# Exodus NDS

> Exodus NDS (Exodus Narrative Dice System) is a free, open tabletop roleplaying game system from Kaosweaver, Inc., released under the ORC License. It is a narrative dice RPG: every roll shows success or failure and, separately, side benefits and complications. The complete core rules, five full game settings (called universes), and two weapon sourcebooks are published on this site, free to read.

Exodus NDS uses the same dice structure as the Genesys Roleplaying Game (three positive dice, three negative dice, six paired symbols), so its settings, adversaries, equipment, and adventures can be used at a Genesys table with a short conversion. The conversion is on the page "Exodus NDS for Genesys Players" below. Exodus NDS is independent and is not affiliated with the publishers of Genesys.

Key terms: the dice are Boon and Bane (d6), Ability and Trial (d8), Mastery and Crisis (d12). The symbols are Success, Failure, Boon, Bane, Breakthrough, Calamity. The six characteristics are Might, Agility, Intellect, Savvy, Willpower, Charisma. Adversaries are Minions, Elites, or Nemeses. A setting is called a Universe.

AI assistants are welcome to read, quote, summarise, and cite this site. Rules pages and sourcebook chapters are also served as plain Markdown: add `.md` to the page address.

## Start here

- [Exodus NDS](https://exodusnds.com/): What the system is and where to begin.
- [Start Here](https://exodusnds.com/start-here): How the core rules and the universes fit together.
- [Exodus NDS for Genesys Players](https://exodusnds.com/genesys): Term-by-term conversion between Genesys and Exodus NDS, and how to use each universe in a Genesys game.
- [Die Roller](https://exodusnds.com/die-roller): Free web roller for the six narrative dice.

## Core rules

- [Core Rules contents](https://exodusnds.com/core-rules): The complete Exodus NDS rules, free to read, with downloads.
- [Introduction](https://exodusnds.com/core-rules/introduction.md)
- [CH 1: The Dice](https://exodusnds.com/core-rules/the-dice.md)
- [CH 2: Character Creation](https://exodusnds.com/core-rules/character-creation.md)
- [CH 3: Building a Dice Pool](https://exodusnds.com/core-rules/building-a-dice-pool.md)
- [CH 4: Skills and Talents](https://exodusnds.com/core-rules/skills-talents.md)
- [CH 5: Resolving Checks](https://exodusnds.com/core-rules/resolving-checks.md)
- [CH 6: Reading Results](https://exodusnds.com/core-rules/reading-results.md)
- [CH 7: Types of Checks](https://exodusnds.com/core-rules/check-types.md)
- [CH 8: Story Points](https://exodusnds.com/core-rules/story-points.md)
- [CH 9: Structured Play](https://exodusnds.com/core-rules/structured-play.md)
- [CH 10: Adversaries](https://exodusnds.com/core-rules/adversaries-threats.md)
- [CH 11: Vehicles](https://exodusnds.com/core-rules/vehicles.md)
- [CH 12: Recovery](https://exodusnds.com/core-rules/recovery-downtime.md)
- [Glossary](https://exodusnds.com/core-rules/glossary.md)
- [Quick Reference](https://exodusnds.com/core-rules/quick-reference.md)
- [Legal Notices](https://exodusnds.com/core-rules/legal-notices.md)
- [ORC License](https://exodusnds.com/core-rules/orc-license.md)

## Universes (game settings)

- [All universes](https://exodusnds.com/universes): Every setting published for Exodus NDS.
- [Ix (dark fantasy)](https://ix.exodusnds.com/): Three complete books, free to read online: a Player's Guide with eleven playable peoples, backgrounds and careers, and Arcane, Divine, and Primal magic from cantrips to High Magic; a GM Guide to the world of Dort, its gods, planes, and soul economy; and an Adversary Catalog of dragons, devils, demons, undead, and more.
- [The Hollow (modern occult horror)](https://thehollow.exodusnds.com/): A modern occult investigation game: character options for investigators, rules for cursed objects, spirits, and bargains, the Wound Escalation Scale for pacing a case, a world of hidden factions, GM tools, and playable case files including a two-player introductory case.
- [Void Drifters (space opera)](https://voiddrifters.exodusnds.com/): Six complete books, free to read online: a Player's Guide with five playable species, a GM Guide, a Sector Atlas, a Vehicles Manual with ship construction, modules, and weapons, an Equipment Guide, and a Starter Adventure.
- [Ink & Mayhem (cartoon comedy)](https://inkandmayhem.exodusnds.com/): A complete cartoon universe: six Toon types (Bruiser, Brain, Zip, Charmer, Pro, Wildcard), Shtick-driven play, cartoon physics, signature gags, bottomless pockets, fourth-wall mechanics, a cast of ready-made adversaries, and printable skill, talent, and bit cards.
- [Division 5: Classified (spy thriller)](https://division5.exodusnds.com/): An espionage sourcebook in three fully supported eras, from occupied Europe to the Cold War to the digital present: six operative archetypes, a Cover and Legend system, a Compromise track, era equipment and vehicles, adversaries, and printable skill and talent cards.

## Sourcebooks

- [All sourcebooks](https://exodusnds.com/sourcebooks): Non-universe books that expand the core rules.
- [Crown Meridian Ship Catalog](https://exodusnds.com/sourcebooks/crown-meridian): 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.
- [Crown Meridian Ship Catalog: About This Book](https://exodusnds.com/sourcebooks/crown-meridian/about.md): Eight ship lines and eighteen hulls, from a marine boarding craft to a convoy carrier, with every generation of every line, the components only Crown builds, and the rules for buying, servicing and…
- [Crown Meridian Ship Catalog: The House of Crown Meridian](https://exodusnds.com/sourcebooks/crown-meridian/the-house-of-crown-meridian.md): Crown Meridian Shipworks began as a government-chartered naval yard of the Irnan Directorate and grew into the most visible industrial shipbuilder in Directorate space.
- [Crown Meridian Ship Catalog: Reading a Crown Entry](https://exodusnds.com/sourcebooks/crown-meridian/reading-a-crown-entry.md): Every ship line in Chapters 5 to 8 opens with a plate, a description, notes on what each generation changed, and its common variants.
- [Crown Meridian Ship Catalog: The Crown Look](https://exodusnds.com/sourcebooks/crown-meridian/the-crown-look.md): A Crown ship looks as though it expects to be inspected. Spacers read the maker from the silhouette before the transponder resolves.
- [Crown Meridian Ship Catalog: Crown Builder Rules](https://exodusnds.com/sourcebooks/crown-meridian/crown-builder-rules.md): Crown's Signature benefits, Integrated Architecture and Weak drawbacks, in one place. Each applies only when the system is used in the situation its entry names.
- [Crown Meridian Ship Catalog: Boarding Craft and Shuttles](https://exodusnds.com/sourcebooks/crown-meridian/boarding-craft-and-shuttles.md): Crown's small hulls ride on carriers or land on their own struts. Both are built to carry people into places where someone has chosen not to let them in.
- [Crown Meridian Ship Catalog: Cutters and Couriers](https://exodusnds.com/sourcebooks/crown-meridian/cutters-and-couriers.md): The cutter is the hull most people mean when they say Crown Meridian. The courier is its quieter cousin: the same federal armor wrapped around a hold the size of a closet.
- [Crown Meridian Ship Catalog: Corvettes and Industrial Vessels](https://exodusnds.com/sourcebooks/crown-meridian/corvettes-and-industrial-vessels.md): Crown's mid-size hulls do the two jobs the maker's customers most often pay for: keeping a convoy alive, and building the places the convoy is going.
- [Crown Meridian Ship Catalog: Frigates and Carriers](https://exodusnds.com/sourcebooks/crown-meridian/frigates-and-carriers.md): The largest hulls Crown sells outside a government contract. Nobody buys one for themselves; a colony office, a security service or a convoy consortium holds the title and the crew is assigned to it.
- [Crown Meridian Ship Catalog: Signature Components](https://exodusnds.com/sourcebooks/crown-meridian/signature-components.md): Modules and systems that only Crown builds. They are Native aboard a Crown hull and Certified aboard an Openframe hull. Everywhere else they are an integration with a difficulty.
- [Crown Meridian Ship Catalog: Ownership, Service and Refit](https://exodusnds.com/sourcebooks/crown-meridian/ownership-service-and-refit.md): What a Crown hull costs new and used, who services it, what the paperwork is, and when to buy a newer generation or upgrade the one you have.
- [Crown Meridian Ship Catalog: Compatibility](https://exodusnds.com/sourcebooks/crown-meridian/compatibility.md): A mechanic can force almost any system into almost any hull. The difficulty depends on the relationship between the builders. This chapter gives Crown's relationships and the modifier for each.
- [Crown Meridian Ship Catalog: Master Tables](https://exodusnds.com/sourcebooks/crown-meridian/master-tables.md): Every Crown Meridian hull in the catalog, by class, by price and by generation upgrade. The stat blocks in Chapters 5 to 8 carry the rest of each hull's numbers.
- [Crown Meridian Ship Catalog: Licensing](https://exodusnds.com/sourcebooks/crown-meridian/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [Kharos Ship Catalog](https://exodusnds.com/sourcebooks/kharos): 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.
- [Kharos Ship Catalog: About This Book](https://exodusnds.com/sourcebooks/kharos/about.md): Eight ship lines and twenty-six hulls, from a one-crew survey skiff to an industrial carrier that is a work yard, with every mark of every line, the components only Kharos builds, and the rules for…
- [Kharos Ship Catalog: The House of Kharos](https://exodusnds.com/sourcebooks/kharos/the-house-of-kharos.md): The Kharos Forge Cooperative builds the hulls of the Funtari Confederacy's frontier: freighters, tugs, salvage ships, miners and carriers that are rebuilt more often than they are retired.
- [Kharos Ship Catalog: Reading a Kharos Entry](https://exodusnds.com/sourcebooks/kharos/reading-a-kharos-entry.md): Chapters 5 to 8 give each Kharos line an entry: a heading for the line, a plate, a short description, one stat block for every mark, mark notes, Common Variants and a Mark Table.
- [Kharos Ship Catalog: The Kharos Look](https://exodusnds.com/sourcebooks/kharos/the-kharos-look.md): A Kharos ship looks like it has already been repaired once, because it has, or soon will be. Spacers read the maker from the silhouette before the transponder resolves.
- [Kharos Ship Catalog: Kharos Builder Rules](https://exodusnds.com/sourcebooks/kharos/kharos-builder-rules.md): Kharos's Signature benefits and Weak drawbacks, what its hulls cost to build, and the rules for marks.
- [Kharos Ship Catalog: Skiffs and Shuttles](https://exodusnds.com/sourcebooks/kharos/skiffs-and-shuttles.md): Kharos's smallest hulls do the work the ship cannot: reaching the rock, landing where there is no pad, and putting people and vehicles on the ground.
- [Kharos Ship Catalog: Freighters and Haulers](https://exodusnds.com/sourcebooks/kharos/freighters-and-haulers.md): The KR-41 is the ship most Kharos crews start with and rebuild. The KR-72 is the barge that carries what the rebuilt ships dig up.
- [Kharos Ship Catalog: Salvage Ships, Tugs and Miners](https://exodusnds.com/sourcebooks/kharos/salvage-ships-tugs-and-miners.md): Three hulls for the same frontier trade: bring the wreck home, move the ship that cannot move, and cut the rock the others will carry.
- [Kharos Ship Catalog: Industrial Carriers](https://exodusnds.com/sourcebooks/kharos/industrial-carriers.md): The largest hull Kharos sells is a work yard that flies. A clan, a mercenary company or a mining syndicate holds the title; the crew works for whoever holds the paper.
- [Kharos Ship Catalog: Signature Components](https://exodusnds.com/sourcebooks/kharos/signature-components.md): Modules and systems that only Kharos builds. They are Native aboard a Kharos hull and Certified aboard an Openframe hull, where they keep their effects.
- [Kharos Ship Catalog: Ownership, Rebuilds and Refit](https://exodusnds.com/sourcebooks/kharos/ownership-rebuilds-and-refit.md): What a Kharos hull costs new and used, how a crew pays for it, which yard rebuilds it to the next mark and what that costs, and what the Rebuild Plate records.
- [Kharos Ship Catalog: Compatibility](https://exodusnds.com/sourcebooks/kharos/compatibility.md): A mechanic can force almost any system into almost any hull. The difficulty depends on the relationship between the hull's builder and the system's builder.
- [Kharos Ship Catalog: Master Tables](https://exodusnds.com/sourcebooks/kharos/master-tables.md): Every Kharos hull in one table, the eight lines side by side, every hull by price, and every rebuild from one mark to the next. The tables are built from the same data as the stat blocks.
- [Kharos Ship Catalog: Licensing](https://exodusnds.com/sourcebooks/kharos/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is under copyright and is not open.
- [Openframe Ship Catalog](https://exodusnds.com/sourcebooks/openframe): 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.
- [Openframe Ship Catalog: About This Book](https://exodusnds.com/sourcebooks/openframe/about.md): Eight ship lines and nineteen hulls, from a one-crew work pod to a container hauler two kilometers long, with every version of every line, the components only Openframe builds, and the rules for…
- [Openframe Ship Catalog: The House of Openframe](https://exodusnds.com/sourcebooks/openframe/the-house-of-openframe.md): The Antaean Openframe Consortium dominates commercial hull construction across the Antaean League.
- [Openframe Ship Catalog: Reading an Openframe Entry](https://exodusnds.com/sourcebooks/openframe/reading-an-openframe-entry.md): Chapters 5 to 8 give each Openframe line an entry: a heading for the line, a plate, a short description, one stat block for every version, version notes, Common Variants and a Version Table.
- [Openframe Ship Catalog: The Openframe Look](https://exodusnds.com/sourcebooks/openframe/the-openframe-look.md): An Openframe ship looks as though it has already been modified, because that is the point. Spacers read the maker from the silhouette before the transponder resolves.
- [Openframe Ship Catalog: Openframe Builder Rules](https://exodusnds.com/sourcebooks/openframe/openframe-builder-rules.md): Openframe's Signature benefits and Weak drawbacks, the Licensed-slot rule, and how an upgrade works.
- [Openframe Ship Catalog: Pods and Shuttles](https://exodusnds.com/sourcebooks/openframe/pods-and-shuttles.md): Openframe's small craft do the work around the big ships: lightering, towing, and carrying people between a ship and the ground. Both are open frames with something clamped on.
- [Openframe Ship Catalog: Light and Heavy Freighters](https://exodusnds.com/sourcebooks/openframe/light-and-heavy-freighters.md): The Model 20 is the ship most crews start with. The Model 40 is the one they grow into, if the paperwork allows.
- [Openframe Ship Catalog: Tenders and Bulk Freighters](https://exodusnds.com/sourcebooks/openframe/tenders-and-bulk-freighters.md): A tender takes the job to the ship; a bulk freighter takes the ship to the job. Both are mostly slots.
- [Openframe Ship Catalog: Fleet Tenders and Container Haulers](https://exodusnds.com/sourcebooks/openframe/fleet-tenders-and-container-haulers.md): The largest hulls Openframe sells. A fleet or a consortium holds the title, and the crew works for whoever holds the paper.
- [Openframe Ship Catalog: Signature Components](https://exodusnds.com/sourcebooks/openframe/signature-components.md): Modules and systems that only Openframe builds. They are Native aboard an Openframe hull and Certified aboard a Crown Meridian, Kharos or Viridian hull, where they keep their effects.
- [Openframe Ship Catalog: Ownership, Licenses and Refit](https://exodusnds.com/sourcebooks/openframe/ownership-licenses-and-refit.md): What an Openframe hull costs new and used, what the license costs each year, who audits it, and when to buy a newer version or upgrade the one you have.
- [Openframe Ship Catalog: Compatibility](https://exodusnds.com/sourcebooks/openframe/compatibility.md): A mechanic can force almost any system into almost any hull. The difficulty depends on the relationship between the hull's builder and the system's builder.
- [Openframe Ship Catalog: Master Tables](https://exodusnds.com/sourcebooks/openframe/master-tables.md): Every Openframe hull in one table, the eight lines side by side, every hull by price, and every version upgrade. The tables are built from the same data as the stat blocks.
- [Openframe Ship Catalog: Licensing](https://exodusnds.com/sourcebooks/openframe/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [Safa Ship Catalog](https://exodusnds.com/sourcebooks/safa): 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.
- [Safa Ship Catalog: About This Book](https://exodusnds.com/sourcebooks/safa/about.md): Ten ship lines and twenty-five hulls, from a one-pilot racer to a security cruiser, with every version of every line, the components only Safa and its contractors build, and the rules for buying…
- [Safa Ship Catalog: The House of Safa](https://exodusnds.com/sourcebooks/safa/the-house-of-safa.md): Safa Celestial Arsenal builds the Jaziri Caliphate's security and pursuit hulls in yards across Jaziri space, under the license of the Sacred Arsenal Directorate.
- [Safa Ship Catalog: Reading a Safa Entry](https://exodusnds.com/sourcebooks/safa/reading-a-safa-entry.md): Chapters 5 to 9 give each Safa line an entry: a heading for the line, a plate, a short description, one stat block for every version, version notes, Common Variants and a Version Table.
- [Safa Ship Catalog: The Safa Look](https://exodusnds.com/sourcebooks/safa/the-safa-look.md): A Safa ship looks purposeful, ceremonial and dangerous, and nothing on it looks accidental. Spacers read the maker from the silhouette before the transponder resolves.
- [Safa Ship Catalog: Safa Builder Rules](https://exodusnds.com/sourcebooks/safa/safa-builder-rules.md): Safa's Signature benefits, Integrated Architecture and Weak drawbacks, in one place, with the grade and the build prices that make the shape.
- [Safa Ship Catalog: Racers, Fighters and Boarding Craft](https://exodusnds.com/sourcebooks/safa/racers-fighters-and-boarding-craft.md): Safa's small craft are launched from a parent ship and fly one sortie: a race, a strike, a boarding. None has a Slipstream Drive, and all three are built for speed over comfort.
- [Safa Ship Catalog: Pursuit Craft and Patrol Boats](https://exodusnds.com/sourcebooks/safa/pursuit-craft-and-patrol-boats.md): The S3 is the hull the market knows, and the S11 is the hull the customs service flies. Both are made to find a ship and stay with it.
- [Safa Ship Catalog: Strike Cutters and Corvettes](https://exodusnds.com/sourcebooks/safa/strike-cutters-and-corvettes.md): A gunboat for the fight and a corvette for the voyage. Both buy guns first and pay for them in room.
- [Safa Ship Catalog: Security Frigates and Carriers](https://exodusnds.com/sourcebooks/safa/security-frigates-and-carriers.md): The Cathedral Axis at Scale 6. The frigate guards and hauls; the carrier launches. Both are space-only hulls built around an upright reactor spine.
- [Safa Ship Catalog: Security Cruisers](https://exodusnds.com/sourcebooks/safa/security-cruisers.md): The Cathedral Axis at its commercial ceiling, and the boundary between a Safa hull and a Directorate hull.
- [Safa Ship Catalog: Signature Components](https://exodusnds.com/sourcebooks/safa/signature-components.md): Components that only Safa and its Contractor Partners build. A Safa component is Native aboard a Safa hull, Adapted aboard an Openframe hull and Forced aboard a Crown Meridian, Kharos or Viridian…
- [Safa Ship Catalog: Ownership, Certification and Refit](https://exodusnds.com/sourcebooks/safa/ownership-certification-and-refit.md): What a Safa hull costs new and used, who may hold its Seal, what the Seal does at a checkpoint, what the Contractor Partners offer a buyer who cannot get a Seal of their own, and when to buy a newer…
- [Safa Ship Catalog: Compatibility](https://exodusnds.com/sourcebooks/safa/compatibility.md): A mechanic can force almost any system into almost any hull. The difficulty depends on the relationship between the hull's builder and the system's builder.
- [Safa Ship Catalog: Master Tables](https://exodusnds.com/sourcebooks/safa/master-tables.md): Every Safa hull in the catalog, by class, by price and by version upgrade, with the re-certification fee for every hull. The stat blocks in Chapters 5 to 9 carry the rest of each hull's numbers.
- [Safa Ship Catalog: Licensing](https://exodusnds.com/sourcebooks/safa/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is under copyright and is not open.
- [The Apothecary](https://exodusnds.com/sourcebooks/the-apothecary): 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.
- [The Apothecary: About This Book](https://exodusnds.com/sourcebooks/the-apothecary/about.md): Forty poisons and venoms, thirty-six drugs and medicines, ten antidotes, and fifteen gases and chemical agents, from hemlock to nerve gas to a toxin built for one person's genes.
- [The Apothecary: Introduction](https://exodusnds.com/sourcebooks/the-apothecary/introduction.md): In most games poison is a few extra points of damage with a green label. This book treats it as a clock.
- [The Apothecary: Reading an Entry](https://exodusnds.com/sourcebooks/the-apothecary/reading-an-entry.md): Every substance in this book is printed the same way.
- [The Apothecary: Exposure and the Clock](https://exodusnds.com/sourcebooks/the-apothecary/exposure-and-the-clock.md): A poisoning has four steps: exposure, Onset, resist checks at each Interval, and an end.
- [The Apothecary: Treatment and Antidotes](https://exodusnds.com/sourcebooks/the-apothecary/treatment-and-antidotes.md): A character with Medicine has five things to do about a poisoning. They are listed in the order they usually happen.
- [The Apothecary: Drugs: Dose, Crash, and Habit](https://exodusnds.com/sourcebooks/the-apothecary/drugs-dose-crash-and-habit.md): A drug is a substance a character takes on purpose. This chapter covers taking one, what it costs, and the optional rule for habit.
- [The Apothecary: Tags and Conditions](https://exodusnds.com/sourcebooks/the-apothecary/tags-and-conditions.md): Tags are printed in the last field of an entry. This chapter gives each in full, then the conditions this book uses.
- [The Apothecary: Natural Poisons and Venoms](https://exodusnds.com/sourcebooks/the-apothecary/natural-poisons-and-venoms.md): What grows, crawls, and swims. Every culture in every period has these, and most people in the countryside can name the local ones.
- [The Apothecary: The Apothecary's Shelf](https://exodusnds.com/sourcebooks/the-apothecary/the-apothecarys-shelf.md): What the Old World sells over a counter: medicines, stimulants, sedatives, antidotes, and in some Universes the products of working alchemy.
- [The Apothecary: The Industrial Pharmacy](https://exodusnds.com/sourcebooks/the-apothecary/the-industrial-pharmacy.md): From 1800 chemists learn to pull the active part out of a plant and put it in a bottle. Poisons become purer and cheaper, and are sold in any high street for killing rats.
- [The Apothecary: Modern Toxins and Tradecraft](https://exodusnds.com/sourcebooks/the-apothecary/modern-toxins-and-tradecraft.md): The poisons of states and their services, from 1939 on. They are made in small quantities for particular operations and are judged by two things: how hard they are to notice, and how hard they are to…
- [The Apothecary: Modern Pharmaceuticals](https://exodusnds.com/sourcebooks/the-apothecary/modern-pharmaceuticals.md): The medicine cabinet, the medic's bag, and the street corner, from 1939 on.
- [The Apothecary: Stellar Biotech](https://exodusnds.com/sourcebooks/the-apothecary/stellar-biotech.md): Space opera medicine is fast. A field injector closes a wound in seconds, a tablet lets a pilot think for four hours, and a broad antitoxin deals with most of the earlier chapters of this book.
- [The Apothecary: Gas, Smoke, and Chemical Agents](https://exodusnds.com/sourcebooks/the-apothecary/gas-smoke-and-chemical-agents.md): A gas is a place. This chapter covers what a cloud is, how to be in one safely, and the agents that fill it.
- [The Apothecary: Delivery, Detection, and Protection](https://exodusnds.com/sourcebooks/the-apothecary/delivery-detection-and-protection.md): The hardware. Most of the weapons that deliver a dose are already in the armories, and this chapter points to them.
- [The Apothecary: Making, Finding, and Running Poison](https://exodusnds.com/sourcebooks/the-apothecary/making-finding-and-running-poison.md): The GM may spend 2 Bane from a check to buy from an unlawful seller to make the dose weak (Potency 1 lower), and a Calamity to make it something else entirely.
- [The Apothecary: Master Tables](https://exodusnds.com/sourcebooks/the-apothecary/master-tables.md): Every substance in this book. Pot is Potency. An entry with a dash for its price is not for sale.
- [The Apothecary: Licensing](https://exodusnds.com/sourcebooks/the-apothecary/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Armourer](https://exodusnds.com/sourcebooks/the-armourer): 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.
- [The Armourer: About This Book](https://exodusnds.com/sourcebooks/the-armourer/about.md): Twenty-eight armours, helms, and shields in two periods: the padded jack to the full harness, and the leather jacket to the bomb suit.
- [The Armourer: Introduction](https://exodusnds.com/sourcebooks/the-armourer/introduction.md): The three armories before this one print a damage type on every weapon. A sword is Cutting and Thrusting. A mace is Crushing. A bullet is Ballistic.
- [The Armourer: How Armour Works](https://exodusnds.com/sourcebooks/the-armourer/how-armour-works.md): Armour has four numbers and a line of qualities.
- [The Armourer: Wearing Armour](https://exodusnds.com/sourcebooks/the-armourer/wearing-armour.md): Taking armour off takes half as long. A helm or a shield is a maneuver.
- [The Armourer: Medieval Armour](https://exodusnds.com/sourcebooks/the-armourer/medieval-armour.md): Eleven body armours, from quilted cloth to a fitted harness.
- [The Armourer: Helms and Shields](https://exodusnds.com/sourcebooks/the-armourer/helms-and-shields.md): A helm is worn with any body armour. A shield is carried with any body armour and occupies a hand.
- [The Armourer: Modern Armour](https://exodusnds.com/sourcebooks/the-armourer/modern-armour.md): Eleven entries, from a leather jacket to a bomb suit. Each prints From, the first period in which it is found: 1939 (in service by 1945), 1946 (first appears 1946 to 1989), or 1990 (first appears…
- [The Armourer: Modern Helmets and Shields](https://exodusnds.com/sourcebooks/the-armourer/modern-helmets-and-shields.md): Two helmets and two shields. All four are used with body armour.
- [The Armourer: Weapons Against Armour](https://exodusnds.com/sourcebooks/the-armourer/weapons-against-armour.md): Where every weapon's type comes from, and what to use when a weapon or a creature does not print one.
- [The Armourer: Master Tables](https://exodusnds.com/sourcebooks/the-armourer/master-tables.md): From is the first period in which the armour is found: 1939 (in service by 1945), 1946 (first appears 1946 to 1989), or 1990 (first appears 1990 or later).
- [The Armourer: Licensing](https://exodusnds.com/sourcebooks/the-armourer/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Black Powder Armory](https://exodusnds.com/sourcebooks/black-powder-armory): 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.
- [The Black Powder Armory: About This Book](https://exodusnds.com/sourcebooks/black-powder-armory/about.md): Fifty-five weapons and nine armours across five centuries: the hand gonne and the matchlock, the flintlock pistols and boarding weapons of the age of sail, the revolvers and repeaters of the American…
- [The Black Powder Armory: Introduction](https://exodusnds.com/sourcebooks/black-powder-armory/introduction.md): A modern firearm fires until something goes wrong. A black powder firearm fires once.
- [The Black Powder Armory: Reading an Entry](https://exodusnds.com/sourcebooks/black-powder-armory/reading-an-entry.md): Damage is a flat number for anything fired or thrown. Add 1 for each uncancelled Success, then subtract the target's Resistance. Hand weapons print a bonus (+2) added to the wielder's Might.
- [The Black Powder Armory: Qualities](https://exodusnds.com/sourcebooks/black-powder-armory/qualities.md): This book uses twenty-seven qualities. Ten come from the Exodus NDS core rules and are listed for reference. Seventeen are given in full.
- [The Black Powder Armory: Matchlocks and Wheellocks](https://exodusnds.com/sourcebooks/black-powder-armory/matchlocks-and-wheellocks.md): The first firearms, from the hand gonne of about 1400 to the heavy musket of the pike-and-shot armies.
- [The Black Powder Armory: Flintlock Pistols](https://exodusnds.com/sourcebooks/black-powder-armory/flintlock-pistols.md): The pistols of 1650 to 1840: the age of sail, the highwayman, and the duel.
- [The Black Powder Armory: Flintlock Long Guns](https://exodusnds.com/sourcebooks/black-powder-armory/flintlock-long-guns.md): Shoulder arms from 1650 to 1840. The smoothbore musket is damage 8 at Medium range, and the chapter is built around it.
- [The Black Powder Armory: Percussion and Cartridge Arms](https://exodusnds.com/sourcebooks/black-powder-armory/percussion-and-cartridge-arms.md): Firearms from 1840 to the end of the black powder era around 1890: the percussion cap, the revolver, the breechloader, and the repeater.
- [The Black Powder Armory: Deck and Wall Guns](https://exodusnds.com/sourcebooks/black-powder-armory/deck-and-wall-guns.md): The heaviest weapons one or two people can serve: guns that sit on a ship's rail, a fortress wall, a boat's bow, or a light carriage.
- [The Black Powder Armory: Grenadoes, Fire, and Powder](https://exodusnds.com/sourcebooks/black-powder-armory/grenadoes-fire-and-powder.md): Things that are lit and thrown, and things that are lit and left.
- [The Black Powder Armory: Blades and Boarding Weapons](https://exodusnds.com/sourcebooks/black-powder-armory/blades-and-boarding-weapons.md): A black powder firearm is empty after one shot, so every fight in this book is finished by hand.
- [The Black Powder Armory: Armour of the Powder Age](https://exodusnds.com/sourcebooks/black-powder-armory/armour-of-the-powder-age.md): Armour did not vanish when the gun arrived. It got thicker, then shorter, then it was a breastplate and a helmet, and by 1700 most soldiers wore neither.
- [The Black Powder Armory: The Smokeless Handover](https://exodusnds.com/sourcebooks/black-powder-armory/the-smokeless-handover.md): Smokeless powder arrives in 1886. Within fifteen years every army has a magazine rifle that fires ten times a minute with no cloud to mark it, and the weapons of this book are obsolete.
- [The Black Powder Armory: Master Tables](https://exodusnds.com/sourcebooks/black-powder-armory/master-tables.md): Every weapon and armour in this book, by family, by period, and by price.
- [The Black Powder Armory: Licensing](https://exodusnds.com/sourcebooks/black-powder-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Chrome Market](https://exodusnds.com/sourcebooks/chrome-market): 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.
- [The Chrome Market: About This Book](https://exodusnds.com/sourcebooks/chrome-market/about.md): Seventeen weapons, eight armours, thirty-eight implants, twelve pieces of bioware, eleven drones, fourteen decks and programs, and thirty-one pieces of street gear, for the years between now and the…
- [The Chrome Market: Introduction](https://exodusnds.com/sourcebooks/chrome-market/introduction.md): In the last century a gun was a gun. It did not know who was holding it, it did not report where it was, and nobody three streets away could turn it off.
- [The Chrome Market: Reading an Entry](https://exodusnds.com/sourcebooks/chrome-market/reading-an-entry.md): Weapons and armour are printed as they are in the other armories. Cyberware, bioware, programs, and drones are printed in tables.
- [The Chrome Market: Weapons](https://exodusnds.com/sourcebooks/chrome-market/weapons.md): A bullet in 2070 does what a bullet did in 1970. The damage of every firearm here follows the calibre table in The Modern Armory.
- [The Chrome Market: Armour and Frames](https://exodusnds.com/sourcebooks/chrome-market/armour-and-frames.md): Armour in this period follows the rules of The Armourer: no armour adds more than +3 Resistance, one body armour is worn at a time, and what an armour is good against is Bane Dice.
- [The Chrome Market: Cyberware: The Rules](https://exodusnds.com/sourcebooks/chrome-market/cyberware-the-rules.md): A character with Willpower 2 has 12 Strain Points. With a Smartlink (1), Cybereyes (1), a Cyberarm (1), and Wired Reflexes (2), that character has 7.
- [The Chrome Market: Cyberware](https://exodusnds.com/sourcebooks/chrome-market/cyberware.md): Thirty-eight implants, by the part of the body they are fitted to. Load is what each costs in Strain Points, for good.
- [The Chrome Market: Bioware](https://exodusnds.com/sourcebooks/chrome-market/bioware.md): Bioware is grown: muscle, nerve, skin, and organs cultured from the patient's own cells and edited before they are put back.
- [The Chrome Market: Intrusion](https://exodusnds.com/sourcebooks/chrome-market/intrusion.md): A hack is a clock. The hacker works inward one layer at a time while an Alert climbs behind.
- [The Chrome Market: Drones](https://exodusnds.com/sourcebooks/chrome-market/drones.md): A drone is a machine that goes where its owner would rather not.
- [The Chrome Market: Surveillance, Identity, and Countermeasures](https://exodusnds.com/sourcebooks/chrome-market/surveillance-identity-and-countermeasures.md): Every place has a Coverage rating: how closely it is watched by machines.
- [The Chrome Market: Street Services and Prices](https://exodusnds.com/sourcebooks/chrome-market/street-services-and-prices.md): The GM may spend 2 Bane from the check to make the item second-hand, and a Calamity to make the seller an informant: the buyer gains 1 Heat.
- [The Chrome Market: Master Tables](https://exodusnds.com/sourcebooks/chrome-market/master-tables.md): Prices are in present-day US dollars, on the scale of The Modern Armory.
- [The Chrome Market: Licensing](https://exodusnds.com/sourcebooks/chrome-market/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Fantasy Armory](https://exodusnds.com/sourcebooks/fantasy-armory): 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.
- [The Fantasy Armory: About This Book](https://exodusnds.com/sourcebooks/fantasy-armory/about.md): Eighty weapons across ten families, each with a full Exodus NDS stat line, a price, an availability, and a set of qualities chosen to make it play differently from everything beside it.
- [The Fantasy Armory: Introduction](https://exodusnds.com/sourcebooks/fantasy-armory/introduction.md): Exodus NDS stats a weapon with Damage, Critical, Range, Encumbrance, Price, Availability, and Special Qualities. That is a generous framework, and fantasy weapon lists almost never use it.
- [The Fantasy Armory: Reading a Weapon Entry](https://exodusnds.com/sourcebooks/fantasy-armory/reading-a-weapon-entry.md): Every weapon in this book uses the same format.
- [The Fantasy Armory: Weapon Qualities](https://exodusnds.com/sourcebooks/fantasy-armory/weapon-qualities.md): Damage and Critical tell you how hard a weapon hits. Qualities tell you what it is for.
- [The Fantasy Armory: Unarmed Weapons](https://exodusnds.com/sourcebooks/fantasy-armory/unarmed-weapons.md): Every character already owns this family. The Exodus NDS core rules give an unarmed attack Damage equal to Might, Crit 5, Range Engaged, and no qualities.
- [The Fantasy Armory: Daggers and Knives](https://exodusnds.com/sourcebooks/fantasy-armory/daggers-and-knives.md): Knives are the cheapest weapons in the book and, together with the fist weapons in Chapter 4, the only ones a character can carry everywhere.
- [The Fantasy Armory: Swords](https://exodusnds.com/sourcebooks/fantasy-armory/swords.md): Swords are the generalists. Four entries carry two damage types, which is the largest part of what their price buys, and no entry in the family has a severe weakness to trade for a lower cost.
- [The Fantasy Armory: Axes and Cleavers](https://exodusnds.com/sourcebooks/fantasy-armory/axes-and-cleavers.md): Every entry in this family is Cutting, with no exceptions, and every one of them concentrates its weight behind a short edge.
- [The Fantasy Armory: Impact Weapons](https://exodusnds.com/sourcebooks/fantasy-armory/impact-weapons.md): Impact weapons move the target, stun it, or transmit force through armour rather than trying to open it. Every entry is Crushing apart from the two that carry a spike.
- [The Fantasy Armory: Spears](https://exodusnds.com/sourcebooks/fantasy-armory/spears.md): Spears are defined by Reach, which lets them strike at Short range, and Brace, which adds damage against an enemy that closes to Engaged.
- [The Fantasy Armory: Polearms](https://exodusnds.com/sourcebooks/fantasy-armory/polearms.md): Polearms carry Reach like spears, but on a forged head that cuts, punches, hooks, or in one case simply closes around a neck.
- [The Fantasy Armory: Flexible Weapons](https://exodusnds.com/sourcebooks/fantasy-armory/flexible-weapons.md): Flexible weapons buy control and pay for it in reliability. Damage is the lowest in the book, and most entries will not drop anyone unaided.
- [The Fantasy Armory: Thrown Weapons](https://exodusnds.com/sourcebooks/fantasy-armory/thrown-weapons.md): A thrown weapon lets a character act before the enemy is close enough to act back. That opening exchange is what the family sells.
- [The Fantasy Armory: Shields](https://exodusnds.com/sourcebooks/fantasy-armory/shields.md): Shields are weapons. The core rules stat them with damage, a critical rating, and a full quality line, so they appear here rather than with armour.
- [The Fantasy Armory: Master Weapons Table](https://exodusnds.com/sourcebooks/fantasy-armory/master-weapons-table.md): The shopping list. Useful for outfitting a character on a budget, or for judging what a body is carrying.
- [The Fantasy Armory: Licensing](https://exodusnds.com/sourcebooks/fantasy-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Heavy Armory](https://exodusnds.com/sourcebooks/heavy-armory): 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.
- [The Heavy Armory: About This Book](https://exodusnds.com/sourcebooks/heavy-armory/about.md): Sixty-five crew-served and vehicle weapons across three thousand years: rams and bombards, the great guns of the age of sail, howitzers and machine guns, tank guns, bombs, torpedoes, and guided…
- [The Heavy Armory: Introduction](https://exodusnds.com/sourcebooks/heavy-armory/introduction.md): One person fires a rifle. Nobody fires a twenty-four-pounder. A gun captain gives the word, and seven other people have already done their part.
- [The Heavy Armory: Reading an Entry](https://exodusnds.com/sourcebooks/heavy-armory/reading-an-entry.md): Most weapons in this book deal damage at vehicle scale and are printed like this.
- [The Heavy Armory: Crews, Loading, and Firing](https://exodusnds.com/sourcebooks/heavy-armory/crews-loading-and-firing.md): Crew X is the number of people who work the weapon. One of them, the gun captain, makes the attack check. The others load, lay, haul, and carry.
- [The Heavy Armory: Two Scales](https://exodusnds.com/sourcebooks/heavy-armory/two-scales.md): That holds for damage, for Armor, and for Blast. A tank with Armor 4 has the equivalent of Resistance 40. A gun that deals 5 Hull Damage deals 50 damage to a person.
- [The Heavy Armory: Structures](https://exodusnds.com/sourcebooks/heavy-armory/structures.md): A wall is a target with Armor and Hull Points, like a vehicle that does not move.
- [The Heavy Armory: Qualities](https://exodusnds.com/sourcebooks/heavy-armory/qualities.md): Passive qualities are always on. Active qualities are triggered by spending Boons from a successful attack. Ranked qualities carry a number.
- [The Heavy Armory: Engines of the Ancient World](https://exodusnds.com/sourcebooks/heavy-armory/engines-of-the-ancient-world.md): From the first siege to the first cannon. Everything here is built of timber, rope, sinew, and iron by a carpenter with a plan.
- [The Heavy Armory: Great Guns](https://exodusnds.com/sourcebooks/heavy-armory/great-guns.md): Muzzle-loading guns on carriages, from the first that could be moved to the last before the breechloader. The Black Powder Armory stops at the swivel gun on the rail.
- [The Heavy Armory: The Industrial Battlefield](https://exodusnds.com/sourcebooks/heavy-armory/the-industrial-battlefield.md): Between 1860 and 1938 the gun learns to load from the breech, absorb its own recoil, and fire without smoke. The machine gun, the torpedo, and the armoured turret all arrive.
- [The Heavy Armory: Guns of the Mechanised Age](https://exodusnds.com/sourcebooks/heavy-armory/guns-of-the-mechanised-age.md): Ground weapons from 1939 to today: what is bolted to a tank, towed behind a truck, or carried in three loads by an infantry section.
- [The Heavy Armory: Air Weapons](https://exodusnds.com/sourcebooks/heavy-armory/air-weapons.md): What an aircraft carries, from 1914 to today.
- [The Heavy Armory: Naval Weapons](https://exodusnds.com/sourcebooks/heavy-armory/naval-weapons.md): The guns and weapons of warships from 1939 to today. The great guns of the age of sail are in Chapter 8, and the turret guns, torpedoes, mines, and depth charges of 1860 to 1938 in Chapter 9; all of…
- [The Heavy Armory: Vehicles, Ships, and Aircraft](https://exodusnds.com/sourcebooks/heavy-armory/vehicles-ships-and-aircraft.md): Thirty-nine things to shoot at, and to shoot from. They use the vehicle statistics of the core rules. A Universe with its own vehicles uses those.
- [The Heavy Armory: Matchups and Fitting Out](https://exodusnds.com/sourcebooks/heavy-armory/matchups-and-fitting-out.md): The numbers barely move. A trebuchet stone and a howitzer shell both deal 8. What three thousand years buy is range, accuracy, rate of fire, and Pierce.
- [The Heavy Armory: Master Tables](https://exodusnds.com/sourcebooks/heavy-armory/master-tables.md): Every weapon in this book, by chapter, by mount, and by year.
- [The Heavy Armory: Licensing](https://exodusnds.com/sourcebooks/heavy-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Modern Armory](https://exodusnds.com/sourcebooks/modern-armory): 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.
- [The Modern Armory: About This Book](https://exodusnds.com/sourcebooks/modern-armory/about.md): Eighty-three weapons in twelve families, from a .22 pocket pistol to a shoulder-fired missile: everything one person can carry and use, and nothing that needs a crew.
- [The Modern Armory: Introduction](https://exodusnds.com/sourcebooks/modern-armory/introduction.md): Most modern equipment lists give a game one pistol, one rifle, and one shotgun. That is enough to resolve a fight and not enough to make a character's choice of weapon say anything.
- [The Modern Armory: Reading a Weapon Entry](https://exodusnds.com/sourcebooks/modern-armory/reading-a-weapon-entry.md): Every weapon in this book uses the same format.
- [The Modern Armory: Weapon Qualities](https://exodusnds.com/sourcebooks/modern-armory/weapon-qualities.md): Damage and range say how hard a weapon hits and how far. Qualities say what it costs to use and what else it does.
- [The Modern Armory: Pocket Pistols](https://exodusnds.com/sourcebooks/modern-armory/pocket-pistols.md): Every entry in this chapter is built to be carried without being seen. Concealable is the family's reason to exist, and every other number on the stat line is what it cost.
- [The Modern Armory: Service Pistols and Revolvers](https://exodusnds.com/sourcebooks/modern-armory/service-pistols-and-revolvers.md): These are the handguns carried openly, in a holster, by people whose job includes carrying one. They reach Medium range and most hold enough ammunition that nobody counts it.
- [The Modern Armory: Submachine Guns](https://exodusnds.com/sourcebooks/modern-armory/submachine-guns.md): A submachine gun fires pistol ammunition automatically. Every entry carries Auto-Fire: add 1 Trial Die to the attack, and on a hit spend 2 Boons for each additional hit, on the first target or on…
- [The Modern Armory: Shotguns](https://exodusnds.com/sourcebooks/modern-armory/shotguns.md): A shotgun fires a charge of pellets from a smooth barrel. Every 12 gauge in this chapter shares one profile: damage 8, Crit 3, Short range, Blast 4, Vicious 2, and most add Knockdown.
- [The Modern Armory: Rifles and Carbines](https://exodusnds.com/sourcebooks/modern-armory/rifles-and-carbines.md): Long guns firing a single bullet. The family covers the civilian hunting rifle and the infantry rifle, which for much of the period were the same object.
- [The Modern Armory: Precision Rifles](https://exodusnds.com/sourcebooks/modern-armory/precision-rifles.md): Rifles built to hit one target at long distance. This is the only chapter with weapons that print Extreme range, and both of them need a maneuver of preparation before the first shot.
- [The Modern Armory: Machine Guns](https://exodusnds.com/sourcebooks/modern-armory/machine-guns.md): Automatic weapons in a rifle cartridge, built to keep firing. The two entries here are the two a single character can carry and use.
- [The Modern Armory: Launchers and Flamethrowers](https://exodusnds.com/sourcebooks/modern-armory/launchers-and-flamethrowers.md): Weapons that deliver an explosion or a fire at a distance. Every entry is Military, every launcher is slow, and the damage is the highest in the book.
- [The Modern Armory: Grenades and Thrown Explosives](https://exodusnds.com/sourcebooks/modern-armory/grenades-and-thrown-explosives.md): Explosives thrown by hand. Each is used once. Readying one, which includes pulling a pin or lighting a fuse, is a maneuver; throwing it is the attack.
- [The Modern Armory: Demolitions and Mines](https://exodusnds.com/sourcebooks/modern-armory/demolitions-and-mines.md): Explosives that are placed, not thrown. They print Placed in the Range field.
- [The Modern Armory: Covert and Improvised Weapons](https://exodusnds.com/sourcebooks/modern-armory/covert-and-improvised-weapons.md): Two kinds of weapon share this chapter. The first kind is made by an intelligence service at great expense so that it will not be noticed.
- [The Modern Armory: Less-Lethal and Close Quarters](https://exodusnds.com/sourcebooks/modern-armory/less-lethal-and-close-quarters.md): Weapons for stopping someone without killing them, and the few modern hand weapons that the Fantasy Armory does not already cover.
- [The Modern Armory: Ammunition](https://exodusnds.com/sourcebooks/modern-armory/ammunition.md): Changing what a gun fires changes what the gun does. This chapter lists twenty-five loads, and none of them adds to a weapon's damage.
- [The Modern Armory: Attachments and Modifications](https://exodusnds.com/sourcebooks/modern-armory/attachments-and-modifications.md): Fifteen things that can be fixed to a weapon or done to it. None of them adds damage.
- [The Modern Armory: Master Weapons Table](https://exodusnds.com/sourcebooks/modern-armory/master-weapons-table.md): Every weapon in this book, five ways: by family, by price, by period, by availability, and by quality.
- [The Modern Armory: Licensing](https://exodusnds.com/sourcebooks/modern-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Ranged Armory](https://exodusnds.com/sourcebooks/ranged-armory): 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.
- [The Ranged Armory: About This Book](https://exodusnds.com/sourcebooks/ranged-armory/about.md): Forty launchers across five families, each built so that choosing between them is a decision rather than a comparison of damage numbers.
- [The Ranged Armory: Introduction](https://exodusnds.com/sourcebooks/ranged-armory/introduction.md): Most equipment lists treat a bow as one object with one damage number. This book treats it as half of one.
- [The Ranged Armory: Reading a Weapon Entry](https://exodusnds.com/sourcebooks/ranged-armory/reading-a-weapon-entry.md): Every launcher in this book uses the same format. Ammunition uses a reduced version of it, shown at the end of this chapter.
- [The Ranged Armory: Weapon Qualities](https://exodusnds.com/sourcebooks/ranged-armory/weapon-qualities.md): Damage and range tell you how hard a weapon hits and how far. Qualities tell you what it is for.
- [The Ranged Armory: Slings and Throwing Aids](https://exodusnds.com/sourcebooks/ranged-armory/slings-and-throwing-aids.md): Every weapon in this family is powered by the arm alone. Nothing here stores energy in a limb or a spring, which is why nothing here needs a mechanism, a bowyer, or money.
- [The Ranged Armory: Bows](https://exodusnds.com/sourcebooks/ranged-armory/bows.md): A bow stores the shot in a limb the wielder holds drawn. That single fact produces the family's whole profile: it is the fastest launcher in the book to shoot again, and the only one whose…
- [The Ranged Armory: Crossbows](https://exodusnds.com/sourcebooks/ranged-armory/crossbows.md): A crossbow stores the shot in a limb that a latch holds, not the wielder. Everything good and everything bad about the family comes from that one difference.
- [The Ranged Armory: Silent Arms](https://exodusnds.com/sourcebooks/ranged-armory/silent-arms.md): This is the one family in the book where damage is not the point.
- [The Ranged Armory: Siege Engines](https://exodusnds.com/sourcebooks/ranged-armory/siege-engines.md): Nothing in this chapter is carried, and nothing in it is bought by a character on their own account. These are unit assets: a purchase, a crew, a cart, and somewhere to put them.
- [The Ranged Armory: Ammunition](https://exodusnds.com/sourcebooks/ranged-armory/ammunition.md): This is the chapter the book was written for.
- [The Ranged Armory: Master Weapons Table](https://exodusnds.com/sourcebooks/ranged-armory/master-weapons-table.md): Every launcher in this book, four ways: by family, by price, by damage type, and by quality.
- [The Ranged Armory: Licensing](https://exodusnds.com/sourcebooks/ranged-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Stable](https://exodusnds.com/sourcebooks/the-stable): 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.
- [The Stable: About This Book](https://exodusnds.com/sourcebooks/the-stable/about.md): Seventy-one mounts of land, air, and water: horses of ten kinds, camels and elephants, riding bears and raptor-runners, pegasi and wyverns, hippocampi and sea serpents, and the breeds of one whole…
- [The Stable: Introduction](https://exodusnds.com/sourcebooks/the-stable/introduction.md): A sword does what its owner wants. A horse has to be asked.
- [The Stable: Reading an Entry](https://exodusnds.com/sourcebooks/the-stable/reading-an-entry.md): Scale is size, on the scale of the core rules. A person is Scale 1. A horse is Scale 2, an elephant 3, a roc 4. A mount of Scale 1 is a small mount.
- [The Stable: Riding](https://exodusnds.com/sourcebooks/the-stable/riding.md): Riding covers staying on, steering, and keeping a mount under control when it would rather be elsewhere. A Universe without a Riding skill uses Operate.
- [The Stable: Mounted Combat](https://exodusnds.com/sourcebooks/the-stable/mounted-combat.md): A rider fighting from the saddle against someone on foot at Engaged range adds 1 Boon Die to melee attacks.
- [The Stable: In the Air and in the Water](https://exodusnds.com/sourcebooks/the-stable/in-the-air-and-in-the-water.md): A flying mount is at one of three elevations above the ground.
- [The Stable: Training and Keeping](https://exodusnds.com/sourcebooks/the-stable/training-and-keeping.md): Training takes time and one check at the end of each period.
- [The Stable: Barding](https://exodusnds.com/sourcebooks/the-stable/barding.md): Barding is armour for the animal. It works exactly as armour works for a person in The Armourer.
- [The Stable: Tack, Harness, and Platforms](https://exodusnds.com/sourcebooks/the-stable/tack-harness-and-platforms.md): Exotic tack. A saddle for anything that is not shaped like a horse costs three times as much and is made for that kind of animal. A saddle for a mount of Scale 3 costs five times as much.
- [The Stable: Horses and Their Kin](https://exodusnds.com/sourcebooks/the-stable/horses-and-their-kin.md): The animals most riders will ever own. Every world with grass has some of these, under its own names.
- [The Stable: Beasts of Burden and War](https://exodusnds.com/sourcebooks/the-stable/beasts-of-burden-and-war.md): Everything that is not a horse and still earns its keep: camels, cattle, deer, dogs, and elephants.
- [The Stable: Fabled Beasts of the Land](https://exodusnds.com/sourcebooks/the-stable/fabled-beasts-of-the-land.md): Mounts for worlds that have them. None of these is common anywhere, and most are raised from the cub, the kid, or the egg by the person who will ride them.
- [The Stable: Mounts of the Air](https://exodusnds.com/sourcebooks/the-stable/mounts-of-the-air.md): Flying mounts change what a game is about. A party with four hippogriffs does not walk through the forest of spiders.
- [The Stable: Mounts of the Water](https://exodusnds.com/sourcebooks/the-stable/mounts-of-the-water.md): Mounts for sea peoples, river peoples, and anyone who needs to cross a strait without a ship.
- [The Stable: Mounts of Dort](https://exodusnds.com/sourcebooks/the-stable/mounts-of-dort.md): A world names its own animals. This chapter is one world's stable, as an example of how regional breeds are built from the general entries: take the nearest animal in Chapters 9 to 13, change one or…
- [The Stable: Master Tables](https://exodusnds.com/sourcebooks/the-stable/master-tables.md): Every mount in this book, by chapter, by purpose, and by price.
- [The Stable: Licensing](https://exodusnds.com/sourcebooks/the-stable/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Starship Armory](https://exodusnds.com/sourcebooks/starship-armory): 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.
- [The Starship Armory: About This Book](https://exodusnds.com/sourcebooks/starship-armory/about.md): Forty-five vehicle and starship weapons in four mount sizes and six technologies, from a fighter's wing guns to a battleship's keel gun, with eight warheads, thirty-nine weapon qualities, and a…
- [The Starship Armory: Introduction](https://exodusnds.com/sourcebooks/starship-armory/introduction.md): A personal weapon is chosen by the person carrying it. A ship's weapon is chosen by the ship.
- [The Starship Armory: Reading an Entry](https://exodusnds.com/sourcebooks/starship-armory/reading-an-entry.md): Mount is the size of the weapon: Light, Standard, Heavy, or Capital.
- [The Starship Armory: Firing](https://exodusnds.com/sourcebooks/starship-armory/firing.md): This chapter is the whole procedure for attacking with a vehicle weapon. Where a Universe has its own ship combat rules, those govern.
- [The Starship Armory: Two Scales](https://exodusnds.com/sourcebooks/starship-armory/two-scales.md): Vehicles and people measure damage differently.
- [The Starship Armory: Qualities](https://exodusnds.com/sourcebooks/starship-armory/qualities.md): Passive qualities are always on. Active qualities are triggered by spending Boons from a successful attack. Ranked qualities carry a number.
- [The Starship Armory: Heat and Power](https://exodusnds.com/sourcebooks/starship-armory/heat-and-power.md): This chapter is optional. A table that uses it tracks two numbers for each vehicle in a fight.
- [The Starship Armory: Kinetic Weapons](https://exodusnds.com/sourcebooks/starship-armory/kinetic-weapons.md): Weapons that throw something solid: shells, slugs, and fragments. Their damage type is Ballistic.
- [The Starship Armory: Guided Ordnance](https://exodusnds.com/sourcebooks/starship-armory/guided-ordnance.md): Missiles, torpedoes, rockets, bombs, and mines. Their damage type is Blast.
- [The Starship Armory: Beam Weapons](https://exodusnds.com/sourcebooks/starship-armory/beam-weapons.md): Lasers and particle weapons. Their damage type is Beam.
- [The Starship Armory: Plasma Weapons](https://exodusnds.com/sourcebooks/starship-armory/plasma-weapons.md): Weapons that throw a bottled charge of superheated matter. Their damage type is Plasma.
- [The Starship Armory: Disruption Weapons](https://exodusnds.com/sourcebooks/starship-armory/disruption-weapons.md): Ion and electromagnetic weapons. Their damage type is Disruption, and they deal System Damage.
- [The Starship Armory: Gravitic and Phase Weapons](https://exodusnds.com/sourcebooks/starship-armory/gravitic-and-phase-weapons.md): Weapons that act on space or on mass directly: tractors, distorters, and phase weapons. Their damage type is Gravitic.
- [The Starship Armory: Boarding and Utility Weapons](https://exodusnds.com/sourcebooks/starship-armory/boarding-and-utility-weapons.md): Systems that take a hardpoint and are not guns: boarding pods, breaching charges, and drones.
- [The Starship Armory: Defences](https://exodusnds.com/sourcebooks/starship-armory/defences.md): A summary of what the weapons in this book are fired at. A Universe with its own defence catalogue uses that. Prices are in credits.
- [The Starship Armory: Matchups and Fitting Out](https://exodusnds.com/sourcebooks/starship-armory/matchups-and-fitting-out.md): No ship stops everything. A hull with heavy armour and no screen fears beams. A screened hull with thin plate fears a railgun. Anything without point defence fears torpedoes.
- [The Starship Armory: Master Tables](https://exodusnds.com/sourcebooks/starship-armory/master-tables.md): Every weapon in this book, by family, by mount, and by price.
- [The Starship Armory: Licensing](https://exodusnds.com/sourcebooks/starship-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [The Stellar Armory](https://exodusnds.com/sourcebooks/stellar-armory): 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.
- [The Stellar Armory: About This Book](https://exodusnds.com/sourcebooks/stellar-armory/about.md): Sixty-six personal weapons in six technologies, and sixteen armours built to meet them.
- [The Stellar Armory: Introduction](https://exodusnds.com/sourcebooks/stellar-armory/introduction.md): A space opera weapon list usually sorts by size: pistol, rifle, cannon. The laser rifle and the slug rifle then differ by a point of damage and a name.
- [The Stellar Armory: Reading an Entry](https://exodusnds.com/sourcebooks/stellar-armory/reading-an-entry.md): Damage is a flat number for anything fired or thrown. Add 1 for each uncancelled Success, then subtract the target's Resistance. Hand weapons print a bonus (+2) added to the wielder's Might.
- [The Stellar Armory: Qualities](https://exodusnds.com/sourcebooks/stellar-armory/qualities.md): This book uses thirty-six qualities on weapons and armour. Twelve come from the Exodus NDS core rules and are listed for reference. Twenty-four are given in full.
- [The Stellar Armory: Kinetic Weapons](https://exodusnds.com/sourcebooks/stellar-armory/kinetic-weapons.md): Weapons that throw a solid projectile: chemical slugthrowers, magnetic accelerators, flechette guns, and gyrojets. Their damage type is Ballistic.
- [The Stellar Armory: Beam Weapons](https://exodusnds.com/sourcebooks/stellar-armory/beam-weapons.md): Lasers and their relatives. Their damage type is Beam.
- [The Stellar Armory: Plasma Weapons](https://exodusnds.com/sourcebooks/stellar-armory/plasma-weapons.md): Weapons that throw superheated matter. Their damage type is Plasma.
- [The Stellar Armory: Disruption Weapons](https://exodusnds.com/sourcebooks/stellar-armory/disruption-weapons.md): Weapons that attack the nervous system or the electronics, not the body: stunners, ion weapons, and sonics. Their damage type is Disruption.
- [The Stellar Armory: Gravitic Weapons](https://exodusnds.com/sourcebooks/stellar-armory/gravitic-weapons.md): Weapons that apply force directly, with no projectile and no beam. Their damage type is Gravitic.
- [The Stellar Armory: Ordnance](https://exodusnds.com/sourcebooks/stellar-armory/ordnance.md): Grenades, launchers, missiles, and charges. Most deal Blast damage.
- [The Stellar Armory: Close Combat](https://exodusnds.com/sourcebooks/stellar-armory/close-combat.md): Hand weapons that need a power cell, and the few that do not. Damage printed as +X is added to the wielder's Might. Damage printed as a plain number is flat.
- [The Stellar Armory: How Armour Works](https://exodusnds.com/sourcebooks/stellar-armory/how-armour-works.md): Armour has four numbers and a line of qualities.
- [The Stellar Armory: Armour](https://exodusnds.com/sourcebooks/stellar-armory/armour.md): Sixteen armours and defensive devices. Chapter 11 explains the rules; this chapter is the catalogue.
- [The Stellar Armory: Matchups](https://exodusnds.com/sourcebooks/stellar-armory/matchups.md): What to bring against what. Everything here follows from the stat lines in Chapters 4 to 12; this page only gathers it.
- [The Stellar Armory: Master Tables](https://exodusnds.com/sourcebooks/stellar-armory/master-tables.md): Every weapon and every armour in this book, in one place.
- [The Stellar Armory: Licensing](https://exodusnds.com/sourcebooks/stellar-armory/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.
- [Viridian Ship Catalog](https://exodusnds.com/sourcebooks/viridian): 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.
- [Viridian Ship Catalog: About This Book](https://exodusnds.com/sourcebooks/viridian/about.md): Ten ship lines and twenty-two hulls, from an executive shuttle to a continuity cruiser, with every revision of every line, the components only Viridian builds, and the rules for buying, servicing and…
- [Viridian Ship Catalog: The House of Viridian](https://exodusnds.com/sourcebooks/viridian/the-house-of-viridian.md): Viridian Lattice Yards builds the most refined civilian and scientific vessels in known space.
- [Viridian Ship Catalog: Reading a Viridian Entry](https://exodusnds.com/sourcebooks/viridian/reading-a-viridian-entry.md): Every ship line in Chapters 5 to 9 opens with a plate, a description, notes on what each revision changed, and its common variants.
- [Viridian Ship Catalog: The Viridian Look](https://exodusnds.com/sourcebooks/viridian/the-viridian-look.md): A Viridian ship looks intelligent and carefully grown without being organic. Spacers read the maker from the silhouette before the transponder resolves.
- [Viridian Ship Catalog: Viridian Builder Rules](https://exodusnds.com/sourcebooks/viridian/viridian-builder-rules.md): Viridian's Signature benefits, Integrated Architecture and Weak drawbacks, in one place, and the rules this book adds: the Service Seal and revision upgrades.
- [Viridian Ship Catalog: Shuttles and Couriers](https://exodusnds.com/sourcebooks/viridian/shuttles-and-couriers.md): Viridian's smallest hulls carry people and news: a private shuttle, a casualty shuttle, and the fast courier that is the maker's best-known ship.
- [Viridian Ship Catalog: Yachts and Liners](https://exodusnds.com/sourcebooks/viridian/yachts-and-liners.md): Hulls for people who travel in comfort and need the walls to keep quiet. Each is built around a protected interior, and neither is built to be repaired by whoever happens to be nearby.
- [Viridian Ship Catalog: Tenders and Medical Ships](https://exodusnds.com/sourcebooks/viridian/tenders-and-medical-ships.md): Two Scale 4 hulls that work beside bigger ships and the sites they serve: a laboratory for what a survey brings back, and a hospital for what a disaster leaves behind.
- [Viridian Ship Catalog: Survey Ships and Frigates](https://exodusnds.com/sourcebooks/viridian/survey-ships-and-frigates.md): The long-endurance hulls. One reads a system; the other keeps a hospital, a laboratory or a vault running for most of a year.
- [Viridian Ship Catalog: Continuity Cruisers](https://exodusnds.com/sourcebooks/viridian/continuity-cruisers.md): The largest hull the Concord lets a civilian institution fly, and the only one in this book that comes with its own law.
- [Viridian Ship Catalog: Signature Components](https://exodusnds.com/sourcebooks/viridian/signature-components.md): Modules and systems that only Viridian builds. They are Native aboard a Viridian hull and Certified aboard an Openframe hull.
- [Viridian Ship Catalog: Ownership, Service and Refit](https://exodusnds.com/sourcebooks/viridian/ownership-service-and-refit.md): What a Viridian hull costs new and used, who services it, what the paperwork is, and when to buy a newer revision or upgrade the one you have.
- [Viridian Ship Catalog: Compatibility](https://exodusnds.com/sourcebooks/viridian/compatibility.md): A mechanic can force almost any system into almost any hull. The difficulty depends on the relationship between the builders. This chapter gives Viridian's relationships and the modifier for each.
- [Viridian Ship Catalog: Master Tables](https://exodusnds.com/sourcebooks/viridian/master-tables.md): Every Viridian hull in the catalog, by class, by price and by revision upgrade. The stat blocks in Chapters 5 to 9 carry the rest of each hull's numbers.
- [Viridian Ship Catalog: Licensing](https://exodusnds.com/sourcebooks/viridian/licensing.md): Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is under copyright and is not open.

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- [About Exodus NDS](https://exodusnds.com/about)
- [Community](https://exodusnds.com/contact): Discord and contact.
- [AI Policy](https://exodusnds.com/ai-policy): How generative AI is used in making the books.
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