Weapons

Battleaxe (Cost 25+, Axe, Martial, d8/d10, Might, Load 2, Traits: versatile, slashing, crushing)
Greataxe (Cost 50+, Axe, Martial, d12, Might, Load 3, Traits: two, heavy, slashing, crushing, power)
Handaxe (Cost 25+, Axe, Simple, d6, Might/Agility, Load 1, Traits: finesse, light, slashing, crushing, variable)
Shortbow (Cost 100+, Bow, Simple, d6, Agility, Load 1, Traits: missile, piercing, 80/320)
Longbow (Cost 300+, Bow, Simple, d8, Agility, Load 2, Traits: missile, piercing, 150/600)
Warbow (Cost 300+, Bow, Martial, d10, Might/Agility, Load 2, Traits: missile, piercing, 120/480)
Club (Cost 1+, Club, Simple, d6, Might/Agility, Load 1, Traits: light, crushing)
Greatclub (Cost 5+, Club, Simple, d10, Might, Load 3, Traits: heavy, two, crushing)
Mace (Cost 10+, Club, Simple, d8, Might, Load 1, Traits: crushing)
Maul (Cost 25+, Club, Martial, d12, Might, Load 3, Traits: heavy, two, crushing, piercing, power)
Morningstar (Cost 40+, Club, Simple, d8/d10, Might, Load 1, Traits: crushing, piercing, versatile)
Warhammer (Cost 25+, Club, Martial, d8/d10, Might, Load 2, Traits: versatile, piercing, crushing)
Dagger (Cost 15+, Unique, Simple, d6, Might/Agility, Load 0, Traits: finesse, light, slashing, piercing, variable)
Cestus (Cost 30+, Unique, Martial, 1d6, Might/Agility, Load 0, Traits: finesse, light, clashing, piercing)
Flail (Cost 100+, Unique, Martial, d10, Might, Load 2, Traits: reach, crushing, piercing)
Javelin (Cost 20+, Unique, Simple, d6, Might/Agility, Load 1, Traits: finesse, variable, piercing)
Bullwhip (Cost 25+, Unique, Simple, d6, Might/Agility, Load 0, Traits: finesse, slashing, reach)
Sling (Cost 5+, Unique, Simple, d6, Might/Agility, Load 0, Traits: missile, crushing)
Staff-Sling (Cost 30+, Polearm, Simple, d8, Might/Agility, Load 2, Traits: two, crushing, variable)
Staff (Cost 5+, Polearm, Simple, d6, Might/Agility, Load 2, Traits: finesse, two)
Spear (Cost 10+, Polearm, Simple, d8/d10, Might/Agility, Load 2, Traits: finesse, reach, variable, versatile, polearm, piercing)
Poleaxe (Cost 30+, Polearm, Martial, d12, Might, Load 3, Traits: heavy, grab, reach, two, polearm, slashing, piercing, crushing)
Lance (Cost 50+, Polearm, Martial, d12, Might, Load 3, Traits: reach, mounted, two, polearm, piercing)
Arming Sword (Cost 75+, Sword, Martial, d8, Might/Agility, Load 2, Traits: finesse, slashing, piercing, *rapiers, sabers, scimitars)
Broadsword (Cost 120+, Sword, Martial, d8/d10, Might, Load 2, Traits: slashing, piercing, versatile)
Longsword (Cost 150+, Sword, Martial, d12, Might, Load 3, Traits: heavy, two, slashing, piercing, power)
Shortsword (Cost 75+, Sword, Simple, d6, Might/Agility, Load 1, Traits: finesse, light)
Arbalest (Cost 250+, X-Bow, Martial, d12, Agility/Intellect, Load 4, Traits: missile, heavy, loading, power, trigger, two, 150/600)
Crossbow (Cost 150+, X-Bow, Simple, d10, Agility/Intellect, Load 3, Traits: missile, loading, trigger, two, 100/400)
Hand Crossbow (Cost 250+, X-Bow, Simple, d6, Agility/Intellect, Load 1, Traits: light, loading, missile, trigger, 30/120)
Pistol (Cost 250+, Gun, Martial, 2d6, Agility/Intellect, Load 1, Traits: missile, powder, loading, trigger, exploding, 20/80)
Handgun (Cost 250+, Gun, Martial, 2d8, Agility/Intellect, Load 2, Traits: missile, powder, loading, trigger, exploding, 20/80)
Coachgun (Cost 350+, Gun, Martial, 3d6, Agility/Intellect, Load 3, Traits: missile, powder, loading, trigger, exploding, two, 20/80)
Musket (Cost 400+, Gun, Martial, 2d10, Agility/Intellect, Load 3, Traits: missile, powder, loading, trigger, exploding, two, 150/600)
Longrifle (Cost 1k+, Gun, Martial, 2d10, Agility/Intellect, Load 4, Traits: missile, powder, loading, trigger, exploding, two, 250/1000)

Weapon Traits

Finesse. The wielder can use agility to calculate attack and damage if desired.
Heavy. This weapon requires might 15 to wield without disadvantage.
Light. This weapon can be used off-hand while dual-wielding.
Grab. This weapon can force a target to make an opposed athletics check to move a target 5 feet or dismount them.
Inaccurate. This ranged weapon makes attacks against remote targets with disadvantage.
Loading. This weapon must be loaded using a standard or bonus action before it can be fired.
Missile. This weapon can only be used for ranged attacks.
Mounted. This weapon can be used one-handed while mounted, and deals double damage if used with a mounted charge.
Penetrating. This weapon makes a separate attack against all targets in a straight line until it strikes solid terrain or hits max range.
Polearm. This weapon deals +3 damage on a single charge attack or if braced against an enemy’s charge.
Power. This weapon rolls damage dice twice and takes the higher roll.
Reach. This weapon can be used to strike up to 10 feet away.
Trigger. This weapon can be fired as a reaction. Multiple mechanisms can be fired as a reaction AND a standard action, if present.
Two. This weapon must be used in two hands.
Variable. This weapon can be used in melee or thrown.
Versatile. This weapon can be used 1 or 2 handed. If used in 2 hands the damage die increases one size.

Siege

Artillery, Mortar (Cost 4k+, 6d10, Traits: powder, load, explode, inaccurate, 2 km)
A portable steel cannon that fires canisters in an arc at very distant targets. It can be transported and fired from a two-horse cart.

Artillery, Bombard (Cost 5k+, 10d10, Traits: powder, load, explode, inaccurate, 3 km)
A heavy siege cannon that fires canisters or iron spheres extremely long distances. It must be transported on a wagon and set up before it can be fired.

Ballistae, Normal (Cost 2k+, 6d10, Traits: load, accurate, penetrating, 500 m)
A large ballista with a winding crank. It can be transported on a two-horse cart and is one of the most accurate siege weapons in existence.

Ballistae, Scorpio (Cost 1k+, 3d10, Traits: load, accurate, 500 m)
A small ballista that mounts on a stand and can fire quite fast. It can be transported on a single horse or swivel-mounted on a cart or wagon.

Catapult, Mangonel (Cost 2k+, 4d10, Traits: load, inaccurate, 300 m)
A classic catapult with a rope or chain winch and a counterweight.

Catapult, Trebuchet (Cost 3k+, 7d10, Traits: load, inaccurate, 500 m)
A huge catapult that must be constructed onsite, with a massive counterweight.

Cannon, Field (Cost 4k+, 8d10, Traits: powder, penetrating, inaccurate, 2 km)
A 12-lb Napoleonic era field cannon with two huge wheels. It can be hitched and hauled around by a single horse, or fired from the back of a cart or small wagon.

Flamethrower, Siphon (Cost 2k+, 3d10, Traits: fire, spray, 40 yds)
A portable two-man flamethrower with a pump and a pindle sprayer. It can be transported on a single horse or by a two-man team, or pindlemounted to a cart.

Flamethrower, Siege (Cost 3k+, 4d10, Traits: fire, spray, 80 yds)
A large brass-cased flamethrower with a pump and containers. It can be transported on a two-horse cart or wagon, but is normally mounted to walls or fortifications.

Gun, Handgonne (Cost 1k+, 3d10, Traits: polearm, inaccurate, 300 m)
A small cannon mounted at the end of a pole. It is very inaccurate, but it can fire large balls of iron or small grenade canisters long distances. Dangerous in large numbers.

Gun, Zamburak (Cost 1k+, 3d10, Traits: powder, mount/wagon, accurate, 300 m)
A pindle-mounted swivel gun that can be attached to a horse, ox, or camel saddle. They are used by cavalry to bombard places or fire grapeshot into infantry.

Organ, Ribauldequin (Cost 3k+, 3d10, Traits: powder, volley, spray, multi-deck, 100 yds)
A two-wheeled bank of long tubes that can be touched off in sequence to fire volleys of bullets. Normally used to chew through infantry, or as a point defense weapon. It can be hauled by a single horse or mounted on a cart.

Organ, Hwacha (Cost 6k+, 4d10, Traits: rockets, volley, explode, inaccurate, 2 km)
A two-wheeled bank of long tubes that can be touched off in sequence to fire volleys of explosive rockets. Normally used to bombard distant infantry groups or set fires. It can be hauled by a single horse or mounted on a cart.

Armor

Leather (Cost 125+. Light, Defense +1, Soak 0, Agility Max 6, Might n/a, Load 1).
Clothing reinforced with a few patches of boiled, hardened leather.

Studded (Cost 250+, Light, Defense +2, Soak 0, Agility Max 5, Might n/a, Load 2).
A coat or bodysuit fitted with patches of hardened leather, sewn with a few dozen metal platelets on crucial spots. This is the most common form of light armor, because it is light and easy to produce.

Byrnie
(Cost 300+, Light, Defense +3, Soak 0, Agility Max 4, Might n/a, Load 2).
A light shirt of chainmail covering the upper torso, arms, and thighs. Sewn onto a leather backing, so it doesn’t slide around.

Brigandine (Cost 300+, Medium, Defense +4, Soak 2, Agility Max 3, Might 13, Load 3).
A quilted coat or vest lined on the interior with hundreds of metal platelets to cover the torso, with added vambraces and light greaves. This is the most common form of medium armor, because it is light and easy to produce. It also provides reasonable protection, looks professional, and can be worn for extended periods without discomfort.

Hauberk/Scale (Cost 350+, Medium, Defense +5, Soak 2, Agility Max 1, Might 15, Load 5).
This heavy coat of chainmail covers the torso, arms, and thighs. Usually riveted into a quilted waistcoat with leather hardpoints, with a quilted gambeson worn underneath.

Hexmail (Cost 500+, Medium, Defense +6, Soak 3, Agility Max 1, Might 15, Load 5).
This heavy coat of chainmail has a 6-in-1 pattern, and the links are hexagonal instead of circular. This is much harder to produce and requires an experienced blacksmith, but the protection is superior.

Lamellar (Cost 600+, Heavy, Defense +7, Soak 3, Agility Max 0, Might 15, Load 6).
A full suit of quilted armor fitted with hardpoints of boiled leather, sewn with hundreds of interlocking steel platelets and laced together using thread and wire. It includes a skirt, vambraces, gloves, pauldrons, greaves, and boots. This is the most common heavy armor worn by elite soldiers. It provides excellent protection and can be produced by groups of people working together without an expert blacksmith.

Plate
(Cost 2k+, Heavy, Defense +8, Soak 4, Agility Max 0, Might 17, Load 8).
A full suit of plate and chain, with a solid metal breastplate and greaves, vambraces, and pauldrons. Platemail must be custom-fitted most of the time, and is hard to resize.

Buckler (Cost 25+, Shield, Defense +1, Soak 0, Load 1).
A small round shield about the size of a dinner plate, used for parrying.

Heater/Roundshield (Cost 25+, Shield, Defense +3, Soak 0, Might 14, Load 2).
A scale-shaped or round shield covering half the body. This is the most common form of shield used by soldiers and militias. Most armories contain lots of extra shields because they are easy to produce, prone to breakage, and provide good protection.

Towershield (Cost 120+, Shield, Defense +4, Soak 0, Might 17, Load 4).
A large rectangular door-like shield providing nearly full cover.

Armor Upgrades

Adamant. The armor is enhanced with portions of a gray-black supernatural metal, granting it +1 defense, +1 soak, and +1 load.
Buoyant. The armor floats in water, ensuring its wearer does not drown. The wearer cannot swim underwater however.
Camouflage. The armor grants +2 to stealth rolls in terrain favoring its coloration.
Cloudsteel. The armor is enhanced with alchemical super-steel that weighs less than normal metal, granting it -2 load.
Frightening. The armor grants +2 to intimidate rolls against opponents of proper sensibilities.
Impressive. The armor grants +2 to social rolls against opponents of proper sensibilities.
Mastercrafted. The armor grants +1 defense. This bonus overlaps (does not stack) with the bonus for enchanted armor.
Mithril. The armor is enhanced with a silvery white supernatural metal, granting +1 defense, -1 load, and -2 strength requirement.
Obscure. The armor conceals the wearers face and body, making it hard to identify the wearer by sight alone.
Sanctified. The armor is inscribed with symbols that grant +1 defense and +1 soak against fiends and undead.
Spikes. The armor is fitted with small spikes, dealing 1d8 damage every time something bites, grabs, or slams the wearer.
Warm. The armor counts as warm weather clothing in cold or arctic environments.
Webbing. The armor is fitted with lots of little pockets and pouches, distributing weight across the wearers body and allowing easy access of small tools. Increase maximum load by 3.