Star Wars: Knights of the Old Republic/Heavy weapons


 * Heavy Weapons is required to use heavy weapons. Although all except s can select this feat, it's only granted upon  to s like  (who specializes in them), although it can also be granted to any organic character using the level 3  available from.

Heavy weapons are all energy weapons (although the more advanced can have damage bonuses of other types) that have Range: 28m and : 20-20,x2 (5% chance).

Repeating blasters
Repeating blasters all have at least : Energy 1-8 (1d8).

Light Repeating Blaster

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

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.


 * Taris
 * South Apartments
 * 550
 * 1
 * Dantooine
 * Courtyard
 * 500
 * 1
 * Kashyyyk
 * Upper Shadowlands
 * 500
 * 1
 * Manaan
 * East Central
 * 500
 * 1
 * Leviathan
 * Command Deck
 * 500
 * 1
 * Unknown World
 * Temple Main Floor
 * 500
 * 2
 * }
 * Command Deck
 * 500
 * 1
 * Unknown World
 * Temple Main Floor
 * 500
 * 2
 * }
 * 500
 * 2
 * }

Medium Repeating Blaster

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

Weapons such as this are not usually available for public purchase. They are best utilized during quick troop deployment and other situations where rapid suppressing fire is required.


 * Korriban
 * Dreshdae
 * 800
 * 2
 * Unknown World
 * Rakatan Settlement
 * 800
 * 1
 * }
 * 800
 * 1
 * }

Blaster Cannon

 * Energy, 3-10 (1d8,+2)
 * Range: 28m
 * 20-20,x2
 * Modifier: +2

The blaster cannon is a favorite among captains wealthy enough to hire experienced, dangerous crews and who might need a way to take them out quick if things go bad.


 * Kashyyyk
 * Czerka Landing Port
 * 600
 * 2
 * }
 * }

Baragwin Assault Gun
This light repeating blaster is an excellent example of the Baragwin aptitude for weaponry. By taking and modifying an existing repeating blaster design, the Baragwin have managed to greatly increase the damage output and added additional functionality with a variety of upgrade options.


 * Yavin Station
 * Suvam Tam
 * 15000
 * 1
 * Yavin Station
 * Suvam Tam
 * 15000
 * 1
 * }
 * 15000
 * 1
 * }

Heavy repeating blasters
Heavy repeating blasters all have at least : Energy 1-10 (1d10).

Heavy Repeating Blaster

 * Energy, 1-10 (1d10)
 * Range: 28m
 * 20-20,x2
 * Modifier: +1

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.


 * Korriban
 * Dreshdae
 * 1500
 * 2
 * Korriban
 * Sith Academy
 * 1500
 * 1
 * }
 * 1500
 * 1
 * }

Mandalorian Heavy Repeater

 * Energy, 1-10 (1d10), Damage Bonus: +1-4 Ion
 * Range: 28m
 * 20-20,x2
 * Modifier: +1

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.


 * Tatooine
 * Docking Bay
 * 2500
 * 1
 * Unknown World
 * Rakatan Settlement
 * 2500
 * 1
 * }
 * 2500
 * 1
 * }

Ordo's Repeating Blaster
This prototype heavy repeater was developed during the latter part of the Mandalorian War and never saw general production.


 * Taris
 * Davik's Estate
 * 800
 * 1
 * }
 * }

Baragwin Heavy Repeating Blaster
A heavier version of the Baragwin Assault Gun, this weapon features similar improvements over its more common version. The incredible amounts of energy contained in the beam can be upgraded even further to produce a blast capable of setting even durasteel on fire for brief periods.


 * Yavin Station
 * Suvam Tam
 * 19000
 * 1
 * }
 * }