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

All blaster pistols have Feats Required: – Blaster Pistol, and are Balanced: +2/+0 vs. two-weapon penalty if used in the off hand.

The more advanced can have additional bonuses. Some hold out blasters can be created using a with sufficient  rank and Components:

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

Mining Laser

 * Energy, 1-8 (1d8)
 * Range: 23m
 * 20-20,x2


 * Damage: Energy, 1-7 (1d7)
 * Range: 23m
 * Critical Threat: 20-20,x2
 * Not Upgradeable

This industrial hand-held laser can double as a makeshift blaster.

Blaster Pistol

 * Energy, 1-8 (1d8)
 * Range: 23m
 * 20-20,x2
 * Not Upgradeable

The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of intense coherent light powered by a replaceable power pack.

Republic Blaster

 * Energy, 1-8 (1d8)
 * Range: 23m
 * 20-20,x2
 * Fully Upgradeable

The Republic Blaster can be fully upgraded with firing chamber, targeting scope, and power cell.

Mandalorian Blaster

 * Energy, 2-9 (1d8,+1)
 * Range: 23m
 * 20-20,x2
 * Modifier: +1
 * Fully Upgradeable

The Mandalorian Blaster is a slightly more powerful version of the basic pistol common throughout the galaxy.

Systech Static Blaster

 * Energy, 1-8 (1d8)
 * Damage Bonus: +1-6 Electrical
 * Range: 23m
 * 20-20,x2
 * Upgradeable (Scope)

This unusual weapon was originally developed for use against veermok, a ferocious primate on Naboo that happens to be resistant to blaster fire. Much of the weapon's damage is electrical in nature, allowing it to bypass blaster resistance.

Zabrak Blaster Pistol

 * Energy, 4-11 (1d8,+3)
 * Range: 23m
 * 20-20,x2
 * 25% chance, 6 seconds, DC 10
 * Modifier: +3
 * Not Upgradeable

This blaster is the staple of the Zabrak mercenary, known for deadly accuracy and exceptional damage.

Onasi Blaster

 * Energy, 4-11 (1d8,+3)
 * Range: 23m
 * 20-20,x2
 * Modifier: +2
 * Fully Upgradeable

This blaster bears the symbol of the Onasi family. It perhaps once belonged to Carth Onasi, a former companion of Revan.

Systech Electric Blaster

 * Energy, 1-8 (1d8)
 * Damage Bonus: +2-12 Electrical
 * Range: 23m
 * 20-20,x2
 * Modifier: +1
 * Upgradeable (Scope)

This unusual line of weapons was originally developed for use against veermok, a ferocious primate on Naboo that happens to be resistant to blaster fire. The Electric Blaster is the high-end model. Much of the weapon's damage is electrical in nature, allowing it to bypass blaster resistance.

Micro-Pulse Blaster

 * Energy, 4-18 (2d8,+2)
 * Range: 23m
 * 20-20,x2
 * Modifier: +2
 * Fully Upgradeable

Built of durable thoranium, this blaster is able to fire more intense pulses of energy than lesser pistols are capable of. The result is the potency of an advanced blaster rifle in a one-handed weapon.

Remote's Blaster

 * Energy, 1-8 (1d8)
 * Range: 23m
 * 20-20,x2
 * Modifier: +10

Bao-Dur outfitted the Remote with this customized blaster.

Heavy Blaster

 * Energy, 1-10 (1d10)
 * Range: 23m
 * 20-20,x2
 * Not Upgradeable

These resemble regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill potential.

Arkanian Heavy Pistol

 * Energy, 2-11 (1d10,+1)
 * Range: 23m
 * 20-20,x2
 * Modifier: +1
 * Not Upgradeable

Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2000 years later they are still superior performers. Unfortunately, their design is incompatible with modern upgrade technology.

Mandalorian Heavy Blaster

 * Energy, 2-11 (1d10,+1)
 * Range: 23m
 * 20-20,x2
 * Modifier: +1
 * Fully Upgradeable

Mandalorians improved upon the standard heavy blaster design, creating a weapon that is both fully upgradeable and superior to the standard design.

Zabrak Heavy Blaster

 * Energy, 5-14 (1d10,+4)
 * Range: 23m
 * 20-20,x2
 * 25% chance, 6 seconds, DC 18
 * Modifier: +2
 * Fully Upgradeable

A more cumbersome, but also more damaging, blaster of Zabrak design.

Freedon Nadd's Blaster

 * Energy, 3-12 (1d10,+2)
 * Damage Bonus: +2-20 Dark Side
 * Range: 23m
 * 20-20,x2
 * +2
 * Restricted to: Dark Side,, ,
 * Upgradeable (Scope)

A vile weapon that once belonged to Freedon Nadd, this blaster has killed more Jedi then any lightsaber.

Field Survival Pistol

 * Skill Required to Create: (2)
 * Energy, 1-4 (1d4)
 * Range: 23m
 * 19-20,x2 +1-4
 * Fully Upgradeable

The Field Survival Pistol is a versatile back-up weapon. Though modest in performance, it is fully upgradeable.

Scout Enforcer

 * Skill Required to Create: (11)
 * Energy, 1-4 (1d4)
 * Range: 23m
 * 19-20,x2 +1-6
 * 25% chance, 6 seconds, DC 10
 * Fully Upgradeable

An advanced survival pistol, the Scout Enforcer is an effective weapon for desperate situations.

Watchman Blaster

 * Skill Required to Create: (22)
 * Energy, 2-8 (2d4)
 * Range: 23m
 * 19-20,x2 +1-8
 * 25% chance, 6 seconds, DC 14
 * Fully Upgradeable

When fully upgraded, these survival pistols can match the best heavy blaster in performance. Their stun capabilites make them an excellent off-hand weapon.

Elite Watchman Blaster

 * Energy, 2-14 (1d4+1d10)
 * Range: 23m
 * 19-20,x2 +2-12
 * 25% chance, 6 seconds, DC 18
 * Fully Upgradeable

When fully upgraded, these survival pistols can match the best heavy blaster in performance. Their stun capabilites make them an excellent off-hand weapon.

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

Ion Blaster

 * Ion, 1-6 (1d6)
 * Ion: +1-12 vs.
 * Range: 17m
 * 20-20,x3
 * Upgradeable (Scope, Chamber)

This standard Ion Blaster is commonly issued to Republic troops as a secondary weapon.

Aratech Droid Oxidizer

 * Ion, 3-8 (1d6,+2)
 * Ion: +1-10 vs.
 * Range: 17m
 * 20-20,x3
 * Modifier: +1
 * Upgradeable (Scope, Chamber)

The Aratech Ion Blaster is designed to be capable against all types of opponents, replacing the need to carry a second anti-droid side arm.

Aratech Ionmaster

 * Ion, 2-14 (1d6+1d8)
 * Ion: +2-16 vs.
 * Range: 17m
 * 20-20,x3
 * Modifier: +2
 * Upgradeable (Scope, Chamber)

This capable side-arm is at the top of Aratech's ion blaster line. It is designed for multi-purpose use, though obviously is best against droids.

Disruptor Pistol

 * Unstoppable, 1-6 (1d6)
 * Range: 23m
 * 18-20,x2
 * Not Upgradeable

These pistols are illegal in many planetary systems, being regarded as too powerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields.

Sith Disruptor

 * Unstoppable, 1-6 (1d6)
 * Damage Bonus: +1 Energy
 * Range: 23m
 * 18-20,x2
 * Fully Upgradeable

The Sith disruptor design is compatible with most types of blaster upgrades.

Mandalorian Ripper

 * Unstoppable, 3-8 (1d6,+2)
 * Range: 23m
 * 18-20,x2
 * Modifier: +2
 * Fully Upgradeable

A weapon similar to this disruptor belonged to Jigger Wraith, a bounty hunter who plagued the Republic years ago. Thirty-seven Mandalorians were executed for being him until sightings declined. As a type of disruptor, this weapon ignores most personal energy shields.

Mandalorian Disintegrator

 * Unstoppable, 6-16 (2d6,+4)
 * Range: 23m
 * 18-20,x2
 * Modifier: +2
 * Fully Upgradeable

Not surprisingly, the most deadly disruptor pistol available is of Mandalorian design. Use of this ruthless weapon is a major violation of Republic code.

Luxa's Disruptor

 * Unstoppable, 1-6 (1d6)
 * Range: 23m
 * 18-20,x2
 * Modifier: +1
 * Not Upgradeable

These pistols are illegal in many planetary systems, being regarded as too powerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields.

Sonic pistols
Sonic weapons can temporarily reduce an opponent's DEX. Additionally, many types of shields and defenses are ineffective against sonic attacks.

Sonic Pistol

 * Sonic, 1-4 (1d4)
 * Range: 17m
 * 20-20,x2
 * DC 14
 * Not Upgradeable

Sometimes referred to as "squealers", these weapons deliver a high-frequency jolt to the senses that can damage and potentially disorient an opponent.

Systech Aural Blaster

 * Sonic, 4-7 (1d4,+3)
 * Range: 17m
 * 20-20,x2
 * DC 18
 * Modifier: +1
 * Upgradeable (Scope)

Though inferior in damage potential to traditional blasters, this sonic blaster's advanced design makes it a viable weapon, especially in long combats when its deafening capabilities can accumulate.

Arkanian Sonic Blaster

 * Sonic, 4-12 (1d4+1d6,+2)
 * Range: 17m
 * 20-20,x2
 * DC 18
 * Modifier: +1
 * Not Upgradeable

This sonic pistol of Arkanian design is as potent as a normal blaster, but with the many benefits of dealing sonic damage.

Heavy Sonic Blaster

 * Sonic, 3-11 (1d4+1d6,+1)
 * Range: 17m
 * 20-20,x2
 * DC 22
 * Modifier: +1
 * Upgradeable (Scope)

This incredibly debilitating weapon is of unknown origin. Unlike most lesser models, it can be fitted with a targeting scope.

Dashade Sonic Blaster

 * Sonic, 3-6 (1d4,+2)
 * Range: 17m
 * 20-20,x2
 * DC 18
 * On Hit: Attribute Damage DC 18
 * Upgradeable (Scope)

The Dashade are a secretive and vicious species made infamous by their renowned assassins. Their weapons of choice are best known for the extreme pain they inflict.

Dashade Sonic Disruptor

 * Sonic, 2-5 (1d4,+1)
 * Damage Bonus: +1-10 Unstoppable
 * Range: 17m
 * 20-20,x2
 * DC 18
 * On Hit: Attribute Damage DC 22
 * Modifier: +1
 * Upgradeable (Scope)

The Dashade are a secretive and vicious species made infamous by their renowned assassins. Their weapons of choice are best known for the extreme pain they inflict. This improved model combines the best features of sonic and disruptor pistols.