Energy Age Weapons

The following weapons are available at PL 8 and later.

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 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.


Energy Age Weapon Gadgets

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)

Progress Level 8 Ranged Weapons

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.

Progress Level 8 Melee Weapons

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.

Progress Level 8 Explosives And Splash Weapons

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.

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2011-11-25