# Introduction

*The Modern Armory, Firearms, Explosives, and Ammunition for Exodus NDS, 1939 to Today. Source: https://exodusnds.com/sourcebooks/modern-armory/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.

> **The cartridge sets the damage. The gun decides what it costs you to carry it.**

A two-shot derringer and a .44 Magnum revolver are both handguns. One goes through a pat-down in a boot and does 5 damage twice. The other does 7, needs Might 3, and cannot be hidden under anything shorter than a coat. Those are different decisions about how a character expects the scene to go, and this book prints the difference.

## What You Should Expect

**Damage that follows the cartridge.** A .22 does 4. A 9mm does 6. A .50 pistol does 8. Rifles do 8, magnum rifles 9, and .50 rifles 10. Chapter 2 prints the whole table.

**Might requirements on the heavy weapons.** **Cumbersome** appears throughout. A character with Might 2 can fire a .50, and adds Bane Dice to every shot.

**Concealment as a number.** **Concealable** runs from 4, a pistol disguised as a lipstick, to none at all. Chapter 2 has the rules for searches and for drawing.

**Weapons that never count rounds, and a few that must.** Most firearms fire for the whole scene. A derringer has two shots and a revolver has six, and those print **Limited Ammo**.

**Ammunition that changes the weapon.** Armour-piercing, hollow point, and subsonic loads, seven kinds of shotgun shell, and grenades and rockets by warhead. Chapter 16.

## Higher Numbers Than the Other Armories

A reader who owns *The Fantasy Armory* or *The Ranged Armory* will see larger damage numbers here. A longbow in that book does 5; a rifle in this one does 8. That is deliberate. Firearms use the flat damage scale the core rules describe for weapons that generate their own force, and that scale starts where muscle-powered weapons stop.

## Using This Book in Your Universe

**The names are generic.** Each entry is a type, and its *Also known as* line names real weapons of that type. A Luger and a Glock 17 share a stat line because at the table they do the same thing.

**The period is 1939 to today.** The decades after today are in *The Chrome Market*. Chapter 18 marks each weapon with the first period it appears in, so a GM running 1943 or 1975 can strike what has not been invented.

**The prices are close to modern dollars.** Chapter 2 gives a multiplier for earlier decades and for Universes with their own money.

**Availability is separate from price.** A pump shotgun and a submachine gun cost about the same. One is Common and one is Military.

## What You Need

The **Exodus NDS core rules**. This book assumes them and does not reprint them.

Any Universe with firearms will do: a wartime resistance cell, a Cold War station, a present-day investigation, or a science-fiction setting that still uses slugthrowers.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/modern_armory/modern-armory-gun-counter.jpg">
