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On a side point, the "armor saving throw" implies an instance of: you're being attacked and rolling to see whether the attack can make it past your armor to hit, damage enough to hurt you, etc. While in 2400 games, the more general OSR-esque skill system doesn't really frame battles that way. It's more d6 resolving the  outcome of the overall situation. I guess you could slot in an armor class there ("If skill roll is over 3, armor is only dented, not yet broken"), but then it just complicates the outcome of the skill roll. Did you get a "Lesser consequence" still from roll, but now it can't be a physical wound? It's adding another layer.
Also, using armor as an added protection from bad outcomes (at the cost of breaking it) makes a lot of sense. It might even be more helpful than just for battle, since you could conceivably use it to deflect/soften any bad roll. It's logical to me that you would trade armor breaking for your own skin NOT breaking. Since, that's what it does in real life. It just has that OSR-esque simplicity: cuts right into what something does in a sort-of binary and succinct way.

It could be argued that "Battle Moon" gives the tools for a more step by step framing of combat situations which suit OSR situations that could apply for instance to "Legends". Anyway, I like the idea of taking armor in account in the risk assessment.