The Modern Armory cover
Exodus NDS Sourcebook

The 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.

20 chapters, about 21,800 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-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. 1. Introduction 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. 2. Reading a Weapon Entry Every weapon in this book uses the same format. 3. Weapon Qualities Damage and range say how hard a weapon hits and how far. Qualities say what it costs to use and what else it does. 4. Pocket Pistols 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. 5. Service Pistols and Revolvers 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. 6. Submachine Guns 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… 7. Shotguns 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. 8. Rifles and Carbines 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. 9. Precision Rifles 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. 10. Machine Guns Automatic weapons in a rifle cartridge, built to keep firing. The two entries here are the two a single character can carry and use. 11. Launchers and Flamethrowers 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. 12. Grenades and Thrown Explosives 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. 13. Demolitions and Mines Explosives that are placed, not thrown. They print Placed in the Range field. 14. Covert and Improvised Weapons 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. 15. Less-Lethal and Close Quarters Weapons for stopping someone without killing them, and the few modern hand weapons that the Fantasy Armory does not already cover. 16. Ammunition 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. 17. Attachments and Modifications Fifteen things that can be fixed to a weapon or done to it. None of them adds damage. 18. Master Weapons Table Every weapon in this book, five ways: by family, by price, by period, by availability, and by quality. 18. Licensing Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.