Armored Hulls of the Irnan Directorate for Void Drifters
Eight ship lines and eighteen hulls from Crown Meridian Shipworks, the armored shipbuilder of the Irnan Directorate, from a marine boarding craft to a convoy carrier. Every generation of every line with validated stats and prices, two Classic older ships, eight components only Crown builds, and the rules for buying, servicing and upgrading them.
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Rebuilt Hulls of the Funtari Confederacy for Void Drifters
Eight ship lines and twenty-six hulls from Kharos Forge Cooperative, the rebuilding shipbuilder of the Funtari Confederacy, from a one-crew survey skiff to an industrial carrier. Every mark of every line with validated stats and prices, the Rebuild Plate, the four clan yards, and the rules for buying, rebuilding and refitting them.
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Modular Hulls of the Antaean League for Void Drifters
Eight ship lines and nineteen hulls from Antaean Openframe, the modular shipbuilder of the Antaean League, from a one-crew work pod to a container hauler. Every version of every line with validated stats, prices and license fees, two Classic older ships, eight components only Openframe builds, and the rules for buying, licensing and upgrading them.
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Pursuit and Security Hulls of the Jaziri Caliphate for Void Drifters
Ten ship lines and twenty-five hulls from Safa Celestial Arsenal, the security and pursuit shipbuilder of the Jaziri Caliphate, from a one-pilot racer to a security cruiser. Every version of every line with validated stats and prices, two Classic older ships, twelve components, the Certification Seal, the Contractor Partners, and the rules for buying, certifying and refitting them.
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Poisons, Drugs, and Chemical Agents for Exodus NDS
Poisons, drugs, and chemical agents for narrative dice games: a hundred and one substances in four periods, from hemlock and viper venom to truth serum, combat stims, and nerve gas. Every poison is a clock of resist checks with time to treat it, and nothing kills on a single roll.
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Armour for the Fantasy, Ranged, and Modern Armories
Twenty-eight armours, helms, and shields from the padded jack to the bomb suit, with two qualities that make damage types matter: mail turns an edge and gives way to a mace, and a concealed vest stops a bullet and parts for a knife.
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Firearms, Blades, and Armour for Exodus NDS, 1400 to 1938
Fifty-five weapons and nine armours from 1400 to 1938: matchlocks, the flintlock pistols and boarding weapons of the age of sail, the revolvers and repeaters of the frontier, and the trench gear of 1915. Every lock reloads at its own pace, measured in maneuvers.
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Near-Future Weapons, Cyberware, and Street Tech for Exodus NDS
Near-future and cyberpunk gear for narrative dice games: smart weapons, armour, thirty-eight implants and twelve pieces of bioware that cost Strain Points for good, hacking run as a clock, drones, a watched city with Coverage and Heat, and street prices for all of it.
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Eighty Melee and Thrown Weapons for Exodus NDS
Eighty melee and thrown weapons across ten families, each with a full stat line, price, availability, and qualities that make it play differently from the weapon beside it. Twenty-four new weapon qualities and a pricing model any GM can rescale to their own setting.
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Siege Engines, Great Guns, and Vehicle Weapons for Exodus NDS
Sixty-five crew-served and vehicle weapons from the battering ram to the guided missile: siege engines, the great guns of the age of sail, artillery, tank guns, bombs, and torpedoes for narrative dice games. With rules for crews, broadsides, indirect fire, and sieges, and thirty-nine ships, tanks, and aircraft to use them on.
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Firearms, Explosives, and Ammunition for Exodus NDS, 1939 to Today
Eighty-three firearms and explosives in twelve families, from a .22 pocket pistol to a shoulder-fired missile, covering 1939 to today. Calibre sets damage, the heavy calibres need Might, and concealment is a number. With twenty-five ammunition loads and fifteen attachments.
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Forty Launchers and a Quiver System for Exodus NDS
Forty launchers across five families, from a shepherd's sling to a counterweight trebuchet, and a two-axis ammunition system of nine shafts and nine heads combined into quivers. Switching quivers is a maneuver, so one bow covers several roles.
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Mounts, Barding, and Mounted Combat for Exodus NDS
Seventy-one mounts for narrative dice games, from donkeys and warhorses to riding bears, raptor-runners, pegasi, wyverns, and hippocampi, with rules for riding, mounted combat, flying and swimming mounts, training, upkeep, and barding for every body plan.
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Vehicle and Starship Weapons for Exodus NDS
Forty-five vehicle and starship weapons for space opera games on narrative dice: kinetic, missile, beam, plasma, ion, and gravitic weapons in four mount sizes from fighter guns to capital batteries, with firing rules, point defence, personal and vehicle damage scales, and a chapter of defences.
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Space Opera Weapons and Armour for Exodus NDS
Sixty-six personal weapons in six technologies (kinetic, beam, plasma, disruption, gravitic, and ordnance) and sixteen armours built to meet them. Every technology has an armour that stops it and an armour it goes straight through.
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Refined Hulls of the Shoiyan Concord for Void Drifters
Ten ship lines and twenty-two hulls from Viridian Lattice Yards, the medical, scientific and continuity shipbuilder of the Shoiyan Concord, from an executive shuttle to a continuity cruiser. Every revision of every line with validated stats and prices, two Classic older ships, eight components only Viridian builds, the Service Seal, and the rules for buying, servicing and upgrading them.
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