A legenda then:
Armor pieces: description of the armor
RM armor: classification in RM1-RMFRP. For helmets: is the construction of the helmet
D&D: Classification in D&D. For helmets: light: skull cap, medium: covered neck, heavy covered face.
Theater: Genral area where the armor was used.
Cost Harn: How much it costs in Harn master. Prices in pennies (d)
Cost RM: Price in RM.
Cost D&D: I've never been motivated to use this; it is for comparison purposes only.
Weight (Lbs): weight of the complete armor, including padding, etc.
AT: Armor Type in RM. 5,9,13,17 represent torso armors and each extra number gives additional coverage of the armor.
Man. Min: Maneuver penalty, minimum. Armor will always hamper the user by this amount.
Man. Max.: Maneuver penalties, maximum. Can be trained using the correct maneuver in armor skill.
Mis. pen.: Missile penaltyPenalty on launching any missile. I have rduced this number dramatically, since no armor user would allow his offensive capabilities to be hampered in any way.
Qui. pen.: Quickness penalty. Not as much the heavier armor, but more likely the older and badly designed armors that will yield these.
DB melee, missile: extra DB against melee. Some armors are just so thick as to warrant extra DB. Usually that is compensated elsewhere. It is also used for shields.
Tot. AC: D&D AC and Max Dex added, so armors can be compared easily.
AC: Armor class. This is added to 10 to get the basic to hit DC.
Dex.: Max dexterity bonus that can be used in the armor.
Maneuver: Maneuver penalty on certain skills when using the armor.
Arc. Failure: Arcane failure. This is the chance an D&D arcane spell has of failing when the armor is worn by the caster.
Bludgeon AC: added modifier when the armor is struck by a bludgeon type attack.
Pierce AC: added modifier when the armor is struck by a pierce type weapon.
Slash AC: added modifier when the armor is attacked with a slash type attack.
Availability: Rarity of the item. COmmon items available everywhere. UnCommon items available in cities, towns and large villages. RAre in towns and cities, or rural areas depending on item type. Very Rare only in cities with special artisans.
Age: General age when the item was invented/ adopted.
Artisan. Likely artisan to produce the finished product.
Production time: time for the specified artisan to produce the item from ready stock material, as available in the middle ages. (no rolled sheets, I-beams, or stamp blanks)
Difficulty class: Multiply by -5 for RM, add 13 for D&D 3.X and 15 for D&D 4E.
Don. Sec.: Donning armor, measured in seconds. Can be halved for system penalties.
Remove. Sec.: Removing, or doffing armor, measured in seconds. Can be halved by cutting straps.
Hiding/ Stalking penalty: penalty to hiding. Multiply by -5 for RM, apply on wearer. Subtract number from stealth checks for D&D.
More questions?