Positions, Weapons, and Armors

Positions
[Weapons that are not preferred get disadvantage]

[If it is Weapon Only, no other weapon can use that Position]

High Guard
-(Blades Preferred)

-Bonus against Power Attacks

Center Guard
-(Blades Preferred)

-Bonus against Thrusts

Low Guard
-(Blades Preferred)

-Bonus against Tackles or Trips

Dry Guard
-(Only Shield)

-Strength check to block any attack, but if you fail you fall

Parry
-(Blades Preferred)

-Don't attack, but check to block any attack, but if you fail you fall.

Spear Wall
-(Blades Preferred)

-Attacks against you must first successfully get past your Passive Dex, if they fail they receive damage compared to their strength

High Strike
-(All Preferred)

-On the Next Turn you can perform a powerful attack on the top half of a person.

Scabbard Strike
-(Blades Preferred)

-(Spears, pikes, maces, hammers, flails, and any two handed weapon cannot do this)

-Perform Dex against Passive Dex to quick draw your weapon and strike.

Weapons
[Bonus is advantage, and debuff is disadvantage)

Spear or Pike
-(Bonus against Cavalry)

-(Debuff against Shields)

-(Really Clunky)

Thrust
-Power attack that requires a specific target area and a Dex check but will receive 1d8 and keep someone at the weapons reach away (can't thrust if they are under the spear's length).

Smack
-A Strength Check that does 1d4

Jab
-1d4 but revert back to any guard position (not for pikes)

Short Sword
-(Bonus for thrusts and tight spaces)

-(Debuff against non-shield guards)

Thrust
-better dex capability against people with shields does 1d6

Slash
-debuff against armor, dex bonus does 1d4

Hammer and Axe
-(Bonus to Armor Penetration)

-(Debuff against Guard)

-(Clunky)

Swing
-Strength 1d8 plus armor and shield penetration, debuff against light armor (except for Axe)

Thrust
-Dex check then 1d4 damage, if weapon is blocked it may leave you open to hit (Axe does not receive debuff and does 1d6 damage)

Flail
-(Bonus to armor Penetration)

-(Debuff against everything everything else)

-(Clunky)

Flail
Dex Check to do 1d12 damage, if miss you are left open to counters, if Dex check was below 5 then the 1d12 is on the user.

Halberd, Poleaxe, and Great Axe
-(Bonus against all)

-(Debuff on blocks)

-(Clunky)

Swing Axe
-Strength check if successful 1d8, bonus to shield

Thrust
-Dex check with 1d6 damage

Swing Hanner
-(Not for Great Axe)

-Strength check with 1d8 damage with armor penetration

Long Sword and Great Sword
-(Bonus against Spear and light armor)

-(Debuff against armor)

-(Really Clunky)

Thrust
-Dex check light armor penetration 1d8 damage

Slash
-Strength and Dex check with 1d8 strike, debuff against shield and armor

Swing Hammer
(Not for Great Axe)

Strength check with 1d8 damage with armor penetration

Mace
-(bonus against armor, and armor penetration bonus)

-(Debuff on block)

-(Really Clunky)

Thrust
-Strength check with 1d6 damage, bonus against light armor

Strike
-Strength check with 1d8 damage, bonus against breaking blocks

Capper
-Dex check to break or injure opponents knee, fail leaves you open

Knife
-(Dex)

Jab
-Dex check for 1d4 damage, debuff against anything above light armor

Slash
-Dex check with 1d6 damage, only good against clothing

Heater
-Block against center strikes and thigh strikes, clunky

Round
-Block against center strikes and side strikes, clunky

Wankel
-Block against

Buckler
-Dex check to block anything, can strike to do 1d4 damage

Kite
-Block against center strikes and leg strikes, really clunky

Oval
-Block against center strikes and thigh strikes, clunky

Coffin
-Block against center strikes and leg strikes, really clunky

War Door
-Block all, strength check to block successfully, really really clunky

Jab
-Dex check for 1d4 damage, debuff against armor

Throw
-(atlatl adds 2 damage and increase distance)

-short distance with dex check, 1d8 damage weak against heavy armor

Fire
-Medium distance Dex check for 1d6 damage, weak against medium armor and heavy armor.

Fire
-Long distance strength and dex check for 1d8 damage, weak against heavy armor

Fire
-Quick reload (fire twice per turn), short distance for 1d4 damage, no damage to medium and heavy armor

Throw
-(Up to 3 throws a turn) deals 1d4 damage, no damage to light, medium, and heavy armor

Fire
-Medium reload, medium distance with 1d8 damage armor penetration, weak against heavy armor

Fire
-Long reload, medium distance with 1d12 damage, weak against heavy armor

Heavy
-Dex and Speed Debuffs

-Ranged Defense buff, and large Defense buff

-Cannot perform very articulate actions

Medium
-Somewhat ranged and defense buff

-Some movement restrictions

Light
-It's like nothing's there, no movement penalty

Thank you to Otto von Rommel for the help.