The Heavy Armory cover
Exodus NDS Sourcebook

The 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.

17 chapters, about 17,300 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 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… 1. Introduction 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. 2. Reading an Entry Most weapons in this book deal damage at vehicle scale and are printed like this. 3. Crews, Loading, and Firing 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. 4. Two Scales 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. 5. Structures A wall is a target with Armor and Hull Points, like a vehicle that does not move. 6. Qualities Passive qualities are always on. Active qualities are triggered by spending Boons from a successful attack. Ranked qualities carry a number. 7. Engines of the Ancient World From the first siege to the first cannon. Everything here is built of timber, rope, sinew, and iron by a carpenter with a plan. 8. Great Guns 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. 9. The Industrial Battlefield 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. 10. Guns of the Mechanised Age 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. 11. Air Weapons What an aircraft carries, from 1914 to today. 12. Naval Weapons 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… 13. Vehicles, Ships, and Aircraft 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. 14. Matchups and Fitting Out 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. 15. Master Tables Every weapon in this book, by chapter, by mount, and by year. 15. Licensing Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.