The Armourer
About This Book
Twenty-eight armours, helms, and shields in two periods: the padded jack to the full harness, and the leather jacket to the bomb suit. Two armour qualities, Deflecting and Vulnerable, that make every damage type printed in the three earlier armories matter at last. No lookup table.
Armour is a decision about which blow you would rather take. Mail turns an edge and gives way to a mace. A concealed vest stops a pistol round and parts for a knife. Every armour in this book says on its own stat line what it is good against and what finds its gap.
This book completes three others. The Fantasy Armory, The Ranged Armory, and The Modern Armory each print a damage type on every weapon and ask the reader to wait for the armour rules. These are those rules. The book can be used without them, with any weapon list that names how a weapon hurts.
Space opera armour is in The Stellar Armory, under the same rules.
Credits
Legal Notices & Licensing
The Armourer
First Edition
© 2026 Kaosweaver, Inc.
Copyright Notice
All rights reserved. Only the Exodus NDS Core Rules are published under the ORC License. Licensing terms: see Licensing, and exodusnds.com/license.