The Fantasy Armory cover
Exodus NDS Sourcebook

The 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.

16 chapters, about 18,700 words, free to read here in full. Written for Exodus NDS; the stat lines also drop into a Genesys RPG game.

Contents

About This Book 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. 1. Introduction 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. 2. Reading a Weapon Entry Every weapon in this book uses the same format. 3. Weapon Qualities Damage and Critical tell you how hard a weapon hits. Qualities tell you what it is for. 4. Unarmed Weapons 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. 5. Daggers and Knives 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. 6. Swords 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. 7. Axes and Cleavers Every entry in this family is Cutting, with no exceptions, and every one of them concentrates its weight behind a short edge. 8. Impact Weapons 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. 9. Spears Spears are defined by Reach, which lets them strike at Short range, and Brace, which adds damage against an enemy that closes to Engaged. 10. Polearms Polearms carry Reach like spears, but on a forged head that cuts, punches, hooks, or in one case simply closes around a neck. 11. Flexible Weapons 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. 12. Thrown Weapons A thrown weapon lets a character act before the enemy is close enough to act back. That opening exchange is what the family sells. 13. Shields 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. 14. Master Weapons Table The shopping list. Useful for outfitting a character on a budget, or for judging what a body is carrying. 14. Licensing Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.