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Lexicanum

Wargear

The weapons, armor, relics, tools, and forbidden devices that keep you alive until the galaxy notices.

// Armoury Doctrine · Working Draft · v0.1

In Bolt & Blade, wargear is not just equipment.

A lasgun is standard issue. A bolter is authority. A chainsword is intent. Power armor is not bought from a merchant — it is issued, inherited, sanctified, stolen, or earned through blood.

What a character carries says who trusts them, who owns them, and how expendable they are.

Ready to requisition? The full manifest lives in The Armoury.

How Wargear Works

Six Rules

Wargear is governed by availability, restriction, proficiency, issue source, traits, and risk.

The Governing Rules
RuleMeaning
AvailabilityHow difficult the item is to acquire or justify.
RestrictionWhich race/path, class, faction, or authority can normally access it.
ProficiencyWhether the character knows how to use it properly.
Issue SourceWho provides it: Munitorum, Inquisition, Ecclesiarchy, Mechanicus, Chapter, black market, and worse.
TraitsSpecial rules like Ammo, Recharge, Burst, Overheat, Power Field, Heavy Weapon.
RiskSome gear is unstable, corrupting, illegal, sacred, heretek, xenos, or politically suicidal.

Wargear is access, not shopping. A character may know an item exists without having any right to carry it.

Availability Tiers

Five Tiers
Availability
AvailabilityMeaning
Common IssueStandard, widely available, easy to justify.
Restricted IssueRequires class, faction, rank, patron, training, or story access.
Rare IssuePowerful, uncommon, usually mission-issued, earned, or tightly controlled.
RelicSacred, ancient, unique, politically important, or irreplaceable.
ForbiddenHeretek, xenos, corrupted, illegal, warp-tainted, or spiritually dangerous.

Examples:

  • Lasgun — Common Issue
  • Flak Armor — Common Issue
  • Carapace Armor — Restricted Issue
  • Boltgun — Rare Issue for most humans, standard for Astartes
  • Power Sword — Rare Issue / Relic
  • Rosarius-pattern holy field relic — Relic
  • Xenos Blade — Forbidden
  • Daemon Weapon — Forbidden and catastrophic

Restrictions

Access Tags

How to Read Restriction Tags

Restriction tags are not all hard locks.

A tag tells you why an item belongs in the world: who normally carries it, who can justify having it, who issued it, and what trouble follows if the wrong person is caught with it.

Some tags are mechanical requirements. Some are story permissions. Some are warnings.

A Guardsman can physically pull the trigger on a boltgun. That does not mean the Munitorum, the Ecclesiarchy, or the Inquisition will be happy about where he got it.

Use restriction tags to answer three questions:

  • 1. Can my character use this?
  • 2. Who would have issued this to me?
  • 3. What happens if I have it without permission?

Class Tags

Class tags show which character classes are normally trained, equipped, or expected to use an item. A class tag does not always mean other characters can never use it, but it tells the GM and player who the item was designed for.

Example: a suppression shield may list Arbites because Arbites are trained and issued that gear. Another character might use one through story access, but it is not normal kit.

Race / Path Tags

Race / Path tags show whether an item fits a broad character type such as Human, Forge-Bound Human, or Astartes. Some of these are hard restrictions because the item is physically incompatible, gene-locked, sacred, or built for a different body.

Example: Astartes power armor is Astartes only. It is not just rare armor; it is built for transhuman physiology.

Authority / Source Tags

Authority tags show who normally controls, issues, maintains, or authorizes an item. These tags are about permission and story access, not just physical use.

Example: a plasma gun might be Munitorum Issue, Inquisition Issue, or Mechanicus Issue. That means the weapon probably came from a regiment, an inquisitorial patron, a forge temple, battlefield salvage, or theft.

Access Is Story. If a character has wargear outside their normal tags, that is not automatically a problem with the rules. It is a story hook. Maybe it was issued for one mission. Maybe it was stolen. Maybe it belonged to someone dead. Maybe a patron wants it returned. Maybe carrying it is evidence. The tag tells the table what kind of questions the item creates.

Race / Path Tags

HumanForge-Bound HumanAstartesFuture: XenosFuture: HereticFuture: Traitor Astartes

Human Class Tags

GuardsmanInquisitorPsykerArbitesCommissarMinistorum PriestSister of BattleAssassin

Forge World Class Tags

SkitariiTech-AdeptEnginseerSicarianElectro-PriestCybernetica Datasmith

Astartes Class Tags

Tactical MarineAssault MarineDevastator MarineApothecaryTechmarineLibrarianChaplain

Authority / Source Tags

Authority / Source tags describe which institution, patron, market, or forbidden source normally controls access to an item. They do not always stop a character from using the item, but they explain who can issue it legitimately and what consequences may follow if the character has it without permission.

Munitorum IssueInquisition IssueEcclesiarchy IssueMechanicus IssueChapter IssueArbites IssueBlack MarketRelicForbiddenXenosHeretekCorrupted
Restriction Types
Restriction TypeMeaningExamples
Hard RestrictedThe item normally cannot be used unless the character meets the requirement. This is usually physical, biological, sacred, gene-locked, or highly specialized.Astartes power armor, Sororitas power armor, servo-arm, psychic hood
Soft RestrictedThe item can be used, but requires story access, training, patronage, battlefield salvage, theft, or consequences.Boltgun, plasma gun, power sword, carapace armor, rosarius-pattern relic
ForbiddenThe item can be used, but doing so may trigger Corruption, suspicion, faction consequences, investigation, or worse.Xenos weapon, heretek device, daemon blade, warp focus
Rare IssueSoft Restricted

Example: Boltgun

Class tags: Inquisitor, Sister of Battle, Astartes.

Authority / Source tags: Inquisition Issue, Ecclesiarchy Issue, Chapter Issue.

An Astartes may carry a boltgun as standard wargear. A Sister of Battle may carry one through Ecclesiarchy issue. An Inquisitor may requisition one through authority. A Guardsman can physically use one, but if he has one, the question becomes: who gave it to him, who wants it back, and who is going to ask?

Tags are not just restrictions. Tags are permission, training, faction access, suspicion, and plot hooks. Restrictions should support story, not kill fun — if the table wants someone to carry something they should not have, that is not a rules failure. That is a plot hook.

How to Read a Wargear Entry

Formats

Reading the Entry

Wargear entries are written to answer three questions:

  • 1. What does it do?
  • 2. Who normally has access to it?
  • 3. What problems does it create if the wrong person carries it?

Some fields are mechanical. Others are narrative. A weapon's Damage tells you what dice to roll. Its Availability tells you how rare it is. Its Restrictions tell you who can normally justify carrying it. Its Notes tell you what kind of trouble follows it into the story.

A wargear entry is not a shop receipt. It is a battlefield record, supply tag, authorization stamp, and warning label.

Entry Fields
FieldWhat It Means
NameThe item's name.
CategoryThe broad type of item, such as Bolt Weapon, Medium Armor, Tool, Relic, Augmetic, or Forbidden Wargear.
DamageThe dice and damage type used when the item hits or affects a target. Weapons use this field.
DefenseThe protection value provided by armor or defensive gear. Armor uses this field instead of Damage.
RangeThe item's effective range. For weapons, this usually shows normal range and long range.
TypeThe armor or item type, such as Light Armor, Medium Armor, Heavy Armor, Tool, Field Kit, or Relic.
TraitsSpecial rules attached to the item, such as Magazine, Recharge, Burst, Overheat, Chain, Power Field, or Forbidden.
AvailabilityHow difficult the item is to acquire or justify. Common Issue is easy. Rare Issue, Relic, and Forbidden items require story access or consequences.
RestrictionsWho normally has access to the item. This may include race/path, class, faction, or authority tags. Restrictions are not always hard locks.
AmmoMagazine capacity and feed type. Attacks consume rounds; Reloading is a Bonus Action. Las weapons feed from rechargeable power packs.
UsesHow often the item can be used, if limited. Some tools may be at-will; others may have charges, doses, or scene limits.
EffectWhat the item does if it is not a weapon or armor. Tools, relics, augmetics, and field gear usually use this field.
NotesExtra context, story hooks, limitations, warnings, or flavor that matters during play.

Weapon Entries

Weapon entries focus on combat performance. Players should look at:

  • Damage
  • Range
  • Traits
  • Ammo
  • Availability
  • Restrictions

A Boltgun deals strong damage and has dangerous traits, but its Rare Issue availability and authority restrictions mean it is not ordinary battlefield kit for most humans.

Armor Entries

Armor entries focus on protection and access. Players should look at:

  • Defense
  • Type
  • Traits
  • Availability
  • Restrictions
  • Notes

Carapace Armor gives better protection than common flak armor, but it is Restricted Issue. Arbites, Inquisitorial agents, elite troops, or military specialists can justify it more easily than an ordinary civilian.

Wargear Entries

Wargear entries cover tools, relics, augmetics, field gear, and special devices. Players should look at:

  • Effect
  • Uses
  • Availability
  • Restrictions
  • Notes

An Auspex is not mainly a weapon. Its value comes from what it detects, who knows how to use it, and what the GM decides it reveals at the worst possible time.

Not Every Field Appears Every Time. Weapons, armor, relics, tools, augmetics, and forbidden items do not all use the same fields. A weapon may have Damage and Range. Armor may have Defense and Type. A tool may have Effect and Uses. Read only the fields that apply to the item.
Restrictions Are Story Hooks. If your character has an item outside their normal restrictions, ask why. Was it issued for a mission? Stolen from a corpse? Gifted by a patron? Bought through the black market? Taken from a xenos ruin? The answer matters.

▸ Example Weapon Entry

Weapon Entry Format
FieldExample
NameBoltgun
CategoryBolt Weapon
Damage1d12 piercing
Range100/400
TraitsAmmo, Detonator, Heavy Recoil
AvailabilityRare Issue
RestrictionsAstartes, Inquisition, Ecclesiarchy
AmmoMagazine 24
NotesExplosive shells, politically loud, difficult to justify for ordinary troops

▸ Example Armor Entry

Armor Entry Format
FieldExample
NameCarapace Armor
Defense15 + Agility modifier (max 2, provisional)
TypeMedium Armor
TraitsDurable, bulky (provisional)
AvailabilityRestricted Issue
RestrictionsArbites, Inquisition, elite Guardsman, military specialists
NotesStandard for lawkeepers and elite formations

▸ Example Field Wargear Entry

Wargear Entry Format
FieldExample
NameAuspex
CategoryTool
EffectDetect motion or life signs nearby
UsesAt-will, or limited once equipment rules land
AvailabilityRestricted Issue
RestrictionsInquisition, Mechanicus, Arbites, military specialists
NotesThe auspex always finds something at the worst time

Armoury Philosophy

GM Note

Wargear in Bolt & Blade is built around five principles:

  • Gear is access, not shopping.
  • Restrictions create story hooks.
  • Las weapons are reliable; everything stronger has cost, scarcity, or risk.
  • Relics and forbidden items should matter beyond their stats.
  • The character creator should eventually filter gear by race/path, class, restriction, and story access.

The weapon in your hands is not just equipment. It is evidence.

Linked Rites

Crosslinks

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.