[Armor]
Armor is categorized by the base type of fitting it's made from. Such as, all plate mail will be labeled as Plate Mail despite the type. Only the first 3 layers of protective gear will be counted towards armor, the strongest against a specific type of damage taking priority in the roll.
When dealing with armor, it is always after a failed combat roll. The attacker will specify a region they are attacking on the opponents body and the opponent will take the DC of their armor (See below) and specify it. The attacker will then roll a 1D20. If the result is higher than the total DC of armor, a Major wound is dealt. If it is lower but within 3, a moderate wound is dealt. Anything lower is a Minor wound.
[Armor types]
As said before, all armor will be given a base DC on the general armor type it is. Below will be a spreadsheet that you can look too to find that number.
Additionally, the material quality it's made from will provide additional defense. All armors will be given all 4 resistance types, with varying spread depending on the type. Blunt, piercing, slashing, and magical resistance. Below are how the quality of the material affects the DC.
Common +1 Uncommon +2 Rare +3 Epic +4 Legendary +5 Mythic +6
[Armor DC'S]
Here you will find the spreadsheet of armors that you can look and coordinate to find your specific DC count.
The base number for the DC is taken from whichever damage type is being dealt. An example of this using Uncommon Plate Mail against piercing would have a DC of 8 on a D20. When multiple pieces are being worn, the DC is taken from whichever has the highest resistance to the type of damage.
[Shields]
Shields can be used to defend with against attack rolls so long as you have it on your arm. They also provide an additional (+1/+2) to your armor roll so long as it is used to defend against the attack.
Common, Uncommon, and Rare provide a +1 and Epic, Legendary and Mythic provide the +2