These weapons were employed by the elite troops of Iziz during the Battle of Onderon. The power of these carbines, combined with their high rate of fire, was believed to play a considerable role in the rout of the Mandalorian forces.

Heavy Repeating Carbine

 * Energy, 3-22 (2d8+1d6)
 * Range: 28m
 * 20-20,x2
 * Not Upgradeable

This weapon again increases the firepower available to the foot soldier or mercenary, but it is not for the lightly armored who wish to be quick on their feet. As it is a carbine, it cannot be upgraded.

Heavy Repeating Rifle

 * Energy, 3-22 (2d8+1d6)
 * Range: 28m
 * 20-20,x2
 * Fully Upgradeable

The Heavy Repeating Rifle is one of the most powerful weapons available, delivering rapid bursts of intense energy.

Mandalorian Heavy Repeater

 * Energy, 3-24 (3d8)
 * Range: 28m
 * 20-20,x2 +1-10
 * Fully Upgradeable

With this weapon, the Mandalorians again demonstrate a complete lack of subtlety. The only thing better than a big blaster, apparently, is one that shoots faster.

Advanced Mining Laser

 * Energy, 1-12 (1d12)
 * Range: 28m
 * 19-20,x2


 * Damage: Energy, 1-11 (1d11)
 * Range: 28m
 * Critical Threat: 19-20,x2
 * Not Upgradeable

This advanced industrial mining laser can double as a makeshift blaster rifle.

Blaster Rifle

 * Skill Required to Create: (7)
 * Energy, 1-12 (1d12)
 * Range: 28m
 * 19-20,x2
 * Fully Upgradeable

More powerful than the commonly available pistol, the blaster rifle is favored by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. Unlike carbines, most rifles can be fully upgraded.

Arkanian Blaster Rifle

 * Energy, 4-15 (1d12,+3)
 * Range: 28m
 * 19-20,x2
 * Modifier: +1
 * Upgradeable (Scope)

The Arkanian Blaster Rifle's ancient design is still quite powerful by modern standards. However, they cannot be outfitted with modern firing chambers and power cells, limiting them to scopes for upgrade options.

Plasma Projector

 * Feats Required: – Blaster Rifle
 * Energy, 2-24 (2d12)
 * Range: 28m
 * 17-20,x2
 * Modifier: -1
 * Not Upgradeable

This massive weapon fires a bolt of plasma energy at its target. Difficult to wield except by highly trained marksmen, the plasma projector is also unsuitable for further upgrades.

Mandalorian Assault Rifle

 * Energy, 3-14 (1d12,+2)
 * Range: 28m
 * 19-20,x2
 * 25% chance, 6 seconds, DC 14
 * Modifier: +2
 * Fully Upgradeable

These weapons are almost overpowered for their size, but the Mandalorians prefer them that way. They do not make a habit of being subtle in their war making.

Zersium Rifle

 * Energy, 3-25 (2d12,+1)
 * Range: 28m
 * 19-20,x2
 * Modifier: +1
 * Fully Upgradeable

This rifle is made in part of Zersium, a rare mineral that aids in energy dissipation. This characteristic allows the rifle to utilize more powerful energy bursts without risking the safety of its wielder.