FATE isn't a particularly crunchy system and Lost Dominion isn't a particularly crunchy game. Sometimes it's good RP to be counting every last food ration. And sometimes it just gets in the way. Generally speaking we leave it up to our players to decide what their personal preference is and how much book keeping they find fun.
As a rule, in Lost Dominion we assume that characters have the things necessary to get on with their day to day lives. However from time to time the issue of equipment will come up, so here's how that works.
Equipment is handled one of two ways. The more common of the two ways is that having the equipment serves as part of the justification for being able to make a skill roll. It's hard, for example, to pick a lock without a set of lock picks. It's difficult to Drive without a vehicle of some kind. Most kinds of Crafts roll assume appropriate tools and a work space and so on. Equipment of this sort is mechanically subsumed into the skill roll or, put another way, it doesn't have any particular effect beyond letting you make the roll in the first place.
Some equipment is special, unusual, high quality, unnecessary but nice to have or otherwise more mechanically significant than described above. In these cases the equipment provides some kind of bonus to the roll generally by functioning as an advantage. For example: Alice Shan is repairing a robot for the Enki Corporation in Dogwood. She's doing so in a pre-Rifts automated factory complex and the scene runner tells Alice that it's has aspect 'Golden Age tools' on it with a free invocation. When Alice makes her Crafts roll for the repair, she can invoke that aspect to get +2 to her roll, or re-roll a failed roll as she likes. Players can also establish aspects like this by creating advantages with Resources or another skill relevant to the particular situation.
Weapons and Armor
Weapons and armor are special cases and both work differently though neither are incredibly complicated.
Weapons have a numerical rating from 1 to 6 and impose a 'damage floor' to an attack roll. What that means is that if you roll a successful attack with a weapon, your damage will always be at least the rating of that weapon. So a laser rifle that is Weapon 3 always does at least 3 damage on a successful hit. If the roll indicates more damage, it does more. If it indicates less damage, adjust up to the minimum value provided by the weapon.
Armor also has a numerical rating from 1 to 6 and works in exactly the opposite fashion that weapons do. Armor imposes a 'damage ceiling' on an attack roll. This means, yes, that lower armor ratings provide more protection. If a person is wearing armor with a rating of 2 and is hit by a 3 stress attack, he only takes 2 stress. It is important to note that armor trumps weapons. If a man is hit by a canon that is Weapon 6 and he is wearing Armor 3, he only takes 3 stress. There is one exception to this: If the attack roll succeeds with style it bypasses the armor entirely and applies its full damage, whatever that may be.
Bear in mind that modern weaponry is amazingly destructive and modern body armor thus amazingly protective. For a more complete discussion on that, see our discussion on Technology, Magic and Power
Below are Weapon and Armor scales to give an idea of what does what.