Gear is very abstract in Mouse Guard for the most part. The only things that have mechanical benefit are weapons and armor. When you create your character, I will allow you to pick a weapon and a small number of personal items such as trail rations, a journal and pens, eyeglasses, a waterskin, a pouch of herbs, etc. I have decided not to allow armor, either heavy or light, at the beginning of our adventures. You will have to pass a series of Armorer or Resources checks during the Players’ Turn in order to acquire additional armor or weapons. For more on earning and spending checks during the Players’ Turn, check out the Traits page.
It is possible to possess more than one weapon, though additional weapons will have to be obtained during the Players’ Turn, just like armor. If you possess more than one weapon, you must choose prior to each round of combat which weapon you will be using. Keep in mind that a Shield counts as a weapon, so you must use your Shield for an entire round (three combat actions). You are able to use your Shield on offense, but it will not be as effective as a Sword or any other offensive weapon.
There are four classes of weapons, which define their range: normal weapons, spear weapons, thrown weapons, or missile weapons.
For more on combat conflicts and actions, see the second page of your character sheet.
You gain +1s to your next roll in this conflict after a successful Attack action. However, the axe is a slow weapon, so you lose -1D to all Defend or Feint actions in combat.
Against short-ranged weapons, your Attack action counts as a versus action, not an independent action, against other Attack actions. This is advantageous because your Disposition will only be taxed by the margin of failure, should you lose, instead of being taxed by the number of successes your opponent rolls. In addition, your Attack action counts as an independent action against Maneuver actions, which is advantageous because all of your successes tax your opponent’s Disposition, instead of your margin of success for the roll.
Also, due to the long range characteristics of the Bow, you gain +2D to Maneuver actions against normal, spear, or thrown weapons.
Lastly, it is hard to swat an arrow out of the air or block it with a shield, so you gain +1D to your Attack actions versus your opponent’s Defend action.
Halberds can be used as either a Spear or an Axe, gaining that weapon’s qualities. You must choose which “mode” you will be using the Halberd in prior to announcing your first action in a conflict.
You gain +1D to Maneuver actions and +1s after a successful maneuver. However, a Grappling Hook is hard to aim correctly in combat, so you lose -1D to Attack actions.
Any successful Maneuver action against a spear, thrown, or missile weapon counts as a disarm effect, in addition to taxing your opponent’s disposition by the margin of success of your roll. A disarm means that you can remove one your opponent’s weapons, a piece of gear, or disable a trait for the remainder of the conflict.
Also, when throwing a knife against a normal or spear weapon, your Attack actions is now a versus action against your opponent’s Attack action. Or, it is now independent against Maneuver actions. However, once you throw your knife, it cannot be recovered until the end of the conflict, if at all.
You gain +2D to Defend actions. However, due to its heavy weight, you lose -1D to Health checks to recover from the Tired condition if your shield was used in a conflict during the previous GM’s or Players’ Turn.
Against normal, spear, and thrown weapons, your Attack action counts as a version action against other Attack actions and is an independent action against Maneuver actions. Also, due to its range, you gain +1D to Maneuver actions.
Your Attack actions count as versus actions against other Attack actions and are independent against Maneuver actions. These benefits only apply against normal and spear weapons.
Also, because of its extended reach, you gain +1D to Maneuver actions against normal weapons.
You gain +1D to Feint actions, due to this weapon having two offensive ends.
You can also throw your Staff, turning your Attack action into a versus action against Attack actions and an independent action against Maneuver actions. These benefits only apply against normal and spear weapons. And, as with Knives, once you throw your Staff, you cannot regain it until after the conflict, if at all.
You gain +1D to one action (Attack, Defend, Maneuver, Feint) of your choice in a fight. You may choose the bonus at any time during a conflict, but you must keep the same bonus until the end of the conflict.
You gain +1D to your Disposition roll for the conflict. However, you lose -1D to Health tests to recover from the Tired condition if the armor was worn during the previous GM’s or Players’ Turn. This is similar to a Shield. The penalties from using a Shield combine with any armor penalties.
You gain +1s to your Disposition roll for the conflict. However, you lose -1D to Maneuver actions and -1D to Scout or Nature checks used for sneaking or hiding, respectively. You also lose -1D to Health tests to recover from the Tired condition if the armor was worn during the previous GM’s or Player’s Turn. The penalties from using a Shield combine with any armor penalties.