Since we are soldiers, do we have to worry about gear like bedrolls, etc ourselves or are you going to requisition a standard load-out for each of us?
Select one, appropriate to your character: cloth armor, leather armor, hide armor, chainmail, scale armor, or plate armor
Cloth Armor (Basic Clothing)
Description: Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor.
Weight: 4 lb.
Type: Cloth
Leather Armor
Description: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection.
AC Bonus: +2
Weight: 15 lb.
Type: Leather
Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed.
AC Bonus: +3
Check: -1
Weight: 25 lb.
Type: Hide
Chainmail
Description: Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility.
AC Bonus: +6
Check: -1
Speed: -1
Weight: 40 lb.
Type: Chainmail
Scale Armor
Description: Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
AC Bonus: +7
Speed: -1
Weight: 45 lb.
Type: Scale
Plate Armor
Description: The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility.
Check: -2
Speed: -1
Weight: 50 lb.
Type: Plate
Select a weapons loadout from among the following: dagger, handaxe, spear, short sword, longsword, crossbow (and bolts), hand crossbow (and bolts), light shield, heavy shield
Dagger
Simple one-handed melee weapon
Damage: 1d4
Proficient: +3
Range: 5/10
Weight: 1 lb.
Properties:
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Group:
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.).
Handaxe
Military one-handed melee weapon
Damage: 1d6
Proficient: +2
Range: 5/10
Weight: 3 lb.
Properties:
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.).
Group:
Axe (Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe's weight makes it fine for delivering crushing blows.).
Spear
Simple one-handed melee weapon
Damage: 1d8
Proficient: +2
Weight: 6 lb.
Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.).
Group:
Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.).
Short sword
Military one-handed melee weapon
Damage: 1d6
Proficient: +3
Weight: 2 lb.
Properties:
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Group:
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.).
Longsword
Military one-handed melee weapon
Damage: 1d8
Proficient: +3
Weight: 4 lb.
Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.).
Group:
Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.).
Crossbow
Simple two-handed ranged weapon
Damage: 1d8
Proficient: +2
Range: 15/30
Weight: 4 lb.
Properties:
Load Minor (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows "load free" on the weapon table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is "load minor," which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Crossbow (Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal bow gives them substantial power.).
Hand crossbow
Simple one-handed ranged weapon
Damage: 1d6
Proficient: +2
Range: 10/20
Weight: 2 lb.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows "load free" on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is "load minor," which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Crossbow (Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal bow gives them substantial power.).
Crossbow Bolts (20)
Category: Ammunition
Weight: 2 lb
Description: Crossbow bolts come in a case that holds twenty. Ammunition is used up when you fire it from a projectile weapon.
Light Shield
Description: While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it.
AC Bonus: +1
Weight: 6 lb.
Type: Light Shields
Heavy Shield
Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
AC Bonus: +2
Check: -2
Weight: 15 lb.
Type: Heavy Shields
Everyone gets: bedroll, torch, fannypack, flint and steel, waterskin, backpack, candles, trail rations, identification papers
Bedroll
Category: Gear
Weight: 5 lb
Torch
Category: Gear
Weight: 1 lb
Description: A torch is a wooden rod capped with twisted flax soaked in tallow. A torch burns for one hour and provides bright light to a radius of 5 squares.
Belt Pouch (empty)
Category: Gear
Weight: 0.5 lb
Flint and Steel
Category: Gear
Waterskin
Category: Gear
Weight: 4 lb
Backpack (empty)
Category: Gear
Weight: 2 lb
Candle
Category: Gear
Trail Rations (10 days)
Category: Gear
Weight: 10 lb
Standard Identification Papers
Category: Gear
Description: Members of the middle and upper classes in the Five Nations carry identification papers issued by their governments and notarized by House Sivis. Each set contains a description of the holder and other details.
As a party you also are issued two tents and two lengths of rope.
Tent
Category: Gear
Weight: 20 lb
Hempen Rope (50 ft.)
Category: Gear
Weight: 10 lb
Any additional items your characters want to bring should come out of their own funds and/or magic item allotment.
Did I overlook anything?