The Stellar Armory cover
Exodus NDS Sourcebook

The Stellar Armory

Space Opera Weapons and Armour for Exodus NDS

Sixty-six personal weapons in six technologies (kinetic, beam, plasma, disruption, gravitic, and ordnance) and sixteen armours built to meet them. Every technology has an armour that stops it and an armour it goes straight through.

16 chapters, about 14,400 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-six personal weapons in six technologies, and sixteen armours built to meet them. 1. Introduction A space opera weapon list usually sorts by size: pistol, rifle, cannon. The laser rifle and the slug rifle then differ by a point of damage and a name. 2. Reading an Entry Damage is a flat number for anything fired or thrown. Add 1 for each uncancelled Success, then subtract the target's Resistance. Hand weapons print a bonus (+2) added to the wielder's Might. 3. Qualities This book uses thirty-six qualities on weapons and armour. Twelve come from the Exodus NDS core rules and are listed for reference. Twenty-four are given in full. 4. Kinetic Weapons Weapons that throw a solid projectile: chemical slugthrowers, magnetic accelerators, flechette guns, and gyrojets. Their damage type is Ballistic. 5. Beam Weapons Lasers and their relatives. Their damage type is Beam. 6. Plasma Weapons Weapons that throw superheated matter. Their damage type is Plasma. 7. Disruption Weapons Weapons that attack the nervous system or the electronics, not the body: stunners, ion weapons, and sonics. Their damage type is Disruption. 8. Gravitic Weapons Weapons that apply force directly, with no projectile and no beam. Their damage type is Gravitic. 9. Ordnance Grenades, launchers, missiles, and charges. Most deal Blast damage. 10. Close Combat Hand weapons that need a power cell, and the few that do not. Damage printed as +X is added to the wielder's Might. Damage printed as a plain number is flat. 11. How Armour Works Armour has four numbers and a line of qualities. 12. Armour Sixteen armours and defensive devices. Chapter 11 explains the rules; this chapter is the catalogue. 13. Matchups What to bring against what. Everything here follows from the stat lines in Chapters 4 to 12; this page only gathers it. 14. Master Tables Every weapon and every armour in this book, in one place. 14. Licensing Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is copyright reserved.