This is for figuring out the encumbrance of the items created with the weapon and armour creation system for Openquest.
Armour has 1 ENC for every AP it provides. Nice and simple.
Weapons start at 0 ENC and add +1 ENC for each "Yes" to the following questions:
Is the weapon mostly made of metal?
Is it longer than one metre?
Does the weapon require two hands to wield effectively?
Does it deal most of its damage from the force of its impact?
If you want to use this with MRQ2, here are some suggestions for how to figure out which weapon-based combat maneuvers it gets. Any "Yes" answer gets the appropriate maneuver. These are relatively straightforward because a lot of it is already built into the weapon design of MRQ2.
Is the weapon wielded with two hands? Sunder
Does the weapon or projectile have a stabbing point? Impale
Does the weapon or projectile have a blade? Bleed
Does the weapon or projectile do most of its damage through force of impact? Stun Location
Does the weapon or projectile have a tensile component that wraps around the opponent? Entangle
Yes, this means halberds no longer have entangle. They are the only exception to the above principle in the core rules, and I can't figure out why they would have it and poleaxes wouldn't.
Reach and size (properly mass) don't have any sort of systematic relationship and are best determined on a case by case basis.