The Modern Armory

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. Twenty-five ammunition loads, so that one gun covers several jobs. Fifteen attachments. Twenty-eight weapon qualities, all but one already part of Exodus NDS, with every one that the core rules do not define given here in full.

The cartridge sets the damage. The gun decides what it costs you to carry it. A .22, a 9mm, and a .50 are different weapons, and the large ones need Might. A pistol that passes a search holds two shots or fires a small bullet. This book is built around making those trades visible on the stat line.

This book stands alone. It is the third armory, after The Fantasy Armory and The Ranged Armory, and it requires neither. The only book you need beside this one is the Exodus NDS core rules.

Body armour is out of scope. So are crew-served weapons: mortars, tripod-mounted machine guns, and anything bolted to a vehicle. Knives, clubs, and bows are in the two earlier books; Chapter 15 says which entry to use for which modern weapon.

Credits

Content Credits

Writers: Paul Davis

Editor: Paul Davis

Production Credits

Layout: Homebrewery

The Modern Armory

First Edition

© 2026 Kaosweaver, Inc.

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 and commercial firearms of that type so a reader can recognise it. Those names belong to their respective makers. Their use here is descriptive only, and implies no affiliation with or endorsement by any manufacturer.

This is a game book. Nothing in it is instruction in the use, manufacture, or modification of any weapon.