# Reading an Entry

*The Stellar Armory, Space Opera Weapons and Armour for Exodus NDS. Source: https://exodusnds.com/sourcebooks/stellar-armory/reading-an-entry*

##### <span class="weapon-bar beam"></span>Laser Pistol
<span class="weapon-aka">Beamer, las pistol, service laser</span>

<div class="weapon beam">

<span class="dmg">5</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">360</span>
<span class="avail">Common</span>
<span class="type">Beam</span>
<span class="qual">Pierce 2, Overheat</span>

</div>

## The Fields

**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.

**Crit** is the number of net Boons spent to inflict a Critical Injury. A dash means the weapon cannot inflict one.

**Range** is the farthest band at which the weapon attacks. **Placed** means it is set in position and fired later.

**Enc** is Encumbrance.

**Skill** is Light Ranged, Heavy Ranged, Gunnery, Melee, or Unarmed. At a table using the core rules' single Ranged skill, use Ranged for the first three.

**Type** is the damage type. In this book it matters: armour names the types it deflects and the types it is vulnerable to.

**Qualities** are defined in Chapter 3.

## The Damage Types

| Type | Delivered by |
|:--|:--|
| **Ballistic** | Kinetic weapons: slugs, darts, accelerated projectiles |
| **Beam** | Lasers and other coherent energy |
| **Plasma** | Superheated matter. Armour that names Fire treats Plasma as Fire unless it names Plasma separately |
| **Disruption** | Stunners, ion weapons, sonics |
| **Gravitic** | Direct force |
| **Blast** | Explosions and fragments |
| **Cutting, Thrusting, Crushing** | Hand weapons, darts, and impacts |

An attack with no listed type is **Crushing** if it is hand-to-hand and **Ballistic** if it is fired.

## Might Requirements

**Cumbersome X** means the weapon or armour needs Might X. A user with lower Might adds Bane Dice equal to the shortfall to every check made with the weapon, or to every physical check while wearing the armour.

**Unwieldy X** is the same rule keyed to Agility. Two hand weapons carry it.

## Running Dry and Overheating

**Kinetic weapons run dry.** The GM may spend a Calamity, or 3 Bane, from an attack to empty one; 2 Bane after Auto-Fire. Reloading is a maneuver. Weapons with **Limited Ammo X** are counted instead.

**Energy weapons overheat.** If an attack with an **Overheat** weapon generates 2 or more Bane or a Calamity, it cannot be fired until an action is spent venting it.

## Free Fall, Vacuum, Smoke, and Water

| Condition | Effect |
|:--|:--|
| **Free fall** | A kinetic weapon without Recoilless adds 1 Bane Die unless the shooter is braced |
| **Vacuum** | Sonic weapons do nothing. Plasma Throwers do not work. Everything else is unaffected |
| **Smoke** | Beam weapons cannot attack through it. Other attacks add 2 Bane Dice |
| **Heavy rain, dust, steam** | Beam weapons add 2 Bane Dice |
| **Underwater** | Beam and plasma weapons do not work. Kinetic weapons reach Engaged only |

## Price and Availability

**Price** is in the same units as the other armories and is close to a present-day dollar. Multiply the whole book by one factor to convert it to your Universe's currency.

| Tag | Meaning |
|:--|:--|
| **Common** | Sold openly on most worlds |
| **Restricted** | Needs a licence or an institution behind the buyer |
| **Military** | Issued to armed forces. Civilian possession is a serious offence in settled space |
| **Rare** | Made by few, or controlled by a single power |

A Restricted weapon bought without its licence costs double. A Military one costs three to five times its price on the black market.

## Reading an Armour Entry

##### <span class="armour-bar medium"></span>Combat Armour

<div class="armour medium">

<span class="res">+2</span>
<span class="mdef">0</span>
<span class="rdef">1</span>
<span class="enc">3</span>

</div>

<div class="armour-detail">

<span class="price">700</span>
<span class="avail">Military</span>
<span class="qual">Deflecting 1 (Ballistic), Deflecting 1 (Beam), Vulnerable 1 (Disruption)</span>

</div>

**Resistance** is added to the wearer's Resistance. **Melee Defense** and **Ranged Defense** add that many Bane Dice to attacks of that kind. Chapter 11 explains the type qualities.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/stellar_armory/stellar-armory-outfitters.jpg">
