HAT, or HP - AC - TWENTY SIDED, is a roleplaying game that shares three basic concepts with D&D but diverges from there. The three concepts kept from D&D are obvious from the title: HP, AC, and the D20 roll. However, each is expanded in scope.
This page explains a system for weapons and armor in HAT. Its only one of a few, but it is the default one unless you select an alternate.
Getting hit with a weapon is brutal, and we count it like its a second attack that can only be paid for with HP. If the initial attack lands (positive outcome, not Discounted or Evaded) roll a die and add the damage modifier below. Count those Outcome levels as ADDITIONAL injury from the strike.
Having armor on helps SOMEWHAT. If you have armor, you pay 1 AC to activate when hit and reduce the Outcome of the attack by the listed amount. If there are two numbers listed, you pay 1 HP to activate the second in addition to the first. If the ENC is above your STR bonus, pay an additional 1 AC if you activate the armor in a round.
|Axe, Battle||10 GP||+4||–||none|
|Axe, Hand/Throwing||4 GP||+0||10 ft.||none|
|Axe, Two-handed||20 GP||+8||–||none|
|Bec de Corbin||12 GP||+4||–||none|
|Bill or Billhook||14 GP||+5||–||none|
|Cestus||1 GP||+1*||–||+1 adjust to damage|
|Crowbill (Lucerne)||15 GP||+0||–||none|
|Dagger||2 GP||-4||15 ft.||none|
|Ring Mail, Hide||20 GP||-2||2|
|Scale Mail, Breastplate||50 GP||-3||3|
|Chain Mail||100 GP||-3/-1||4|
|Banded Mail||150 GP||-3/-2||4|
|Plate Mail||200 GP||-3/-3||4|
|Shield||10 GP||If your AC is >=3, -1 to Outcome|