The following weapons are available at PL 8 and later.
Ammunition, Phasing
Phasing bullets contain microscopiccomputers 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 stabilises. 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 stabilises 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 stabilises 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 stabilises 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 Intelligence, 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.
The following gadgets are found in the Energy Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed.
Teleporting Magazine
One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon's bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously. Though the character never has to reload, he must possess enough magazines or power packs to be teleported in or else the gadget does not function.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +6.
Progress Level 8 Ammunition Types
| Ammunition (Quantity) | Type | DC | Restriction |
| Phasing (20) | Ballistic | 16 | Res (+2) |
| Weapon | Damage | Crit | Type | Range | RoF | Mag | Size | Weight | DC | Restriction |
| Cryonic rifle | 3d6 | 20 | Cold | 20' | S | 10 box | Large | 8lbs | 21 | Lic (+1) |
| Disintegrator | 3d8 | 20 | Energy | 30' | S | 10 box | Large | 6lbs | 23 | Mil (+3) |
| Lightning gun | 3d6 | 20 | Electricity | 50' | S, A | 30 box | Huge | 30lbs | 24 | Mil (+3) |
| Pulse rifle | 3d10 | 20 | Fire | 80' | S, A | 50 box | Large | 11lbs | 21 | Res (+2) |
| Sonic beam | 2d6 + special | 20 | Sonic | 40' | S | 50 box | Medium | 3lbs | 18 | Lic (+1) |
All weapons listed in this table require the Personal Firearms Proficiency feat.
An Energy weapon deals damage of a nonspecific energy type that is not subject to energy resistance.
| Weapon | Damage | Crit | Type | Size | Weight | DC | Restriction | |
| Beam sword | 2d8 | 1920 | Fire | Medium | 1lbs | 17 |
All weapons listed in this table require the Simple Weapons Proficiency feat.
| Weapon | Damage | Type | Blast | Reflex | Range | Size | Weight | DC | Restriction |
| Grenade, cryonic | 8d6 | Cold | 10' | 15 | 10' | Small | 2lbs | 19 | Res (+2) |
| Grenade, psionic | Special | 10' | 18 | 10' | Tiny | 1lbs | 22 | Res (+2) | |
| Grenade, singularity | 15d6 | Energy | 5' | 15 | 10' | Small | 2lbs | 26 | Mil (+3) |
See the weapon descriptions for details.
An Energy weapon deals damage of a nonspecific energy type that is not subject to energy resistance.