Equipment

Armor

Armor is wear used to protect oneself. It grants AC and Damage Reductions, but it also penalizes certain checks and does poorly in heat. Each armor has an AC Bonus, a base cost (note: the actual cost to purchase or make the armor will depend on where you are.), a Weight, a Check Penalty (A penalty to Dexterity and Athletics checks), along with Damage Reductions for bludgeoning, piercing, and slashing (Flat values that subtract from each instance of damage).

Armor is equipped in layers, with a Lower and Upper layer. The combined weight of these layers may not exceed an amount of kilograms equal to your Strength x 4 + 16. Both slots may not have the same type of armor within them.
Finally, armor has properties, which can be found here.

Name AC Bonus Base Cost Weight Check Penalty B DR P DR S DR Speed Properties
Leather Coat 1 2Gd 2 kg 0 1 0 1 N/A Insulating(1)
Gambeson 0 3Gd 2 kg 2 3 0 0 N/A Insulating(2)
Heavy Gambeson 1 6Gd 4 kg 3 4 1 1 -5ft Insulating(3)
Reinforced Leather 2 5Gd 4 kg 1 2 0 1 N/A Insulating(2)
Breastplate 3 6Gd 5 kg 1 0 2 3 N/A Conductive(2)
Chain Shirt 3 8Gd 6 kg 1 1 2 3 N/A Conductive(4)
Half-plate 4 14Gd 8 kg 3 0 2 4 -5ft Conductive(3)
Segmented Plate 2 16Gd 9 kg 2 1 4 4 N/A Conductive(4)
Brigandine 4 16Gd 13 kg 7 2 3 3 -10ft Conductive(1)
Scalemail 5 18Gd 16 kg 8 2 4 4 -10ft Conductive(3)
Modern Plate 6 28Gd 18 kg 12 1 4 5 -15ft Conductive(5)
Dragonscale 8 108Gd 18 kg 10 2 5 6 -10ft Insulating(6)

Weapons

There are 5 columns within the weapons table. The name (name of the weapon), the damage, which included the dice along with the damage type, the approximate cost of the weapon, the weapons properties, and any special weapon-specific feats the weapon has. Weapons are used to make Attacks.

Certain weapons have multiple damage types at the same time, which is listed in the damage column. We refer to this type of damage as "Combined" damage (Abbreviated to Co.). The damage of these weapons has the lowest applicable damage reduction applied to them, for example, a Morningstar has combined Bludgeoning and Piercing damage, lets say your armor set has a 4B 3P 2S Damage Reduction setup. The piercing damage reduction would be applied, as its the lowest damage reduction in the combined damage.
This goes for all sources of damage reduction, including but not limited to armor, magic, abilities, and environmental effects.

Weapons with the Reach segment set as empty cannot be used in melee, weapons with a Reach may make melee attacks on opponents within said Reach. Certain larger weapons may not be able to fit in certain spaces. To tell how many feet worth of space is required to maneuvre and carry a weapon, subtract 3 from the reach.
If you are entering a space smaller than your reach-3, you may encounter difficulties with the weapon, such as not being able to turn with the weapon, or having to drop the weapon when crossing cramped spaces.
Weapon Properties

Name Damage Base Cost Properties Feats Reach
Unarmed 1 B Free Flexible, Quickdraw, Brawler
Longsword 1d10 S 1Gd Flexible, Two-handed, Versatile, Noble 5ft
Shortsword 1d8 S 8Sd Flexible, Nimble, Quickdraw 3ft
Dagger 1d4 S Agile, Nimble, Bleeding(3), Thrown(10), Quickdraw, Finesse 2ft
Sabre 1d8 S 16Sd Mounted, Flexible, Finesse
Rapier 1d6 P 1Gd Flexible, Agile, Finesse, Complex, Bleeding(2) Piercing Strike, Puncture, Fencers Style 4ft
Halberd 28Sd Versatile, Two-handed, Reach, Longdraw 6ft
Warpick 1d12 B/P/S 2Gd Versatile, Demolish, Armor Penetrating(4) Sunder, Immobilizing Strike 6ft
Morningstar Co. 2d4 B P 2Gd Armor Shearing, Cumbersome, Bleeding(1), Demolish, Quickdraw Crushing Strike 3ft
Mace 2d6 B 10Sd Armor Penetrating(3) Concussive Strike, 3ft
Billhook Co. 1d8
S P
16Sd Flexible, Two Handed, Brawler Armor Snag, 5ft
Spear 1d10 P 8Sd Agile Poleguard, Spearmasters Style 8ft
Pike 1d8 P 1Gd Reach(10), Two Handed, Longdraw Hold the Line, Spearmasters Style 14ft
Bardiche 3d8 S 4Gd Cumbersome, Demolish, Two-handed, Unwieldy Amputate 6ft
Glaive 2d8 S 1Gd Complex, Two-handed, Agile, Mounted Glaiveguard Style, Whirlwind 7ft
Greatsword 2d8 S 14Sd Two-handed, Armor Shearing, Noble, Unwieldy Greatsword Adept, Flailing Stance, 8ft
Recurve Bow 1d8 P 2 Gd Ranged(50), Finesse, Ammunition(Arrow), Two-handed
Longbow 2d8 P 8 Sd Complex, Ranged(80), Loading(1), Armor Penetrating(0), Ammunition(Arrow), Two-handed Concentrated Volley
Crossbow 2d6 P 3 Gd Ranged(60), Loading(2), Armor Penetrating(8), Ammunition(Bolt), Finesse, Two-handed
Musket 1d12 Co. B P S 24Gd Loading(6), Ranged(15), Armor Penetrating(10), Brutal(2d6), Rickety, Finesse, Two-handed, Ammunition(Bullet) Rapid Reload
Blunderbuss 2d8 Co. B P S 20Gd Loading(4), Ranged(5), Armor Penetrating(8), Brutal(2d10), Rickety, Finesse, Demolish, Ammunition(Bullet) Rapid Reload
Pistol 1d10 Co. B P S 21Gd Loading(5), Ranged(10), Armor Penetrating(6), Brutal(1d8), Finesse, Nimble, Ammunition(Bullet) Rapid Reload
Socket Bayonet 1d10 18Sd Attachment(Musket, Pistol), Slippery
Plug Bayonet 1d12 10Sd Attachment(Musket, Pistol)

Shields

Various shields used to manually deflect attacks. Some shields, such as bucklers, are used to deflect slashing strikes, while others (such as the Aspis) are utilized against arrows, spears, or javelins. Shields get a shield bash attack, and as such may take weapon properties along with their own special Shield Properties. All shield bash attacks have a reach of 3 feet.
Weapon Properties

Name AC Bonus Base Cost Bash Damage Properties B DR P DR S DR
Buckler 2 6Sd 1d6 Deflective 1 0 2
Light Shield 2 1Gd 1d8 Cavalry 1 1 2
Heavy Shield 3 18Sd 1d10 Heavy 2 3 3
Scutum 3 2Gd 1d12 Large, Heavy 2 2 2
Aspis Shield 3 2Gd 1d12 Large, Heavy,, Slow(4) 3 3 3
Tower Shield 3 3Gd 2d8 Large, Heavy 2 3 3
Portable Palisade 3 1Gd 1d6 Absurdly Large, Unwieldy 1 3 2
Stone Shield 5 2Gd 1d12 Unwieldy, Large, Impenetrable, Absurdly Heavy(6), Cumbersome, Brutal(2d8), Slow(15) 3 6 8
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