Star Wars: Knights of the Old Republic/Blaster rifles


 * Blaster Rifle is required to use blaster rifles. All except s can select this feat, and it's granted to all s, s, s and s ( focuses on them). It can also be granted to any  class using the level 3  available from.

The more advanced can have additional bonuses.

Blaster carbines
Blaster carbines all have at least : Energy 1-8 (1d8), Range: 25m and : 19-20,x2 (10% chance).

Blaster Carbine

 * Energy, 1-8 (1d8)
 * Range: 25m
 * 19-20,x2

Created initially by Gungis X Weapons, blaster carbine rifles have become very popular in recent years, helped by falling prices due to competition from other companies.


 * Dantooine
 * Matale Grounds
 * 500
 * 1
 * Tatooine
 * Hunting Lodge
 * 500
 * 1
 * Manaan
 * East Central
 * 500
 * 1
 * Korriban
 * Dreshdae
 * 500
 * 5
 * }
 * Korriban
 * Dreshdae
 * 500
 * 5
 * }
 * 5
 * }

Sith Assault Gun

 * Energy, 2-9 (1d8,+1)
 * Damage Bonus: +1 Physical
 * Range: 25m
 * 19-20,x2
 * Modifier: +1

This is a modification on the blaster carbine rarely seen outside of Sith-controlled space.


 * Korriban
 * Tomb of Naga Sadow
 * 1750
 * 1
 * Leviathan
 * Command Deck
 * 1750
 * 3
 * Unknown World
 * Temple Main Floor
 * 1750
 * 2
 * }
 * Temple Main Floor
 * 1750
 * 2
 * }
 * }

Cinnagaran Carbine

 * Energy, 3-10 (1d8,+2)
 * Damage Bonus: +1 Physical
 * Range: 25m
 * 19-20,x2
 * Modifier: +2

This blaster rifle variant is one of many fine weapons produced by the factories of Cinnagar in their continued militarizing after the Great Hyperspace War a thousand years ago.


 * Korriban
 * Tomb of Naga Sadow
 * 2750
 * 1
 * }
 * }

Jurgan Kalta's Carbine

 * Energy, 4-11 (1d8,+3)
 * Damage Bonus: +2 Physical
 * Range: 25m
 * 19-20,x2
 * Modifier: +3

The Zabrak mercenary Jurgan Kalta commissioned this rifle, a weapon he liked to think of as "amusingly destructive."


 * Tatooine
 * Hunting Lodge
 * 4500
 * 1
 * }
 * 1
 * }

Jamoh Hogra's Carbine
This was the weapon of mercenary Jamoh Hogra, and was supposed to protect him against the many enemies he earned in his lifetime. Hogra's skill didn't match its potential, however.


 * Tatooine
 * Docking Bay
 * 9000
 * 1
 * }
 * }

Blaster rifles
Blaster rifles all have at least : Energy 1-8 (1d8), Range: 28m and : 19-20,x2 (10% chance).

Blaster Rifle

 * Energy, 1-8 (1d8)
 * Range: 28m
 * 19-20,x2

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.


 * Endar Spire
 * Command Module
 * 300
 * 1
 * Taris
 * South Apartments
 * 300
 * 1
 * Taris
 * Upper City South
 * 300
 * Infinite
 * Taris
 * North Apartments
 * 300
 * 1
 * Taris
 * North Apartments
 * 300
 * 1
 * Taris
 * Undercity
 * 300
 * 1
 * Taris
 * Undercity
 * (2)
 * 300
 * 2
 * Taris
 * Undercity
 * 300
 * 1
 * Dantooine
 * Courtyard
 * 300
 * 5
 * Tatooine
 * Hunting Lodge
 * 300
 * Infinite
 * Tatooine
 * Droid Shop
 * 300
 * 1
 * Tatooine
 * Dune Sea
 * (0-5)
 * 300
 * 0-5
 * Tatooine
 * Dune Sea
 * 300
 * 1
 * Tatooine
 * Sand People Enclave
 * 300
 * 1
 * Tatooine
 * Sand People Enclave
 * 300
 * 1
 * Tatooine
 * Eastern Dune Sea
 * 300
 * 1
 * Kashyyyk
 * Czerka Landing Port
 * 300
 * 2
 * Manaan
 * East Central
 * 300
 * 1
 * Leviathan
 * Command Deck
 * 300
 * 3
 * }
 * Sand People Enclave
 * 300
 * 1
 * Tatooine
 * Sand People Enclave
 * 300
 * 1
 * Tatooine
 * Eastern Dune Sea
 * 300
 * 1
 * Kashyyyk
 * Czerka Landing Port
 * 300
 * 2
 * Manaan
 * East Central
 * 300
 * 1
 * Leviathan
 * Command Deck
 * 300
 * 3
 * }
 * East Central
 * 300
 * 1
 * Leviathan
 * Command Deck
 * 300
 * 3
 * }
 * 300
 * 3
 * }

Sith Sniper Rifle

 * Energy, 2-9 (1d8,+1)
 * Range: 28m
 * 19-20,x2
 * Modifier: +1

Despite its effectiveness, these modified blaster rifles are not often employed by the Sith. They prefer to engage their enemies up close and personal.


 * Taris
 * Upper City South
 * 1500
 * 1
 * Korriban
 * Sith Academy
 * 1500
 * 1
 * Unknown World
 * Temple Main Floor
 * 1500
 * 2
 * }
 * Temple Main Floor
 * 1500
 * 2
 * }
 * }

Mandalorian Assault Rifle

 * Energy, 3-10 (1d8,+2)
 * Range: 28m
 * 19-20,x2
 * 25% chance, 6 seconds, 10
 * Modifier: +2

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.


 * Kashyyyk
 * Czerka Landing Port
 * 2500
 * 1
 * Kashyyyk
 * Lower Shadowlands
 * (3)
 * 2500
 * 3
 * Leviathan
 * Prison Block
 * 2500
 * 1
 * }
 * 2500
 * 1
 * }
 * }

Zabrak Battle Cannon

 * Energy, 6-13 (1d8,+5)
 * Range: 28m
 * 19-20,x2
 * Modifier: +3

These weapons are almost beginning to cross the line to light artillery. Armor is generally ineffective against such a weapon, unless it is of the highest quality.


 * Manaan
 * East Central
 * 4000
 * 1
 * }
 * }

Jurgan Kalta's Assault Rifle
Jurgan Kalta wanteed to make a big noise in the galaxy. If it was the screams of his enemies, all the better. This weapon was his favorite because it shared his adaptability.


 * Dantooine
 * Jedi Enclave
 * 8000
 * 1
 * }
 * }

Bowcasters
Bowcasters all have at least : Energy 1-10 (1d10), Range: 28m and : 19-20,x2 (10% chance).

Bowcaster

 * Energy, 1-10 (1d10)
 * Damage Bonus: +2 Physical
 * Range: 28m
 * 19-20,x2

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.


 * Kashyyk
 * Czerka Landing Port
 * 400
 * 2
 * Kashyyyk
 * Great Walkway
 * 400
 * 1
 * Kashyyyk
 * Village of Rwookrrorro
 * 400
 * 1
 * Kashyyyk
 * Great Walkway
 * 400
 * 1
 * Kashyyyk
 * Upper Shadowlands
 * 400
 * 1
 * }
 * 400
 * 1
 * Kashyyyk
 * Upper Shadowlands
 * 400
 * 1
 * }
 * 1
 * }

Chuundar's Bowcaster

 * Energy, 3-12 (1d10,+2)
 * Damage Bonus: +4 Physical
 * Range: 28m
 * 19-20,x2
 * Modifier: +2

Chuundar's personal weapon is a bowcaster with some unusual Czerka modifications. Most Wookiees would likely not appreciate such outside influence.


 * Kashyyyk
 * Hall of the Chieftain
 * 1500
 * 1
 * }
 * }

Zaalbar's Bowcaster
This is 's personal bowcaster. He has made modifications to it over the years, but it still tightly conforms to the traditions of his people.


 * Taris
 * Lower Sewers
 * 400
 * 1
 * }
 * }

Disruptor rifles
Disruptor rifles all have at least : Physical, 1-6 (1d6), Range: 28m and : 20-20,x2 (5% chance). Their physical damage is universal, which means it can only be reduced or negated by the feats Improved and  (2 points each).

Disruptor Rifle

 * Physical, 1-6 (1d6)
 * Range: 28m
 * 20-20,x2

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.


 * Taris
 * Black Vulkar Base
 * 400
 * 1
 * Taris
 * Sith Base (Taris)
 * 400
 * 1
 * Kashyyyk
 * Upper Shadowlands
 * 400
 * 1
 * Manaan
 * East Central
 * 400
 * 1
 * Korriban
 * Dreshdae
 * 400
 * 5
 * Leviathan
 * Command Deck
 * 400
 * 1
 * }
 * Dreshdae
 * 400
 * 5
 * Leviathan
 * Command Deck
 * 400
 * 1
 * }
 * 400
 * 1
 * }

Zabrak Disruptor Cannon

 * Physical, 8-13 (1d6,+7)
 * Range: 28m
 * 20-20,x2
 * Modifier: +2

Zabrak always command respect, especially with the aid of weapons that are even more damaging than already-outlawed standard disruptors. Unlike typical blasters, disruptors ignore most types of personal energy shields.


 * Manaan
 * Hrakert Station
 * 1500
 * 1
 * Unknown World
 * Temple Main Floor
 * 1500
 * 2
 * }
 * 1500
 * 2
 * }

Baragwin Disruptor-X Weapon
Using the same 'shaped-energy' concept as in his Ion-X Weapon, Suvam Tan has modified a Baragwin disruptor weapon as well, giving comparable levels of concussive force to the blast that the Ion-X Weapon delivers. Upgrades to this weapon could potentially greatly increase both the impact force and the penetration of its charges.


 * Yavin Station
 * Suvam Tan
 * 16000
 * 1
 * }
 * }

Ion rifles
Ion rifles all have at least : Ion, 1-6 (1d6), Ion: +2-12 vs. (2d6), Range: 28m and : 20-20,x2 (5% chance). Ion damage is trebled against droids, and doubled against shields, but this doesn't apply to that added vs. Droid: an Ion Rifle inflicts 3-18 ion damage on a droid (or 2-12 if it's using a shield), to which 2-12 is added (5-30 or 4-24 in total).

Ion Rifle

 * Ion, 1-6 (1d6)
 * Ion: +2-12 vs. (2d6)
 * Range: 28m
 * 20-20,x2

Any well-stocked militia usually has stores of ion rifles in reserve. They aren't much use against the living, but if the enemy has battle droids these weapons become essential.


 * Taris
 * Black Vulkar Base
 * 400
 * 1
 * Taris
 * Sith Base (Taris)
 * 400
 * 1
 * Tatooine
 * Hunting Lodge
 * 400
 * 2
 * Kashyyyk
 * Upper Shadowlands
 * 400
 * 1
 * Manaan
 * East Central
 * 400
 * 1
 * Korriban
 * Dreshdae
 * 400
 * 5
 * }
 * East Central
 * 400
 * 1
 * Korriban
 * Dreshdae
 * 400
 * 5
 * }
 * 400
 * 5
 * }

Bothan Droid Disruptor

 * Ion, 2-7 (1d6,+1)
 * Ion: +2-12 vs. (2d6)
 * Range: 28m
 * 20-20,x2
 * Modifier: +1

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


 * Korriban
 * Shyrack Caves
 * 750
 * 1
 * Unknown World
 * Rakatan Settlement
 * 750
 * 1
 * }
 * 750
 * 1
 * }

Verpine Droid Disruptor

 * Ion, 3-8 (1d6,+2)
 * Ion: +2-12 vs. (2d6)
 * Range: 28m
 * 20-20,x2
 * Modifier: +2

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.


 * Korriban
 * Tomb of Naga Sadow
 * 1750
 * 1
 * }
 * }

Baragwin Ion-X Weapon
This weapon is an experimental Baragwin design that has been extensively modified by Suvam Tan. He has incorporated what he describes as a 'shaped-energy' delivery system into the weapon, which allows it to deliver concussive force on impact in addition to the weapon's normal energy discharge. Upgrades to the weapon could potentially greatly increase both its impact force and its penetration.


 * Yavin Station
 * Suvam Tan
 * 12000
 * 1
 * Yavin Station
 * Suvam Tan
 * 12000
 * 1
 * }
 * 12000
 * 1
 * }

Sonic rifles
Sonic rifles all have at least : Sonic, 1-6 (1d6), :  14, Range: 28m and : 20-20,x2 (5% chance).

Sonic Rifle

 * Sonic, 1-6 (1d6)
 * 14
 * Range: 28m
 * 20-20,x2

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.


 * Tatooine
 * Hunting Lodge
 * 400
 * 1
 * Manaan
 * East Central
 * 400
 * 1
 * Korriban
 * Dreshdae
 * 400
 * 5
 * }
 * Dreshdae
 * 400
 * 5
 * }
 * }

Bothan Discord Gun

 * Sonic, 2-7 (1d6,+1)
 * 14
 * Range: 28m
 * 20-20,x2
 * Modifier: +1

This was conceived as a "last resort" weapon should espionage fail and a quick retreat be called for. It is effective, but the Bothans would prefer that it not be needed.


 * Kashyyyk
 * Czerka Landing Port
 * 1000
 * 1
 * }
 * }

Arkanian Sonic Rifle

 * Sonic, 3-8 (1d6,+2)
 * 14
 * Range: 28m
 * 20-20,x2
 * Modifier: +2

The Arkanians pioneered many non-lethal weapons that could disorient opponents, but most were retrofitted to be superior damage dealers as well because the initial demand for them was so low.

This weapon isn't available to player characters without cheating.