Player's Handbook · Chapter 6

Armor

Armor in SPAECIMH is not one number on your sheet — it is a set of worn pieces, each covering a part of your body and each eating a little of a blow. Where you are hit decides what protects you. A man in full plate who forgets his gauntlets still bleeds from the hand that holds the sword.

The five categories

  • Shield (Щит) — the off-hand. The only armor you actively use. A shield is not worn, it is readied.
  • Body (Тело) — chest, back, gut. The largest, most vital target, and the heaviest piece of any harness.
  • Legs (Ноги / штаны) — hips, thighs, knees, shinsched. The blow that drops a runner is almost always aimed here.
  • Footwear (Обувь) — feet and ankles. Cheap, humble, and the thing that keeps you standing on a battlefield that has been churned to mud.
  • Hands (Руки / перчатки) — hands, wrists, forearms. Protects the grip that holds your weapon.

The three classes

Every category comes in three classes — Light, Medium, Heavy. Class is a property of the piece, set when the gear was written)Skip. It sets the piece's absorption — the flat amount of damage the armor eats out of every blow that lands on it.

CategoryLightMediumHeavy
Shield011
Body012
Legs011
Footwear000
Hands000
Full harness034

These two anchors are the ones everyone quotes: leather absorbs 0, steel absorbs 4. A full Light harness is leather — it keeps the weather off and the edge out of your vitals for exactly nothing. A full Heavy harness is steel — it eats four points of damage from every blow that lands on covered flesh.

How absorption works

Every time a blow lands on you, your armor eats its absorption before the wound is counted:

[4d6: 3+4+2+5 = 14] vs [AC 12] → HIT → [Damage 2d6+3 = 6] − [Absorb 2] = 4  → [4 damage]
  • Coverage decided where the blow landed. A piece only protects the category it covers. A throat shot ignores your greaves. A leg slash finds the gap between breastplate and tasset. Only the worn piece on that category absorbs — never the whole harness at once.
  • Swallowed whole hits still rattle. If the armor absorbs the entire blow, a single point of blunt force may still shake through the bone beneath — the Master's call. Steel stops edges, not weight.
  • Genre bends your steel. The scene's genre adds its armor modifier on top of your gear's own absorption (see Genre & Tech Level). Steel in a steam world hits harder than the same steel in a fading one.
  • Magic lines the gaps. An enchanted harness adds its enchantment's modifier to the piece's base absorption (see Magic & the Mana Level). A Minor-enchanted gauntlet is steel with a whisper of fire in the weave.

Shields are readied, not worn

A shield's absorption is its resting value, but the shield is the one piece you do something with. Raise it to brace against a charge, angle it to deny a flank, hook it to block — each is a scene action the Master prices. A braced shield grants you the +4 Defensive buff while the stance holds (see Combat), on top of its own absorption. The cost is honest: while you brace, that hand is not free to act.

Choosing your harness

Wear what your story earns, and say it before the fight:

"[Armor: Heavy harness. Body 2, Legs 1, Shield 1. Genre Steel +2.]"

If you are caught unarmored, that, too, is spoken — the world does not let a surprise find out about armor after the dice fall.

Manual updated Oct 7, 2026.