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Traits Glossary

Weapon, armor, and wargear traits define how an item behaves in play. Some traits are purely tactical. Others represent scarcity, sacred authority, forbidden design, or the kind of terrible decision that gets logged by the Inquisition.

Traits Glossary

157 / 157 Traits · v0.1
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These definitions are working rules for Wargear v0.1 and may be expanded on the future Equipment Rules page.

Magazine

Ammunition

This weapon feeds from a magazine and must be reloaded.

A Magazine weapon carries a listed capacity — the rounds in its magazine, cell, canister, or belt. Each attack consumes 1 round; Burst fire and Suppression consume 3.

When the magazine is empty, the weapon cannot attack until reloaded.

Reloading is a Bonus Action

Detachable magazines, packs, cells, and canisters swap whole; internal magazines and single-load weapons are fed by hand — either way, one Bonus Action. Spare magazines are gear: carry them or run dry.

Psychic Focus

Psychic

A conduit that steadies psychic manifestation.

While a Psyker or Librarian wields this item, they gain +1 to Psychic Tests (Psychic Attack rolls and Psychic Save DC).

The bonus never stacks: carrying more than one focus grants +1, not more. A character without the Psyker or Librarian designation gains no benefit — to them it is only a weapon.

Force Conduit

PsychicMelee

Channel a manifested power into the next strike.

When the wielder successfully manifests a psychic power, they may channel the residue into this weapon. Their next successful melee hit with it deals an additional:

+1d6 Warp damage

The charge empowers only this weapon, expires after one successful hit, and fades at the end of the wielder's next turn if unused. A failed manifestation grants nothing.

Grounding Rod

PsychicDefense

Earth the Warp before it earths you.

Once per scene, after the wielder suffers Perils, Psychic Backlash, or an equivalent consequence of a Psychic Test, they may reduce that consequence's severity by one step.

The staff may crack, spark, or discharge as it grounds the manifestation — dramatic, but not destroyed unless the GM rules otherwise. Resets when the scene ends.

Recharge

Ammunition

Feeds from rechargeable power packs.

Recharge weapons, usually las-based, feed from power packs like any Magazine weapon — listed capacity, rounds consumed per shot, and Reloading (swapping packs) as a Bonus Action.

Their advantage is the pack itself: expended packs can be restored from heat, power cells, vehicle ports, battlefield generators, or a safe short rest near a reasonable power source. Recharge weapons are reliable, which is why they are common issue across Imperial forces.

If a Recharge weapon is used for Suppression, its pack runs hot: it cannot be used for Reactive Fire until the start of the user's next turn.

Burst

RangedArea

This weapon can unleash rapid fire into an area.

When you take the Attack action with a Burst weapon, you may unload into a 10-foot area within normal range. Creatures in the area make an Agility Save.

DC 8 + your Proficiency Bonus + your Agility modifier

On a failure, a creature takes the weapon's normal damage. On a success, it takes half damage.

Using Burst consumes 3 rounds from the magazine. Recharge weapons with Burst may use the effect only if a rule or item specifically allows it.

Spread

Ranged

Especially dangerous at close range, unreliable at distance.

When attacking a target within 15 feet, you have Advantage on the attack roll.

When attacking beyond normal range, you have Disadvantage as normal, and you cannot benefit from Aim.

Spread weapons are ideal for boarding actions, hive corridors, trench breaches, and moments where subtlety has already died.

Scoped

Ranged

Built for precision at range.

If you have not moved this turn, attacks with this weapon ignore Disadvantage from long range.

If you use the Aim bonus action with a Scoped weapon and have not moved this turn, the GM may also allow you to ignore minor visual interference such as light smoke, poor lighting, or battlefield clutter.

Scoped does not ignore Total Cover.

Detonator

Ranged

Fires explosive or internally detonating ammunition.

On a Critical Hit, add +2d6 damage.

If the target suffers Massive Damage from a Detonator weapon, the GM may impose Disadvantage on the Massive Damage Save if the hit was especially direct, brutal, or narratively appropriate.

Detonator weapons are loud, destructive, and politically difficult to explain in polite company.

Heavy Recoil

RangedRestricted

Difficult to control without strength, bracing, or enhanced physiology.

Requires Strength 11 or higher to wield without penalty.

If the character does not meet this requirement, attacks with the weapon have Disadvantage.

Astartes ignore Heavy Recoil. The GM may also allow bracing, mounted firing positions, bipods, powered armor, or special features to ignore this penalty.

Armor-Cutting

Armor-Piercing

Designed to defeat armor.

Reduce the target's Defense bonus from armor by 2 for that attack.

Armor-Cutting does not reduce Defense gained from cover, shields, psychic powers, reactions, or other non-armor sources unless a rule says otherwise.

Especially common on weapons designed for elite infantry, vehicles, monsters, or sealed warplate.

Torrent

Area

Floods an area with flame, gas, acid, radiation, or similar destructive force.

Torrent weapons do not make attack rolls. Choose the listed area, such as a cone, line, or zone. Creatures in the area make an Agility Save.

DC 8 + your Proficiency Bonus + your Agility modifier

On a failure, a creature takes full damage. On a success, it takes half damage.

Torrent ignores Light Cover and Heavy Cover, but not Total Cover. If the weapon deals fire or burning damage, a creature that fails the save may catch fire or suffer an ongoing effect if the weapon says so.

Overheat

Risk

This weapon can vent, rupture, overload, or burn its user.

On a natural 1 on an attack roll, the weapon overheats:

  • The user takes the listed overheat damage, or 2d8 fire damage if no value is listed.
  • The weapon cannot be fired again until the end of the user's next turn.
  • The GM may add smoke, venting plasma, warning runes, or machine-spirit complaints.

Some weapons may allow Supercharge, declared before rolling:

Supercharge: +2 damage dice · Overheat triggers on a natural 1–3

Heavy Weapon

Restricted

Too large, awkward, or powerful for casual use.

A Heavy Weapon usually requires one of the following: a class feature, a race/path trait, Astartes physiology, power armor, a mounted position, a braced firing setup, or GM-approved mission issue.

If a character lacks permission or training to use a Heavy Weapon, attacks with it have Disadvantage, and the GM may impose movement or setup limits.

Heavy Weapons can usually be used for Suppression. The GM may require a Heavy Weapon to be braced before firing if the situation calls for it.

Chain

Melee

Roaring teeth, rotating blades, brutal mechanical cutting surfaces.

Critical Hit on a natural 19–20

On a Critical Hit against an unarmored, lightly armored, or exposed target, add +1 additional weapon damage die.

Chain weapons are loud. Very loud. A Chain weapon may make stealth impossible while active, and the GM may rule that revving or using one alerts nearby enemies.

Power Field

MeleeRelic

Surrounded by a disruptive energy field.

  • Ignores resistance to the weapon's damage types.
  • Ignores Defense bonuses granted by physical shields.
  • Deals full damage to most mundane objects and barriers, at the GM's discretion.

Power Field does not automatically ignore cover, psychic protection, force fields, or Total Cover unless a rule says otherwise.

Power Field weapons are usually Rare Issue, Relics, or tightly restricted.

Slow

Melee

Powerful but cumbersome.

Only one attack per turn with this weapon.

This applies regardless of features that would normally grant additional attacks. Astartes and certain features may ignore Slow.

Slow weapons often hit like industrial machinery and swing like industrial machinery.

Pistol

Ranged

A sidearm that works at knife distance.

A Pistol can be fired while an enemy is within melee reach without suffering the normal Disadvantage for ranged attacks in melee.

Light

HandlingUtility

Easy to carry — or it lights the way.

On a weapon: small and easy to carry. Future dual-wielding or quick-draw rules may reference this trait.

On field kit: the item creates illumination.

One-Handed

Handling

Usable in one hand.

This weapon can be used in one hand.

Two-Handed

Handling

Requires both hands.

This weapon requires two hands to use properly.

Loading

Handling

Needs time to reload or ready between shots.

Only one shot per turn unless a feature says otherwise.

This weapon requires time to reload or ready between shots.

Explosive

Area

Affects an area or is used as a thrown explosive.

The item entry defines its radius, save, and effect.

Smoke

Area

Creates obscuring smoke.

This item creates smoke, obscuring vision in the listed area. Full concealment and visibility rules will be finalized later.

Stun

Melee

Overloads nerves and dignity.

On a Critical Hit: Toughness Save or Stunned until the end of its next turn.

Finesse

Melee

Rewards precision as much as muscle.

A Finesse melee weapon may use either Strength or Agility for attack and damage rolls.

Astartes

Astartes

Built for transhuman war.

This item is built for transhuman physiology, Astartes armor systems, or Chapter doctrine.

Armor-Integrated

ArmorAstartes

Works through the warplate.

This item is installed in, connected to, or designed to work through armor systems.

Stasis

Utility

Time, suspended for the fragile.

This item preserves biological samples, relic tissue, gene-seed, or other fragile matter.

Extraction

Utility

Recovers what must not be lost.

This item removes, recovers, or preserves vital biological, mechanical, or mission-critical material.

Chapter Issue

Astartes

Issued, counted, and expected back.

This item is issued, controlled, or sanctioned by an Astartes Chapter.

Targeting

Utility

Marks the condemned.

This item helps mark, identify, designate, or improve attacks against a target.

Teleport

Utility

Arrival without apology.

This item interacts with teleportation, teleport beacons, or future deep-strike systems.

Future

Utility

A placeholder for later rules.

This item is not active in v0.1 and exists only as a placeholder for later rules.

Tool

Utility

A general-use field item.

Tools usually enable checks, grant Advantage in specific situations, or make certain actions possible.

Consumable

Utility

Limited uses, expended when used.

The item has limited uses and is expended when used.

Medical

Utility

Keeps people alive, or tries.

The item supports stabilization, treatment, surgery, toxins, trauma, or wound care.

Comms

Utility

Carries voices through static.

The item supports communication, signals, command traffic, or linked squad coordination.

Detection

Utility

Finds what hides.

The item helps detect threats, motion, life signs, chemicals, heat, radiation, hidden objects, or other battlefield information.

Data

Utility

Stores and reads information.

The item stores, reads, records, transmits, or analyzes information.

Evidence

Utility

Remembers what witnesses deny.

The item helps preserve, prove, record, or reconstruct events.

Mobility

Utility

Turns terrain into a plan.

The item helps with climbing, crossing gaps, vertical terrain, repositioning, or movement through difficult environments.

Breaching

Utility

Doors are a suggestion.

The item helps open, destroy, jam, seal, or bypass doors, barriers, locks, barricades, or bulkheads.

Survival

Utility

Resists hostile environments.

The item helps resist hostile environments, toxic air, vacuum, smoke, heat, cold, ash, radiation, or exposure.

Respirator

Utility

The first prayer is always air.

The item protects breathing or filters hazardous atmosphere.

Restraint

Utility

Makes a problem portable.

The item restrains, binds, locks, or immobilizes a target.

Repair

Utility

Keeps gear working past its right to.

The item supports field repair of weapons, armor, vehicles, machines, or wargear.

Ammunition

Ammunition

Feeds the guns.

The item resupplies, restores, or modifies ammunition — magazines, power packs, cells, belts, or canisters.

Ritual

Utility

Procedure as devotion.

The item supports rites, blessings, machine appeasement, religious procedure, or specialized ceremonial use.

Void

Utility

For where there is no air.

The item supports vacuum, voidship, decompression, or sealed-environment survival.

Risk

Risk

The bill arrives later.

The item has a cost, drawback, complication, addiction risk, side effect, or dangerous failure mode.

Light Armor

Armor

Mobility and concealment over plate.

Armor designed for mobility and concealment. Usually allows full Agility modifier to Defense.

Medium Armor

Armor

The trade between protection and movement.

Armor that balances protection and movement. Usually limits how much Agility modifier can improve Defense.

Heavy Armor

Armor

Protection over mobility.

Armor that prioritizes protection over mobility. Usually provides a fixed Defense value and may impose stealth or movement drawbacks.

Power Armor

ArmorRestricted

Powered warplate — strength, protection, and presence.

Powered armor enhances strength, protection, sealed survival, and battlefield presence. Power Armor is usually restricted by class, race/path, authority, or story access.

Sealed

Armor

Closed against the environment.

This armor protects against vacuum, toxins, smoke, disease exposure, or hostile atmospheres for a limited duration. Final durations will be defined later.

Void-Rated

Armor

Functions in vacuum.

This armor can function in vacuum or voidship breach conditions for a limited duration.

Bulky

Handling

Awkward, heavy, hard to hide.

This armor or shield is awkward, heavy, or difficult to conceal. It may impose Disadvantage on Stealth, Guile, or certain Agility checks when relevant.

Noisy

Handling

Everyone hears you coming.

This armor is loud enough that stealth is difficult without special features or circumstances.

Concealable

Handling

Passes for clothing.

This armor can be hidden under clothing or passed off as ordinary attire in many environments.

Silent

Handling

Built for stealth.

This armor is designed for stealth and does not impose noise-based penalties.

Durable

Armor

Resists gear damage.

This armor resists gear damage. When an effect would damage this armor, the GM may allow Advantage on repair checks or require a more severe hit to damage it.

Blast-Resistant

Armor

Built against shrapnel and shock.

This armor is designed to reduce shrapnel and explosive shock. The final mechanical effect will be defined with explosives, but it may grant bonuses against grenades, Burst, or area damage.

Breacher

Armor

Made for doorways and frontal assaults.

This armor or shield is designed for doorways, corridors, and frontal assaults. It may interact with Take Cover, Suppression, or shield rules later.

Shield

Armor

A wall you carry.

This item grants bonus Defense while held and actively used.

Field Protection

Armor

An energy or faith-based protective field.

This item creates an energy or faith-based protective field. It usually has limited uses and may require a Reaction.

Sacred

Relic

Holy, blessed, and watched over.

This item is holy, blessed, ritually maintained, or spiritually significant. Losing or misusing it can have story consequences.

Gene-Locked

Restricted

Built for a specific physiology.

This item is built for a specific physiology, gene-code, or transhuman interface. It cannot normally be used by characters who do not meet the requirement.

Harness

ArmorUtility

Rigged for the work.

This armor includes clips, braces, holsters, ports, mounts, or support rigging for tools, cables, or battlefield equipment.

Detection-Friendly

Armor

Plays nicely with the sensors.

This armor is designed to work with sensors, optics, or scanning systems and does not interfere with friendly tech use.

Rad-Shielded

Armor

Keeps the worst of it outside.

This armor protects against radiation, contamination, fallout, or low-grade forge exposure.

Draft: Advantage on Toughness Saves against radiation, contamination, or environmental exposure when relevant

Conductive

Armor

Carries the current on purpose.

This armor is designed to carry, survive, or channel electrical charge in controlled ways.

Insulated

Armor

The charge stays where it belongs.

This armor protects against electrical backlash, shock, or dangerous conduction.

Draft: Advantage on Toughness Saves against incidental Lightning damage or electrical hazards

Data-Shielded

Armor

Protects the thinking parts.

This armor protects sensitive data ports, cognition systems, or cranial interfaces from damage or interference.

Command-Linked

Armor

Oversight, worn.

This armor integrates command relays, control feeds, or battlefield oversight systems.

Agile

Armor

Faster than its plating suggests.

This armor is unusually responsive for its protection level.

Shock

Armor

Built for the charge.

This armor is built around rapid assault, impact delivery, or high-speed close engagement.

Environmental

Armor

The atmosphere is a hazard category.

This armor protects against ash, toxins, heat, cold, chemical vapor, dust, or hostile industrial conditions.

Tool Mounts

ArmorUtility

Hardpoints for the trade.

This armor includes integrated ports, magnetic seals, clips, servo brackets, or hardpoints for tools and utility gear.

Stabilized

Armor

Anchored for the big guns.

This armor is designed to support heavy weapon posture, recoil handling, and anchored firing.

Quiet Systems

Armor

Restrained for its class.

This armor is unusually restrained in sound output, servo noise, or battlefield profile for its class.

Medical Interface

Armor

Adapted for the healer's duty.

This armor is adapted for battlefield treatment, triage, or biological extraction duties.

Harness-Compatible

ArmorMechanicus

Room for more machinery.

This armor is built to support servo-harnesses, mechadendrites, or other integrated mechanical systems.

Psychic Hood

ArmorRestricted

Shielding for a sanctioned mind.

This armor includes psychic shielding, focusing systems, or warp-regulating wargear.

Warded

ArmorRelic

Sanctified against the unclean.

This item is protected by anti-psychic, anti-daemonic, or sanctified defensive measures.

Fearsome

Armor

Terror as uniform.

This armor carries visual, symbolic, or doctrinal terror value in addition to protection.

Assault

Armor

Built for the charge and the drop.

This armor or system is designed around speed, jump insertion, charge pressure, or aggressive mobility.

Auto-Senses

Armor

The armor watches with you.

This armor includes enhanced sensory systems. Final mechanics will be defined later, but may grant bonuses to Awareness, detection, darkness, smoke, or targeting.

Grav

Ranged

Weight becomes theology.

This weapon crushes the target under localized gravity distortion.

Draft: vs armored, heavily armored, or bulky targets → extra damage = attacker's Proficiency Bonus

The GM may also impose reduced movement or disadvantage on movement-based checks for the target until the start of the attacker's next turn.

Paired

Handling

Comes as a matched set.

This weapon is designed to be used as a matched pair or as part of a dual set. Future dual-wielding or specialist combat rules may reference this trait.

Psychic

Restricted

Answers thought with murder.

On a weapon: channels psychic force, warp energy, or the will of its wielder. Usually restricted to psykers or characters with specific training.

On an augmetic: interacts with psychic power, Perils, warding, or mental defense.

Weapon Control

Augmetic

The grip does not negotiate.

This augmetic supports grip, recoil handling, disarm resistance, or weapon retention.

Visible

Augmetic

Impossible to overlook.

This augmetic is obvious and may affect social interactions.

Radium

RangedRisk

The wound keeps working after the shot.

This weapon contaminates the target with lingering radiation. When a creature takes damage from a Radium weapon, the GM may apply additional effects against fragile, unarmored, biological, or repeatedly exposed targets.

Draft: twice in one scene → Toughness Save or extra Energy damage = attacker's Proficiency Bonus

Radium weapons may create environmental, medical, or story complications.

Galvanic

Ranged

Charged impact through sacred conductive rounds.

This weapon channels charged impact through conductive ammunition or sacred firing mechanisms.

Draft: Aim + hit → add your Proficiency Bonus to the damage

Galvanic weapons reward patient, disciplined fire.

Arc

Ranged

Electrical, machine-disruptive damage.

This weapon deals electrical or machine-disruptive damage. Arc weapons often interact with Haywire.

Haywire

Ranged

Machines regret obedience.

This weapon disrupts machines, augmetics, armor systems, vehicles, drones, servitors, and other mechanical targets.

Draft: damage a mechanical/cybernetic/heavily augmented target → Toughness Save or lose Reactions until the start of its next turn

The GM may also apply Haywire to doors, locks, shields, cogitators, and machinery.

Phosphor

Ranged

Marks targets in burning light.

This weapon marks targets with burning light or alchemical fire.

Draft: a damaged target cannot benefit from being hidden or invisible until the start of the attacker's next turn

The next attack against that target before the start of the attacker's next turn may ignore Light Cover.

Taser

Melee

Obedience by seizure.

This weapon overloads nerves and muscles with electrical shock.

Draft: on a Critical Hit → Toughness Save or Stunned until the end of its next turn

If the weapon also has Stun, the GM may impose Disadvantage on that save against biological targets.

Mechanicus

Mechanicus

Bound to the rites of the Machine Cult.

This item is tied to Mechanicus rites, maintenance, access, or doctrine. Characters without Mechanicus access or Tech familiarity may have difficulty repairing, understanding, or justifying the item.

Tool-Weapon

UtilityMelee

The distinction is doctrinally inconvenient.

This item is both a tool and a weapon. It may be used for relevant Tech, repair, breaching, cutting, or machinery tasks at the GM's discretion.

Setup

Handling

Braced, deployed, and unforgiving.

This weapon requires setup, bracing, deployment, or a stationary firing position. A weapon with Setup normally cannot be fired on the same turn the character moves, unless a feature says otherwise.

Compact

Handling

Built for tight spaces and quiet draws.

This weapon is small enough for tight spaces, concealed carry, or close-quarters use. The GM may allow Advantage on checks to conceal or draw the weapon quickly.

Augmetic-Compatible

Augmetic

Mounts to steel, not flesh.

This weapon can be built into, mounted onto, or used through certain augmetics, servo-arms, mechadendrites, or weapon mounts.

Relic

Relic

Sacred, ancient, unique, politically important, or irreplaceable.

Relics are not normally purchased. They are earned, issued, inherited, recovered, stolen, or entrusted.

A Relic should usually have at least one of the following: a story condition, a restriction, a duty attached to it, a consequence if lost, a faction that claims ownership, or a history that matters.

Losing, breaking, selling, or misusing a Relic should create story consequences.

Augmetic

Augmetic

Built into the body.

This item is implanted, grafted, surgically installed, or built into the body.

Replacement

Augmetic

Steel where flesh was lost.

This augmetic replaces a lost, ruined, or removed body part.

Implant

Augmetic

Beneath the skin.

This augmetic is installed beneath the skin or inside the body.

Sensory

Augmetic

Better witnesses than the originals.

This augmetic improves sight, hearing, targeting, scanning, or perception.

Cognitive

Augmetic

Thought, upgraded.

This augmetic improves memory, logic, calculation, analysis, or data handling.

Neural

Augmetic

Wired into the nerves.

This augmetic interacts with nerves, reflexes, pain, perception, or thought.

Structural

Augmetic

Reinforced load-bearing systems.

This augmetic reinforces bones, spine, joints, or load-bearing body systems.

Utility

Utility

Practical function over glory.

This item provides practical tools, interfaces, or minor mechanical functions.

Command

Utility

Orders that carry.

This item supports orders, projection, authority, or battlefield communication.

Guile

Utility

Deception, engineered.

This item supports deception, infiltration, identity masking, or covert action.

Noospheric

MechanicusAugmetic

Hears the machine-script.

This augmetic interacts with machine-data, tactical feeds, binharic communication, or noospheric signals.

Interface

MechanicusAugmetic

Communion requires contact.

This augmetic physically or digitally connects the user to compatible machines, ports, systems, or tools.

Servo-Arm

AugmeticMechanicus

A heavy third limb.

This augmetic is a heavy mechanical arm used for lifting, repair, restraint, or combat.

Mechadendrite

AugmeticMechanicus

A tendril with a job.

This augmetic is a flexible mechanical tendril fitted with tools, sensors, weapons, or medical instruments.

Tactical

Augmetic

The battlefield, scored and ranked.

This augmetic processes battlefield threats, firing vectors, target priority, or combat positioning.

Willpower

Augmetic

Discipline, installed.

This augmetic supports discipline, fear resistance, mental control, or emotional suppression.

Archeotech

MechanicusRelic

From a century no one survived.

This item comes from ancient technology, lost patterns, or forgotten science. It is powerful, poorly understood, and difficult to repair.

Access

Utility

Opens what argues back.

This item helps open, bypass, authorize, unlock, override, or negotiate with machines and secured systems.

Power

Utility

Energy, held and redirected.

This item stores, redirects, restores, or manipulates energy.

Machine-Rite

Mechanicus

Procedure as prayer.

This item functions through ritualized technical procedure, sacred maintenance, or Mechanicus doctrine.

Servo-Skull

Mechanicus

The dead, still serving.

This item is or interacts with servo-skulls, skull-servitors, or similar machine assistants.

Machine Command

Mechanicus

Obedience is a protocol.

This item can influence, command, pause, override, or interfere with servitors, drones, turrets, or simple machine systems.

Protection

Armor

Failure, prevented or postponed.

This item prevents, reduces, downgrades, or reacts to damage, disruption, or failure.

Veteran

Astartes

Long service, worn openly.

This item is tied to long service, honors, battlefield history, or elite status.

Chapter Relic

AstartesRelic

History with a name attached.

This item belongs to an Astartes Chapter and carries political, spiritual, or historical weight.

Gene-Seed

Astartes

The Chapter's biological legacy.

This item interacts with gene-seed, transhuman biology, or Chapter biological legacy.

Librarius

AstartesRestricted

Warding traditions of the sanctioned mind.

This item is tied to psychic records, warding traditions, or Librarian duties.

Reclusiam

Astartes

The keeping of memory and wrath.

This item is tied to Chaplain duties, spiritual authority, penance, or Chapter memory.

Office Relic

Relic

Carried because of the role.

This item is carried because of role or office, such as Chaplain, Librarian, Apothecary, Techmarine, or officer.

Authority

Relic

The weight of an institution.

This item carries institutional authority. It may grant social leverage, access, or command in specific contexts.

Anti-Corruption

Relic

Holds the stain at bay.

This item helps resist, reduce, detect, or interact with Corruption.

Morale

Relic

Courage, borrowed or commanded.

This item affects fear, Pinned, courage, command, or battlefield resolve.

Banner

Relic

Must be seen to matter.

This item must be raised, planted, displayed, or carried openly to function.

Social

Relic

Leverage over people.

This item affects interaction, command, intimidation, investigation, authority, or reputation.

Fear

Relic

Terror as a tool.

This item can frighten enemies, resist fear, or interact with morale effects.

Execution

Relic

Killing as an example.

This item is tied to punishment, discipline, command, or killing as an example.

Penance

Relic

Absolution through story action.

This item interacts with confession, absolution, sacrifice, or removing Corruption through story action.

Ward

Relic

A line the Warp must cross.

This item protects against psychic, daemonic, corrupting, or supernatural influence.

Anti-Psychic

RelicRestricted

Interferes with witchcraft.

This item interferes with psychic powers, psychic attacks, or Warp influence.

Last Stand

Relic

One more turn on your feet.

This item interacts with dropping to 0 Vitality, holding position, or acting before collapse.

Forbidden

Forbidden

Illegal, heretical, spiritually dangerous, or impossible to justify under Imperial law.

A Forbidden item can be used, but doing so may trigger: Corruption gain, suspicion, faction consequences, Inquisitorial attention, Ecclesiarchy hostility, Mechanicus censure, social penalties, Temptation, or worse things noticing.

Forbidden is not an automatic “no.” Forbidden means “yes, and now there is a problem.”

Corrupted

RiskForbidden

Carries Warp taint, daemonic influence, psychic residue, or cursed history.

When a character uses a Corrupted item, the GM may require one of the following:

  • Gain 1 Corruption
  • Make a Willpower Save
  • Trigger Temptation
  • Trigger Perils if the item is psychic or warp-active
  • Reveal a Taint
  • Attract daemonic attention

A Corrupted item may be powerful, useful, and exactly what the party needs. That is how it gets you.

Daemon-Bound

Forbidden

A prisoner shaped like a possession.

This item contains, channels, bargains with, or is inhabited by a daemonic entity or warp intelligence.

Mutation

RiskForbidden

The body, briefly better at being wrong.

This item can cause bodily alteration, instability, or uncontrolled biological change.

Divination

Forbidden

Answers from the wrong direction.

This item reveals hidden, future, symbolic, psychic, or forbidden information.

Familiar

Forbidden

Small, bound, and watching.

This item is or contains a small bound entity, parasite, machine-spirit, daemon-echo, or living tool.

Inquisition Interest

Forbidden

Someone will ask about this.

This item is the kind of object that draws investigation, seizure, interrogation, or execution if discovered.

Mechanicus Interest

MechanicusForbidden

The forge wants it back, or destroyed.

This item may draw Mechanicus recovery teams, censure, study, destruction, or quiet theft.

Heretic

Forbidden

Devotion in the wrong direction.

This item is tied to cult practice, religious treason, blasphemy, or forbidden devotion.

Warp-Tainted

ForbiddenRisk

Touched, but not yet claimed.

This item is touched by the Warp but may not be fully daemonic or corrupted enough to count as Daemon-Bound.

Heretek

ForbiddenMechanicus

Violates accepted machine doctrine.

It may be illegal technology, unsanctioned modification, corrupted machinery, forbidden research, tech-heresy, or a device the Mechanicus would rather destroy than explain.

Using a Heretek item may cause: Mechanicus hostility, repair complications, machine-spirit instability, Corruption risk if warp-tainted, suspicion from Imperial authorities, or Disadvantage on Tech checks unless the user understands the item.

Forge-Bound characters may recognize Heretek danger more easily, but that does not make the item safe.

Xenos

ForbiddenXenos

Alien in origin or design.

Xenos items are usually Forbidden under Imperial law. A Xenos item may require special training, adaptation, or study before it can be used properly. If a character lacks appropriate familiarity, attacks or checks using a Xenos item may have Disadvantage.

Using or carrying Xenos wargear can create: Inquisitorial suspicion, Ecclesiarchy outrage, Mechanicus interest, black market attention, faction consequences, and Corruption risk if the item is also Corrupted.

Xenos does not automatically mean Corrupted. Alien is not the same as Warp-tainted. Imperial authorities may not care about the distinction.

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