Ascension: When you Ascend to a new Archetype which grants additional wargear, you do not receive copies of wargear which you already have (with the exception of consumable items). "Creative" trading to try and circumvent this rule will result in the Adeptus Administratum confiscating the offending items, along with additional compensation for their time wasted (Wealth equal to your Tier or Rank, whichever is higher).
Scrounger: The Rarity Modifier of any Wargear acquired through the Ganger Archetype's Scrounger ability cannot exceed your Tier + 1. In addition, the maximum Value of the Item cannot exceed 1 +Rank +Tier.
Ganger - Scrounger: Core Rules, pg. 96
Selling Wargear: Most Agents in the Ryxes Sector do not "own" their Wargear - it is equipment which has been issued by their Faction to enable them to complete their duties. Agents are liable for these items; if you sell an item of wargear granted by an Archetype you will have to pay your Faction Wealth equal to the item's Value and have your Influence reduced by half this amount.
Equipment can be returned to your parent Faction at any time without penalty; you gain no Wealth as a result of this. Agents are not considered liable for equipment lost or destroyed during a mission.
In the field, it is key that you aren't overburdened with kit - as such, the equipment you can carry with you is broken down as follows.
Weapons:
2 "Main" weapons, only one of which may have the Heavy (X) Trait or 2-HANDED keyword. Weapons with a Heavy Rating of 4 or higher take up both Main slots.
A Pistol.
A knife/equivalent.
Ammo & Grenades:
Maximum of 3 Ammo, or a number of Ammo equal to half your Strength Rating (whichever is higher); Ammo Backpacks and Bandoliers increase this limit as stated in their description.
Maximum of 3 Grenades/Missiles, or a number equal to your Strength Rating (whichever is higher). Bombs (including Mortar Bombs) count as 2 Grenades for Average or Small Agents.
Equipment:
Maximum of 5 items of Equipment, or a number of items equal to your Strength Rating (whichever is higher).
Items which are being worn do not count towards this limit.
Ammo Backpacks, Grav-Chutes, Jump Packs, Vox-Casters, and other large or bulky items each take up 2 slots, and cannot be carried/worn at the same time (unless integrated into armour). They always count towards your maximum capacity, even when worn.
Unused weapon slots may be used to carry additional items, on a 1:1 basis.
Trinkets:
Small items with no mechanical effect are considered Trinkets.
You may carry up to 10 Trinkets on your person at any time.
Encumbrance:
At times you may have to carry more items than your maximum capacity; when you do so, each additional item reduces your Speed by 1.