ENERGY AGE WEAPONS

The following weapons are available at PL 8.
Ammunition, Phasing
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.
Beam Sword
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
Cryonic Rifle
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).
Disintegrator
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).
Grenade, Cryonic
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).
Grenade, Psionic
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.
Grenade, Singularity
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 Gun
A bulky and unwieldy weapon, the lightning gun is usually mounted on a tripod. It fires a crackling ray of electricity capable of sweeping large areas quickly. Characters wielding a lightning gun automatically gain the benefits of the Strafe feat.
Lightning guns do not use ammunition, but are instead powered by special power packs that allow 30 shots each (purchase DC 8).
Pulse Rifle
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.
Sonic Beam
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.
Sonic beams do not use ammunition, but are instead powered by power packs.
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.