TEXT: BLASTERS - EXPANDED
  Name                           Cost      Damage        Weight   Properties
  Simple Blasters
     Ion carbine
  300 cr   1d4 ion
  8 lb   Ammunition (range 60/240), reload 16, two-handed
     Light repeater
  1,900 cr   1d8 energy
  12 lb   Ammunition (range 80), auto, burst 4, reload 12, two-handed
     Needler
  275 cr   1d4 kinetic
  2 lb   Ammunition (range 40/160), reload 20, special
     Slugpistol
  100 cr   1d6 kinetic
  3 lb   Ammunition (range 40/160), reload 12
  Martial Blasters
     Blaster cannon
  3,000 cr   1d12 energy
  36 lb   Ammunition (range 100), auto, burst 2, reload 4, strength 15, 
  two-handed
     Disruptor pistol
  6,000 cr   1d8 necrotic
  6 lb   Ammunition (range 40/160), disintegrate, reload 1
     Disruptor ri�e
  7,000 cr   1d10 necrotic
  12 lb   Ammunition (range 100/400), disintegrate, reload 1, two-handed
     E-web blaster
  9,800 cr   1d12 energy
  76 lb   Ammunition (range 100), auto, burst, special
     Grenade launcher
  800 cr           —
  10 lb   Ammunition (range 80/320), reload 1, strength 13, special, two-handed
     Heavy repeater
  6,400 cr   1d10 energy
  12 lb   Ammunition (range 60), auto, burst 2, reload 8, strength 15, 
  two-handed
     Heavy shotgun
  400 cr   2d4 kinetic
  16 lb   Ammunition (range 30/120), burst 2, reload 12, strength 13, 
  two-handed
     Incinerator sniper
  5,600 cr   1d8 �re
  10 lb   Ammunition (range 150/600), disintegrate, reload 4, strength 13, 
  two-handed
     IWS
  7,200 cr           —
  12 lb   Strength 13, special, two-handed
        Antiarmor
  —                —
  —     Ammunition (range 60/240), reload 1, special
        Blaster
  —        1d8 energy
  —     Ammunition (range 80/320), reload 12
        Sniper
  —        1d12 energy
  —     Ammunition (range 120/480), reload 4
     Rocket launcher
  2,400 cr   4d6 kinetic
  20 lb   Ammunition (range 100/400), reload 1, strength 15, special, 
  two-handed
     Sonic pistol
  650 cr   1d6 sonic
  2 lb   Ammunition (range 40/160), reload 16
     Sonic ri�e
  800 cr   1d8 sonic
  10 lb   Ammunition (range 100/400), reload 12, two-handed
     Subrepeater
  1,200 cr   1d6 energy
  4 lb   Ammunition (range 30), auto, burst 8, light, reload 16
     Vapor projector
  1,600 cr           —
  14 lb   Ammunition (range special), reload 5, special, strength 13, two-handed
  WEAPON PROPERTIES
  Many weapons have special properties related to their
  use, as shown in the Weapons table.
  AUTO
  Automatic weapons can only �re in burst mode.
  DISINTEGRATE
  When a creature is reduced to 0 hit points by a weapon
  with the disintegrate property, it must make a DC 12
  Constitution saving throw. On a failed save, it dies
  immediately without making death saving throws. A
  disintegrated creature and everything it is wearing and
  carrying are reduced to a pile of �ne gray dust. A
  creature destroyed in this way can not be revitalized.
  EXPANDED CONTENT | EQUIPMENT
  1
  
  SPECIAL WEAPONS
  Weapons with special rules are described to below.
  E-WEB
  Rather than traditional power cells, the E-Web uses
  specialized power generator that allow it to �re
  continuously for 10 minutes. Replacing a battery pack
  takes an action.
  The E-Web requires the use of a tripod, which is
  included in the price. Over the course of 1 minute, you
  can deploy or collapse the E-web on the tripod. While
  deployed, your speed is reduced to 0.
  GRENADE LAUNCHER
  Rather than traditional power cells, the grenade
  launcher �res grenades. When �ring a grenade at long
  range, creatures within the radius of the grenade's
  explosion have advantage on the saving throw.
  INTERCHANGEABLE WEAPONS SYSTEM
  The IWS is a heavy weapon that can �re in there
  di�erent modes. As a bonus action, you can switch
  between each mode, detailed below. Each mode
  contains and uses its own power source.
  Antiarmor. While in this mode, rather than
  traditional power cells, the IWS �res grenades. When
  �ring a grenade at long range, creatures within the
  radius of the grenade's explosion have advantage on
  the saving throw.
  Blaster. While in this mode, the weapon uses
  traditional power cells.
  Sniper. While in this mode, the weapon uses
  traditional power cells.
  NEEDLER
  The needler includes a specialized compartment for
  poison. One dose of poison, when installed in this
  compartment, retains its potency for 1 hour before
  drying. One dose of poison is e�ective for the next 10
  shots �red by the weapon.
  ROCKET LAUNCHER
  Rather than traditional power cells, the rocket launcher
  �res specialized projectiles in the form of rockets.
  VAPOR PROJECTOR
  The vapor projector does not make attack rolls. Rather
  than traditional power cells, the vapor projector uses
  specialized projector tanks, which, when �red, spray an
  area with the contents of the tank. Projector tanks
  require your target to make a saving throw to resist the
  tank’s e�ects. The DC for this saving throw is 8 + your
  pro�ciency bonus + your Strength or Dexterity modi�er
  (your choice).
  AMMUNITION
  POWER GENERATOR
  Power generators energize the E-web blaster.
  PROJECTOR TANK, FLAME
  A �ame projector tank is a type of ammunition for the
  vapor projector. When triggered, it produces a burst of
  �ame in a 15 foot cone. Each creature must make a
  Dexterity saving throw or take 3d6 �re damage.
  Item
  Cost Weight
  Ammunition
     Power generator
  1,250 cr
  5 lb
     Projector tank, carbonite
  675 cr
  3 lb
     Projector tank, �ame
  550 cr
  3 lb
     Rocket, fragmentation
  400 cr
  2 lb
     Rocket, ion
  475 cr
  2 lb
     Rocket, plasma
  535 cr
  2 lb
  PROJECTOR TANK, CARBONITE
  A carbonite projector tank is a type of ammunition for
  the vapor projector. When triggered, it produces a
  beam of carbonite energy in a 15 foot cone. Each
  creature must make a Constitution saving throw or take
  2d6 cold damage and have its speed halved until the
  end of your next turn. If this damage reduces a creature
  to 0 hit points, that creature is frozen in carbonite for 1
  hour.
  ROCKET, FRAGMENTATION
  The fragmentation rocket is the most common
  ammunition type for the rocket launcher. On a hit, the
  target takes 3d6 kinetic damage. Hit or miss, the rocket
  then explodes. The target and each creature within 10
  feet must make a Dexterity saving throw (DC equal to 8
  + your pro�ciency bonus + your Dexterity modi�er),
  taking 3d6 kinetic damage on a failed save, or half as
  much on a succesful one.
  ROCKET, ION
  The fragmentation rocket is the most common
  ammunition type for the rocket launcher. On a hit, the
  target takes 3d6 kinetic damage. Hit or miss, the rocket
  then explodes. The target and each creature within 10
  feet must make a Dexterity saving throw (DC equal to 8
  + your pro�ciency bonus + your Dexterity modi�er),
  taking 3d4 ion damage on a failed save, or half as much
  on a succesful one. Any electronics within the blast
  radius that aren’t being worn or carried are disabled
  until rebooted.
  ROCKET, PLASMA
  The fragmentation rocket is the most common
  ammunition type for the rocket launcher. On a hit, the
  target takes 3d6 kinetic damage. Hit or miss, the rocket
  then explodes, coating the area in a 15-foot radius
  around it in �re that burns for 1 minute. When a
  creature enters the �re or starts its turn there it must
  make a Dexterity saving throw (DC equal to 8 + your
  pro�ciency bonus + your Dexterity modi�er), taking 2d6
  �re damage, or half as much on a successful one. A
  construct makes this save with disadvantage.
  EXPANDED CONTENT | EQUIPMENT
  2
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - Equipment.pdf