The following
weapons are available at PL 8.
Phasing bullets contain microscopic computers and
teleporters. When a phasing bullet encounters an obstacle between it and its target, it simply teleports past the obstacle and continues on course. In game terms, phasing bullets negate the benefits of
cover.
The
beam sword is the Energy Age's most potent
melee weapon. A small metal handle generates a solid beam of plasma contained by a
gravity-induced force field
The perfection of cryogenic technology finally reaches its most portable form in the Energy Age. A
cryonic rifle draws power from a canister of compressed mutagen, which is transmitted, via an energy beam into the target. The cryonic beam deals 3d6 points of cold
damage. A target reduced to negative
hit points by the
weapon instantly stabilizes. Furthermore, if the ray deals sufficient
damage to reduce the target to -10 or fewer
hit points, the target instead drops to -9
hit points and stabilizes automatically (in other words, the target does not die).
Cryonic rifles do not use
ammunition, but are instead powered by special power packs that allow 10 shots each (purchase DC8).
Resembling a laser rifle, a
disintegrator fires a micro-singularity that obliterates the target's molecular structure on impact. Any living creature reduced to -10
hit points by the
weapon completely disintegrates. Objects and nonliving creatures (including robots) reduced to 0
hit points by the
weapon are likewise disintegrated.
Disintegrators do not use
ammunition, but are instead powered by special power packs that allow 10 shots each (purchase DC 8).
When a cryonic grenade explodes, it deals 8d6 points of cold
damage to all creatures in a 10-foot burst radius. A successful Reflex save (DC 15) halves the
damage. The freezing cold automatically stabilizes any creature reduced to negative
hit points by the blast. If the cryonic blast deals sufficient
damage to reduce a target to -10 or fewer
hit points, the target instead drops to -9
hit points and stabilizes automatically (in other words, the target does not die).
A psionic grenade releases a 10-foot-radius psionic blast that affects only creatures with psionic abilities or powers. Any such creature that fail a Reflex save (DC 18) cannot use its psionic abilities or psionic powers for 1d4 rounds. In addition, it must succeed on a Will s ave (DC 15) o r suffer 1d6 points of temporary I ntelligence, Wisdom, and Charisma
damage.
A singularity grenade generates a
gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade's 5-foot burst radius takes 15d6 points of
damage. A successful Reflex save (DC 15) halves the
damage. If the
damage is enough to reduce a creature to -10
hit points, the grenade leaves no trace of the creature behind.
Lightning guns do not use
ammunition, but are instead powered by special power packs that allow 30 shots each (purchase DC 8).
The
pulse rifle is a fully automatic laser assault rifle capable of firing a rapid barrage of laser rounds. The
pulse rifle is the standard issue
weapon given to most heavy assault soldiers in the Energy Age.
Pulse rifles do not use
ammunition, but are instead powered by power packs.
The sonic blaster fires a pulse of destructive sound at the target, dealing 2d6 points of sonic
damage. In addition, any creature damaged by the sonic pulse must succeed on a Fortitude save (DC 15) or be deafened and shaken for 1d4 rounds.
Table: Progress Level 8 Ranged Weapons
|
Weapon1
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Rate of Fire
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Cryonic rifle
|
3d6
|
20
|
Cold
|
20 feet
|
S
|
10 box
|
Large
|
8 lb.
|
21
|
Lic (+1)
|
Disintegrator
|
3d8
|
20
|
Energy2
|
30 feet
|
S
|
10 box
|
Large
|
6 lb.
|
23
|
Mil (+3)
|
Lightning gun
|
3d6
|
20
|
Electricity
|
50 feet
|
S, A
|
30 box
|
Huge
|
30 lb.
|
24
|
Mil (+3)
|
Pulse rifle
|
3d10
|
20
|
Fire
|
80 feet
|
S, A
|
50 box
|
Large
|
11 lb.
|
21
|
Res (+2)
|
Sonic beam
|
2d6 + special
|
20
|
Sonic
|
40 feet
|
S
|
50 box
|
Medium
|
3 lb.
|
18
|
Lic (+1)
|
1 All weapons listed in this table require the Personal Firearms Proficiency feat. |
2 This weapon deals damage of a nonspecific energy type that is not subject to energy resistance. |
Table: Progress Level 8 Melee Weapons
|
Weapon1
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Beam sword
|
2d8
|
19-20
|
Fire
|
-
|
Medium
|
1 lb.
|
17
|
-
|
1 All weapons listed in this table require the Simple Weapons Proficiency feat. |
Table: Progress Level 8 Ammunition Types
|
Ammunition (Quantity)
|
Damage Type
|
Purchase DC
|
Restriction
|
Phasing (20) |
Ballistic
|
16
|
Res (+2)
|
Table: Progress Level 8 Explosives And Splash Weapons
|
Weapon
|
Damage
|
Critical
|
Damage Type
|
Burst Radius
|
Reflex DC
|
Range Increment
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Grenade, cryonic
|
8d6
|
-
|
Cold
|
10 ft.
|
15
|
10 ft.
|
Small
|
2 lb.
|
19
|
Res (+2)
|
Grenade, psionic
|
Special1
|
-
|
-
|
10 ft.
|
18
|
10 ft.
|
Tiny
|
1 lb.
|
22
|
Res (+2)
|
Grenade, singularity
|
15d6
|
-
|
Energy2
|
5 ft.
|
15
|
10 ft.
|
Small
|
2 lb.
|
26
|
Mil (+3)
|
1 See the weapon description for details. |
2 This weapon deals damage of a nonspecific energy type that is not subject to energy resistance. |
ENERGY AGE WEAPON GADGETS
The following gadgets are found in the Energy Age and can apply to
weapons of that era, provided all gadget-specific restrictions are observed.