Armory Source Book for nWOD
Guns, gear, cars and swords, all essential topics for a game and all covered
in the Armory. Whether its for mortal investigators or elder
vampires, the items in this book will get used at some point. But the armory is far from just a collection of
stats, it is an indepth look at weapons and the use of weapons in society. Lets take a look at what it
Chapter One: Melee Weaponry
From Katanas to chainsaws, this chapter covers all the hand to hand weapons
your character could ever want in convenient list with all the necessary stats. But it goes a little deeper than
that, a lot deeper. It describes materials, historical information, how a character would get trained in certain
styles of fighting. It is a mini-encyclopedia of melee weapons and there use and without doubt the most fluff I
have ever seen in a weapons section. This is really useful for when a player decides their character needs a few
dots in weaponry mid-campaign, it allows the story teller to integrate it into the story in a realistic way. Who
taught them this style? What weapon and why?
Chapter Two: Firearms and Ranged Weaponry
Like the previous chapter, this one goes into great detail about pistols,
rifles and everything else that fires bullets. There are a lot of guns in here, all with detailed descriptions
about their use, history and the type of people who would carry them. Again, this helps moves weaponry away from
being an excuse to roll dice and toward being part of the story itself. When a player picks dots in firearms
then they will have to decide where they learnt this, sniper school? Law enforcement training? Skeet shooting at
the weekend? Helps when fleshing out a backstory.
Chapter Three: Tactical and Heavy Weaponry
This not only covers grenades and rocket launchers but all the way up to
nuclear and biological weapons. The information in this chapter could be used to run a post-apocalype game after
the next world war, where people are coping with the fallout from some terrible weapon. It also covers more
basic things like plastic explosives, frag grenades, dynamite etc, and as with the previous chapters, so much
information on explosives am surprised the FBI haven’t kicked my front door in and arrested me
Chapter Four: Vehicles
Cars, boats, planes; stats, descriptions, history, use, story hooks… there is
a pattern with this book. EVERTHING to do with vehicles is in this chapter, enough
Chapter Five: Equipment and Accessories
This chapter is probably the least fluffy but then it is describing a wide
range of things rather than a particular category so it can be forgiven. In it you will find all sorts of cool
gadgets your character could pick up, from night vision goggles, bug sweeping equipment and body armour body
armour to traps and surveillance systems. Campaigns involving breaking into places or investigating crime scenes
will be referencing this chapter every game. It also includes some items useful for supernatural investigations,
because who doesn’t need a Ouija board?
Chapter Six: Weaponry and the World of Darkness
This chapter goes into gun law in greater detail, explaining things like open
carry and concealed carry, as well as when law enforcement will use deadly force and the types of weapons they
will use in specific situation. It is specifically about America but it does include information on different
nations gun laws, and to be honest, despite being a brit, most of my World of Darkness games are set in the USA
so it makes sense. As will the first 3 chapters, this helps steer your games away from schlocky gunfights in the
street, bystanders with pump-action shotguns under their coat and cops who open fire at the slightest hint of
criminal activity. It puts guns back into a real world perspective and is a must read for any storyteller who
wants guns in their game.
The Armory ends with a selection of new combat-oriented merits, new
fighting styles involving weaponry both ranged and melee. These are all very distinct from one another and can
turn a character into a very effective killer.
The Armory has a wealth of information on all things weapon related,
it expands on a subject that will no doubt come into play in most campaigns at some point and helps you keep a
sense of realism about it all. This book is essential for bring weapons into your game but it is also essential
for keeping weapons grounded, interesting and part of the narrative. A great addition to your mortals game but
equally useful for any of the supernatural lines.
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