Builder's Manual · Chapter 5

Building Equipment

Wargear is the world's physical economy: what the party is handed, what they loot, what they carry until it breaks. Three types split the job by what the table needs to run:

  • Weapon — a stat block. Damage, armour penetration, traits, range.
  • Armor — a stat block. Armour rating and traits.
  • Equipment — everything that is neither: tools, consumables, treasure.

Weapons and armor got their own types because combat reads them as numbers, not prose. A weapon's notes might describe the worn grip; its damage and traits are what the dice actually use. Keep the two kinds of information in the two kinds of fields.

Weapons

  • weaponType — Melee, Ranged, Heavy, or Grenade. This is the filing lane: what the weapon does and which skill it uses at the table.
  • damage — base damage as the rules write it, e.g. 10 + 1 ED.
  • armorPenetration — the AP value that cuts through armor.
  • traits — keywords from the Wargear Properties chapter: Rapid Fire, Blast, Salvo, Reliable, Unwieldy. If a property has a name in the rules, use that name.
  • range — how the weapon reaches, in the rulebook's bands.
  • rarity — Common to Extremely Rare. Rarity is how the GM says no at a market stall.
  • weight — the whole weapon, in pounds. Encumbrance sums it across references.
  • value — cost in Thrones, the currency of the Imperium.

Armor

  • armourRating — the AR value that adds to Resilience.
  • traits — armour keywords (Heavy, Power, and so on).
  • rarity, weight, value — same conventions as weapons.

Weight matters double for armor: it is worn all day, so it is a permanent tax on carrying capacity. Keep it aligned with the character's Strength.

Equipment

  • category — one of Gear, Consumable, Treasure. Gear is tools and instruments; Consumable is anything spent — stims, ammo, rations, grenades (mark quantity in notes so the GM can tick it off); Treasure is valuables that are not tools, made to be traded, lost, and fought over.
  • weight, value — same conventions as weapons.

Conventions that keep the economy honest

  • Bundle multiples as one entry. A "Quiver of Arrows" is one equipment file weighing as a bundle, not twenty files of one arrow each. The weight field exists to be summed; make it sum to something a character can actually carry.
  • Reference, don't duplicate. Characters point at wargear files by slug, and a character's inventory can mix all three types. One file for the chainsword, ten characters who carry it. When you change the chainsword, the whole party updates.
  • Keep slugs stable. inventory references resolve by slug. If you must rename, keep the slug — or fix every carrying character in the same pass.
  • Match the rules, don't invent. If a rule for the item exists in the Player's Handbook (ranged modifiers, salvo options, AP), follow it. notes is for the specifics of this item, not for rewriting the game.

The wargear examples in the project show the intended density: the Longbow and Choppa (weapons), Leather Armor (armor), and the Explorer's Pack and Quiver of Arrows (equipment) — enough prose to picture the thing, enough numbers to run it, and weights that the character sheet can sum.

Manual updated Aug 16, 2026.