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.

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

Special Weapon Aspects

Some weapons have specific aspects that can be involved but the wielder. The most common is 'armor piercing', but the array of options is limitless, and could include sniper weapon, guided ammunition, etc.

Armour Piercing

The weapon or the ammunition (or both) are designed specifically to break through a type of armour. It allows the attacker to ignore the damage resistance of the target. If there are successive layers of damage resistance, the armour piercing weapon ignores the outermost layer only. An attack that Succeeds With Style (+2 or greater) can trigger this aspect for free. Attacks that succeed can trigger this aspect with one Fate Point or by making a roll vs the armour damage resistance rating. For example,

Kaleb quickly (+1) fires Anti-MITO Flechette Shells (+0) at a MITO (DR2, Quick+4) wearing VBLA (DR2), using Hallucinogenic darts. He rolls a 4+1=5 to hit. The MITO rolls -1+5=3 to defend. Since Kaleb succeeded with Style, the Armour Piercing aspect is triggered for free, and the dart punches through the VBLA to strike the MITO directly. This hit would normally do 2 stress damage, but the MITO shrugs that off with it's DR2. This weapon still delivers it's payload, however, potentially creating a Consequence for the MITO.

Armour piercing rounds tend to do less damage to unarmoured targets, since they just go through without delivering a lot of kinetic energy. If the weapon is armour piercing it is has a damage shift of -1 or -2 against unarmored targets.

Guided Projectile

Guided missiles are the most common kind of self-targeting projectiles. These weapons get a bonus to hit ranging from +1 to +4 depending on the type of guidance and the situation. Targets may have specific defenses to throw off this kind of targeting and eliminate the bonus (e.g., chaff, flares, radar jamming).

Stealth Projectiles

Missiles and other guided weapons may use a variety of methods to hide from antimissile defences. These are considered a +2 Advantage that can be invoked to improve the Missile's defense (against antimisile defended) or to avoid being detected at all.

Area Of Effect (AOE)

In general, explosives cause damage in a sphere or a cone (armour piercing).

  • Explosive AOE damage generally drops off at a rate of 1 shift per 2m.
  • Frag AOE damage generally drops off at a rate of 1 shift per 50m.

M99 ET-MP Multiuse Grenade

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


Stress Damage

Most weapons do basic stress damage to the target, and are handled normally.

Consequence Damage

Some weapons deliver little or no stress damage. Instead they cause situation aspects or consequences to targets. For example, damage from a poison dart must be dealt with as a consequence even it it causes no stress after a hit. A flamethrower will cause some stress damage but will also create a situation aspect like It's All On Fire.'


"Melee" usually refers to hand held weapons used in close quarters.

Knives, Clubs, and Stun Guns

  • Damage: +1
  • Notes: "Knives" subheading includes anything that can reasonably be expected to cause a lethal injury, but also unlikely to require advanced training and does not present an advanced threat.

Swords, Axes, and Staves

  • Damage: +2
  • Notes: Typically requires advanced training to wield without injuring the wielder. Certain special melee weapons such as a katana in the hands of a kendo master may even deal +3.

Ballistic Weapons


Pocket Pistols, Small Game Rifles

  • Damage: +1
  • Magazine Size: 10 or fewer
  • Notes: Small caliber moderate velocity, or larger caliber and reduced velocity. Lethal and often a single shot will end a fight, but generally survivable unless vital organs are hit. Includes small caliber pocket pistols, holdout guns, small game rifles, and certain more devious assassin's guns like the Mossad Beretta Model 71. Ignition of rimfire rounds has become more reliable, but bullet technology remains largely the same.

Service Handguns

  • Damage: +1
  • Magazine Size: 10-20 for semiautomatic, 5-8 for revolver
  • Notes: The Beretta M9, Glock 17, and the infamous Colt M1911 are all still common with collectors and recreation shooters, but recent trends in armor have popularized small-caliber high-velocity rounds for sidearms to deal with the ease of producing concealable ballistic vests. Also includes older service revolvers such as the Smith and Wesson No. 3 top-break and the iconic Colt Python, although with reduced capacity.

Magnum Handguns

  • Damage: +2
  • Magazine Size: 1-6
  • Notes: Magnum handguns come in two flavors, larger-caliber revolvers and rifle-actions developed for sporting use. Some, like the Contender or the Savage Striker even adapt rifle calibers, but only allow for a single shot before reloading. Other examples include Dirty Harry's Smith and Wesson Model 29, once called the most powerful handgun in the world.

Submachinegun, PDW

  • Damage: +2
  • Magazine Size: 25-50, average 5 bursts between reloads.
  • Notes: Fully automatic or burst-fire, Submachineguns and PDWs rely on high rates of fire and low recoil to produce wounding effects. Famous examples begin in World War 2 with the German MP40, American Me and 1921 Thompson "Tommy Gun", and the British Sten variants. By the 1960s, many forces fielded the MP5 (often silenced) and its peers the Uzi and MAC10 were becoming icons by the 1980s. The early 1990s and 2000s saw a push toward higher velocity rounds such as the FN P90 to put more firepower in a smaller package as personal armor became stronger and lighter. More modern incarnations such as the MP7 and its offspring are compact enough to be holstered and unfold to be fired controllably. Small size, low recoil, and armor-penetration makes PDWs ideal candidates for close quarters.

Light Rifles

  • Damage: +3
  • Magazine Size: 5-30
  • Notes: From the Enfield SMLE of World War 1 to the iconic AK47, rifles have been the mainstay of the battlefield for centuries. Trends in caliber, speed, and method of fire have changed every few decades, but the threat remains largely the same. Often, the previous generation's battle rifle is the next generation's hunting rifle, but the move to the M16 and AK47 saw the end of surplused rifles. Weight and length tend to make rifles too large for close quarters, but allow engagements to begin at 300m and often extend as far as 800m. Larger caliber rifles generally make short work of civilian vehicles, but antimateriel rifles are required to incapacitate them reliably. Advances in optics have allows the average soldier and hunter alike to make shots nearing a kilometer. Automatic fire is generally difficult to control and tends to be avoided.

Magnum Rifles

  • Damage: +4
  • Magazine Size: 4 or less
  • Notes: .50 BMG, .338 Lapua, and the other antimateriel rifles are used when personnel are of secondary concern. Large, fast projectiles make short work of lightly armoured vehicles, allowing a team of shooters to quickly disable the engine, the driver, and often to destroy or incapacitate crew-served weapons as well. Engagement distances with computer-aided ballistics software has crept out to 3.5km using GPS-guided projectiles.

Medium Machine Gun

  • Damage: +3
  • Magazine Size: 100-1000
  • Notes: Often mounted on bipods or tripods, medium machineguns allow a two-man team to provide the same firepower as 4 men with rifles. Machineguns are often employed in pairs, called "talking the guns" to ensure that at any given moment there can be rounds impacting the target. Machineguns are generally used for suppressing a target by fire, engaging large groups, or atttacking light-skinned vehicles. Examples include the HK46, LSAT, and old favorites like the M60.

Heavy Machinegun

  • Damage: +4
  • Magazine Size: 1000+ using powered ammunition feeders.
  • Notes: Using larger antipersonnel munitions and often several barrels, heavy machineguns allow light armored recon units and gun emplacements to engage more heavily armored personnel carriers. Examples include the infamous M2 "Ma Deuce" .50BMG and several General Dynamics miniguns, as well as grenade machineguns.

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.

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: +6
  • 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.

Anti-MITO Flechette Shells

These shells contain 18 hollow tungsten darts that deliver a chemical or biological payload through most body armour. They go right through unarmoured targets, causing minimal damage and delivering no payload. Secondary effects of this ammunition kick in at the start of the next round. Space out the effects for narrative value.

Pages in category "Weapons"

The following 3 pages are in this category, out of 3 total.