The Pak'Ma'Ra bonus is that they get a 6+ save to each damage and crew point, similar to Close Blast Doors but saved on a 6 not 5. It's automatic, not a special action.
How would this armour idea work then, lets say I have 6 points of armour left and soneone scored 10 Double Damage hits on me.
First I work out how many double damage hits I can take before armour is breached: 3. Roll the first 3 hits.
Lets say one is a bulkhead hit and one is a critical. The critical is reduced to a solid hit. So 5 damage, 4 crew lost.
I roll my Pak bonus, get one 6, so one point of damage is removed. Total damage for those 3 hits is 4.
I now have 2 points of armour left. So I must roll another hit, since I have enough armour to contain it. Lets say its a solid hit. I roll my Pak bonus, get 2 sixes! Great! The damage is prevented.
I now still have 2 points of armour left so I roll another hit. A solid hit, and the Pak bonus saves 1.
So now I have 1 point of armour left, what happens? Its double damage, so my armour is depleted, I can roll the rest of my hits... was it 5 or 6 I had left? 3 rolled originally, then another, and another... how many did I start with? Oh yes, 10. So 5 left.
Too much to do and remember in the heat of battle. Its difficult enough remembering how many interceptors you have left, and what number they need!
Lets not even bother asking what would happen if I had a GEG or Adaptive Armour!!!!!!!!!
Sorry, don't mean to shoot the idea down in flames. It is a good idea, simple and with very little book-keeping. Unfortunately the implementation is HIDEOUSLY more complicated than Redundancy!!! The original idea for redundancy was that the entire crit is ignored, including damage... that is the version I support.