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Armory Reloaded

Armory Reloaded
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Description 

Lock And Load

Sometimes it’s about tactics. Sometimes it’s about personal skill. Sometimes it’s about teamwork. And sometimes it’s just about having a big enough gun to kill every last enemy in the room with a few squeezes of the trigger. There are a lot of options for mayhem. Why choose just one?

A Character Book for World of Darkness


  • An array of artifact weapons, both blessed and cursed, where each can be used as the focus of an entire story. These weapons are both blessed and cursed
  • A new look at Fighting Styles in the World of Darkness: Old styles are reexamined, and several new styles are introduced, each with new rules, histories, and characters to go along with them.
  • Rules for future weapons, the high-tech, bleeding-edge armament that characters might bring to bear against the horrors of the World of Darkness.
  • A whole chapter devoted to hacking apart the combat mechanics of the Storytelling System and rebuilding them so they suit the needs of your game. Gritty combat? Blood-soaked cinematics? Monster-specific rules tweaks? All that, and more.

Page Count: 192 (hardcover)

Authors: Matthew McFarland, John Newman, P. Alexander Scokel, Malcolm Sheppard, Travis Stout, Stew Wilson

Developer: Ethan Skemp

Cover Artist: Stephanie Pui-Mun Law


ISBN: 978-1-58846-362-3

Purchase a PDF version at DriveThru RPG.

Learn more about this product at White-Wolf.com.

Item #: 55208
Our Price: $29.99
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Product Reviews

Average Rating: (based on 3 reviews)

Showing 3 Reviews:

by Anna T
on 5/15/2009
Armory Reloaded Review
The first Armory showcased and featured a wide variety of weapons, vehicles, equipment and merits that had me wondering just how Reloaded could meet the hype and expectations or what new it could even offer. On getting a hold of this book and reading it, I find much of the material presented is best suited in the hands of the ST. The first chapter features Storied Weapons. All of which can provide hours of fun for a chronicle just centering around one weapon. Chapter two offers more use for players and STs with new Fighting Styles, taking a look at older ones and new ones with rules and ways that a player can play and design the type of fighting style and fighter character they want. Chapter three takes a look at Future Weapons in a chronicle. While good, I'd use this sparringly. And the section on bugs and drawbacks of future weapons such as the dead getting back up or strengthening a Spirit can cause players to rethink options with tech always being the answer or solution. Chapter four covers Hacks. Again, this is mainly for the ST who can use these to provide ways of making combat more or less deadly and certainly more cinematic or realistic.
by Doug Shea
on 5/2/2009
Good until the last Chapter
I like the special weapons (cursed/blesses items) those are always great story plots and ideas! The fighting styles and explanations are very cool! The future tech weapons...I agree with the last poster, very needed and great addition. Now the last chapter...words can not describe how disgusted I am with this chapter. It is so unnecessary, why is this in a book and not some down loadable sheet off the website? I feel like you guys ran out of ideas and just threw some house rules into a book? I have not been this disappointed since you put out "The Blood" - still the worst book of all your books! Your system was flawless as it was...now I feel the ashes of that old broken system (oWoD) has now tainted a brilliant new system (nWoD). Disappointing. Let the old fans go guys...new ones are out there!
by Jonathan W
on 4/30/2009
Nice to have
I really liked the ideas that came in this book, especially the future weapons section. That section was just a great addition that allowed me to gauge future weapons without having to worry about balancing.
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