• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Shattered Imperium
  2. Lore

03. Equipment, Information, and Advancement

Review the Generated Loadout

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.

Basic Starting Loadout

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.

Choosing a Primary Weapon

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.

Sidearms and Backup Weapons

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.

Choosing Armor

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.

Ammunition and Power

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.

Tools and Utility Equipment

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.

Personal Items

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.

Selecting Spells

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.

Selecting Feats

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.

Information and Character Knowledge

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.

Types of Information

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.

Rumors and Uncertain Information

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.

Advancement

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.

Level-Up Review

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.

Equipment Advancement

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.

Upgrading Existing Equipment

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.

Learning and Retraining

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.

Prompt for Equipment Review

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.

Prompt for Spells and Feats

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.

Equipment and Advancement in Play

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.