How are people finding the armour rules?
They can require rolling bucketfulls of dice (especially for vehicles), and can be a little swingy in my opinion,
Even something like a longstreet can only expect to get 2 damage reduction after a typical roll.
I'm pondering tweaking them substantially, maybe going with a "saving throw" reflecting coverage (so a full suit might be 1+, or 2+ if there are significant weak points, and a vest and helmet 3+ or 4+, etc), and direct damage reduction,
Hit the save and damage is reduced, fail and maybe an unarmoured location, joint, faceplate or whatever is hit - no protection at all.
If an attack specifically hits a particular location, then skip the save and apply armour if, in the GMs opinion, it would help (M3 armour not going to help vs a headbite attack for example),
So M3 armour might afford a 3+ save (torso and head protection) with damage reduction 2. Good protection vs. light weapons.
This seems like it would be less hassle in-game, though my worry is that it might require looking over damage scores,
Thoughts?