From Discovered

Advancements in warfare, ballistics, and materials have not yet supplanted the common archetypes of 20th century weapons. As with Armour, weapon damage shifts are exponential. Basic weapons - fists, feet, small knives, small arms) have a shift of 0. These can still kill a normal person quite easily, especially if the attacker's approach bonus is large. A shift of +8 is getting into the multi-ton range of destructive power.

Melee weapons have become popular again because of the protective capacity of modern body armour. In a fight between soldiers in TALOS or SAMURI armour you need armour piercing anti-tank weapons to have any reasonable chance of doing damage. Monofilament blades, on the other hand, are inexpensive, limit collateral damage, and don't run out of ammunition.

Determining if an attack hits the target is done before any damage resistance bonuses are applied to the rolls.

Attack Modifiers

Attack modifiers change an attack in a specific way to make it more effective or specialized. For example, an Armour Piercing kinetic attack (e.g., a machine gun with AP rounds) is able to ignore some DR against kinetic attacks. Attack modifiers may also change the type of damage done, such that the attack targets an approach or ability instead of resilience. Changing the attack type does not have a refresh cost.

Defence Modifiers



Most weapons affect the target's resilience, and are handled by soaking the physical or mental stress. Specialized attacks may reduce an approach score, or affect an ability. As long as a target has consequence slots available, some portion of the damage from any attack can be taken as a consequence. Consequences represent injuries or other lasting trauma that happen when you get hit by attacks. They are debilitating and slow to recover - unlike stress. Consequence slots come in 2-shift increments. You can use as many as you have to absorb damage.

Weapon Categories

Weapons are grouped into several subcategories based on important characteristics. One weapon may appear in several categories. Ammunition is also noted as a category.


Plasma Shield

  • Damage: None
  • Notes: Uses electricity, lasers and microwave radiation to rapidly superheat an area in front of the shockwave, creating an interference field of plasma that absorbs the kinetic energy released.

Energy Weapons to Add

Mark VII Blaster Rifle

I can't see how this one works.

  • Damage: +6
  • Magazine Size: 5-8
  • Notes: Hydrogen energy cell produces a focused disrupting ray leaving a hole in the enemy.

Artillery and Explosives

M99 ET-MP Multiuse Grenade

  • Damage: +4
  • Typically requires advanced training to wield without injuring the wielder. Can be selected for concussion or fragmentation before firing.
  • Notes: AoE for Concussion: +4 at center, +3 at 5m, +2 at 10m, +1 at 15m. AoE for Fragmentation: +4 at center, +3 at 15m, +2 at 20m, +1 at 25m.

Shoulder Fired Missiles and Rockets

  • Damage: +4
  • Magazine Size: 1
  • Notes: Rocket-assisted grenades, missiles, and recoilless rifles allow infantry units to attack heavy armor, up to but not included main battle tanks. Variants included guided missiles like the Javelin and disposable single-shot rockets like the AT4. CG-9 and RPG-7 family launchers can utilize antiarmour, anti-personnel, or bunker-buster thermobaric rounds for increased effect.


  • Damage: +5
  • Magazine Size: 1
  • Notes: Medium weight bore muzzle loading high angle weapon for long range indirect fire support. Example M252 (81mm) and M327 (120mm)

Antiarmour and Explosives

  • Damage: +5
  • Magazine Size: Single charge or salvo
  • Notes: From mortars to demolition charges, explosives are a surefire way to ensure something is not just dead but destroyed. Guided antiarmour rockets are capable of disabling main battle tanks as well.

Naval Bombardment

  • Damage: +8
  • Magazine Size: ----
  • Notes: Naval ships have been a major source of artillery and missile support since the age of sail began. Modern ships carry cruise missiles in lieu of artillery, but the destructive power is still enough to level buildings with precision.

Gamma Ray Bomb

  • Damage: +8
  • Magazine Size: ----
  • Notes: Delivering an enormous burst of high-energy gamma rays. Bunker busters, designed to drill into underground shelters, buried beneath hundreds of feet of concrete, and so-called mini-nukes with explosive yields of less than five kilotons.

MAHEM Liquid metal Missle

  • Damage: +8
  • Magazine Size: ----
  • Notes:Magneto Hydrodynamic Explosive Munition. Each warhead holds a magnetic force generator which, on impact, powers up to shape the shell’s molten metal core into a pointed spear shape that cuts right through whatever armor it encounters.

Non-Lethal Weapons

Make it hurt but don't kill em.

Flash Grenade

  • Damage: +
  • Magazine Size: ----
  • Notes: A bright flash to blind opponents.

Foam Restraint Grenade

  • Damage: +
  • Magazine Size: ----
  • Notes: Explodes into a spray foam that coats the target and hardens quickly to incapacitate.

EMP Grenade

  • Damage: +
  • Magazine Size: ----
  • Notes: Electromagnetic pulse to disable electronics like communications and overload laces.

ADS electromagnetic radiation weapon

  • Damage: +
  • Magazine Size: ----
  • Notes: Focused microwave beam heats human skin painfully in order to disperse targeted individuals or crowds.

Vehicle Mounted Weapons

Drive in, Blow stuff up. profit


  • Damage: +6
  • Magazine Size: 3-6
  • Notes: High Mobility Artillery Rocket System. Multiple Light Rockets mounted and transportable.

Machine Guns

  • Damage: +6
  • Magazine Size: 1200+/minute
  • Notes: Heavy machine guns mounted on vehicle with large caliber. Examples M2 .50 Caliber Machine Gun, M3M, Mk19 Grenade launcher, M242 Bushmaster Auto Cannon,

Rail Guns

  • Damage: +6
  • Magazine Size: 6-32
  • Notes: Electromagnetically propelled projected as extremely high speed to yield maximum damage