Franz may recommend starting equipment based on the character prompt.
Check whether the loadout:
Supports the character’s combat role
Uses weapons the character can reasonably operate
Matches their Strength or Dexterity
Fits their race, size, and class
Includes suitable armor
Contains ammunition or power packs
Includes practical tools
Makes sense for the starting location
Fits the character’s faction and background
Ask Franz to replace anything that does not fit.
A generated item should not remain on the sheet merely because it is powerful.
Most characters should begin with:
One primary weapon
One sidearm or backup weapon
One close-combat weapon
Appropriate armor
Ammunition or power packs
A weapon-maintenance kit
A communication device
Class or background tools
Basic survival supplies
One or two personal items
Specialists may replace part of this loadout with psychic equipment, medical tools, technical instruments, shields, heavy weapons, or other role-specific gear.
The primary weapon should support how the character usually fights.
Consider:
Preferred combat distance
Strength or Dexterity
Accuracy
Damage
Armor penetration
Rate of fire
Ammunition
Reliability
Noise
Concealment
Faction access
A scout may favor a long-las or suppressed weapon. A shock trooper may prefer a lasgun, bolt weapon, or plasma gun. A brute may rely upon a heavy melee weapon or powerful short-range firearm.
The strongest weapon is not always the most useful one.
A sidearm provides an option when the primary weapon is empty, damaged, lost, or unsuitable.
Common choices include:
Laspistols
Autopistols
Stub pistols
Bolt pistols
Plasma pistols
Compact xenos weapons
A close-combat weapon may include:
Combat knife
Sword
Axe
Chainsword
Power weapon
Improvised tool
Species-specific blade
Backup weapons should be practical rather than duplicate the primary weapon’s exact purpose.
Armor should match the character’s training and role.
Consider:
Armor Class
Weight
Stealth
Mobility
Environmental sealing
Strength requirements
Faction restrictions
Maintenance
Appearance
Common starting protection may include:
Reinforced clothing
Flak vest
Scout flak armor
Full flak armor
Carapace armor
Armored robes
Species-specific armor
Astartes battleplate
Power armor and other advanced protection should require an appropriate race, class, background, patron, or campaign explanation.
Characters should begin with enough ammunition or power to use their starting weapons.
Possible supplies include:
Las power packs
Bolt magazines
Solid-projectile ammunition
Plasma fuel
Promethium
Grenades
Specialized ammunition
Replacement cells
Rare ammunition should be treated as a limited resource.
Franz should use scarcity to create meaningful decisions, not prevent characters from using their defining equipment during ordinary play.
Useful equipment often matters as much as another weapon.
Examples include:
Weapon-maintenance kit
Medicae kit
Auspex
Magnoculars
Vox unit
Data-slate
Respirator
Void suit
Climbing gear
Demolition tools
Tech tools
Survival kit
Camouflage cloak
Light source
Navigation device
Players should choose tools that help them contribute outside combat.
Each character should carry one or two personal belongings.
Examples include:
Family photograph
Regimental token
Religious charm
Spent shell from an important battle
Kroot hunting trophy
Damaged data-slate
Former commander’s badge
Broken faction insignia
Letter from home
Unknown relic fragment
Personal items do not need mechanical benefits.
They help Franz create scenes connected to the character’s history.
Spellcasting characters should review every generated spell.
A useful list often includes:
A reliable attack
A defensive option
A movement or escape power
A utility or investigation ability
A support or control effect
Spells should fit the character’s class and theme.
A seer may focus on prediction and awareness. A biomancer may alter or repair flesh. An Orator may inspire allies and control the battlefield. A machine mystic may interact with technology.
Use approved campaign Spell entries whenever possible.
A feat should support the character’s identity and tactics.
Possible categories include:
Fighting styles
Marksmanship
Heavy weapons
Close combat
Leadership
Psychic ability
Mobility
Survival
Technical expertise
Armor training
Toughness
Species abilities
Characters of level 4 or higher should have either a feat or an Ability Score Improvement recorded on the sheet.
Franz may recommend several choices, but the player makes the final selection.
Players may know more about Warhammer 40,000 than their characters.
Character knowledge should reflect:
Race
Class
Background
Home world
Faction
Education
Profession
Previous missions
Discoveries during play
A Guardsman may know military procedure but little about ancient Necron technology. A Tech-Priest may recognize machinery but misunderstand local customs. A Kroot may understand hunting and alien biology while lacking Imperial political knowledge.
Information may be divided into:
Common knowledge: Widely known facts about everyday life
Professional knowledge: Information tied to a class or occupation
Faction knowledge: Procedures, enemies, and secrets known to members
Restricted knowledge: Dangerous or classified information
Discovered knowledge: Facts learned during the campaign
Franz should provide information a character would reasonably know without requiring unnecessary rolls.
Checks are useful when information is obscure, incomplete, disputed, or intentionally hidden.
Not every statement from an NPC is reliable.
Information may be:
Accurate
Incomplete
Outdated
Misinterpreted
Propaganda
Deliberately false
Based on superstition
True but missing important context
Players should be able to investigate and compare sources.
False information should lead to clues, complications, or choices rather than exist only to waste time.
Characters normally advance through the campaign’s D&D 5e level system.
Level advancement may represent:
Combat experience
Training
Psychic development
Technical mastery
Increased authority
Stronger faction ties
Survival through major events
Discovery of new abilities
Franz should explain what changes when a character gains a level.
When advancing, confirm:
New hit points
New class features
Increased proficiency bonus when applicable
New spells or powers
Spell-slot changes
Subclass features
Feats or Ability Score Improvements
Improved equipment access
Updated Armor Class or saving throws
New faction privileges or contacts
The character sheet should be updated clearly rather than leaving benefits implied.
Characters may gain better equipment through:
Mission rewards
Requisition
Faction reputation
Salvage
Crafting
Promotion
Patrons
Trade
Relic recovery
Captured enemy gear
Improved equipment should reflect the campaign.
A character who helps a forge world may gain Mechanicus equipment. A Deathwatch operative may receive specialized ammunition. A respected mercenary may gain access to better armor or restricted markets.
Advancement does not always require replacing an item.
Existing equipment may gain:
Improved sights
Better ammunition
Reinforced armor plates
Sacred seals
Expanded power capacity
Reduced weight
Improved reliability
A named history
Faction recognition
Repairs from a master artificer
Upgrading a familiar weapon can feel more personal than constantly replacing it.
Characters may change as their story develops.
Franz may allow a player to replace a poorly chosen spell, feat, proficiency, or equipment option when:
The original choice does not function as expected
The character receives suitable training
A major story event changes their role
The adjustment improves play without creating abuse
Retraining should support character development rather than punish early choices.
Add this after Franz generates the character:
Review this character’s equipment using the campaign’s available Item entries.
Recommend:
One primary weapon
One sidearm
One close-combat weapon
Appropriate armor
Ammunition or power packs
A weapon-maintenance kit
Communication equipment
Class and background tools
Survival gear
Two personal items
Explain briefly why each selection fits the character.
Do not give the character rare relics, advanced power armor, heavy weapons, restricted ammunition, or unique technology without a clear class, faction, background, or story justification.
For a spellcasting or level 4 or higher character, use:
Review this character’s class, ability scores, personality, and intended party role.
Recommend appropriate spells and feats from the campaign’s approved entries.
For spells, include a balanced mixture of attack, defense, movement, utility, and support where available.
For feats, provide three suitable choices and explain how each changes the character’s playstyle.
Do not invent abilities when an approved campaign entry already exists. The player will make the final choices.
This lore can support:
Choosing a mission loadout
Requisitioning restricted equipment
Recovering lost gear
Upgrading a favored weapon
Learning a new spell
Training with a faction
Deciding who receives a relic
Identifying false information
Gaining access through reputation
Retraining an unsuitable choice
Equipment determines what a character carries.
Information determines which choices they understand.
Advancement shows how those choices change them.