Doghead: See the IC thread for the weapons.
Here are the relevant stats on them:
Imperial Munitions/SoroSuub SC-4 Blaster Pistol
Weapon Type: Blaster Pistol Cost: 500
Proficiency Group: Blaster Pistols Critical: 20
Damage: 3d6 Weight: 1 Kg
Range Increment: 12 m Type: Energy
Fort DC: 15 Size: Small
Multifire/Autofire: M Break DC: 15
Hardness: 5 WP: 2
Special: A tracking device in the grip records when and where this weapon is fired. When in range of the global positioning network, it transmits this information to an Imperial tracking computer.
SoroSuub ELG-3A
Weapon Type: Blaster Pistol Cost: 500
Proficiency Group: Blaster Pistols Critical: 20
Damage: 3d6 Weight: 0.5 Kg
Range Increment: 10 m Type: Energy
Fort DC: 17 Size: Small
Multifire/Autofire: M Break DC: 15
Hardness: 4 WP: 2
Merr-Sonn Model 44
Weapon Type: Blaster Pistol Cost: 500
Proficiency Group: Blaster Pistols Critical: 20
Damage: 3d6 Weight: 1 Kg
Range Increment: 10 m Type: Energy
Fort DC: 15 Size: Small
Multifire/Autofire: M Break DC: 14
Hardness: 5 WP: 2
Lobo: For mods, you can have two "personal" mods, which only work for you, and 1 custom mod, which works for anyone. Each one will cost 1/4 the price of the weapon to add. It will take a few days - basically, it's a craft check to make an item that costs 150% of the weapon's cost. You can use the gun as normal until I'm done.
I can put:
Longer range - +1/2 the range, rounded down to the nearest even number (10 becomes 14, 30 becomes 44)
More damage - +1 damage, -1 to hit.
More accuracy - +1 to hit, -1 damage.
Higher threat - +1 to threat range (Only once)
Less weight - reduce the weight by half (Only once)
Less mf penalty - reduce the multifire penalty by 1 (only once)
Less RS penalty - reduce the rapid shot penalty by 1 (only once)
More stun - increase the stun DC by 2
Harden - Increase the hardness by 2 and wound points by 2
This works on Blaster pistols too, and they can have 3 personal and 2 custom. So a fully mod'ed blaster can be expensive, but can have some impressive stats.