The Heavy Armory
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 missiles. With them: thirty-nine vehicles, ships, and aircraft, and fifteen kinds of wall, gate, and bunker.
A heavy weapon is a crew, and the crew is the weapon. A trebuchet, a thirty-two-pounder, and a howitzer all work the same way at the table: several people, a number of rounds between shots, and something large on the other end. This book gives all of them one stat line and one procedure, from the battering ram to the guided missile.
This book stands alone. It picks up where The Ranged Armory, The Black Powder Armory, and The Modern Armory stop: at the weapon one person cannot carry and fire. It requires only the Exodus NDS core rules, and it supplies what they leave to a Universe: crews, batteries, indirect fire, the two damage scales, walls to knock down, and ships, tanks, and aircraft to shoot at.
Out of scope: nuclear, chemical, and strategic weapons, and anything fired from one continent at another.
Credits
Legal Notices & Licensing
The Heavy Armory
First Edition
© 2026 Kaosweaver, Inc.
Copyright Notice
All rights reserved. Only the Exodus NDS Core Rules are published under the ORC License. Licensing terms: see Licensing, and exodusnds.com/license.
Real Weapons and Trade Names
Entries in this book are generic types. The Also known as line under each names historical weapons of that type so a reader can recognise it. Where those names are trade names, they belong to their respective makers, and their use here is descriptive only.
This is a game book. Its numbers are simplified for play. Nothing in it is instruction in the use, manufacture, or modification of any weapon or explosive.