Armour provides \gls{dr}, which can protect against Damage, but only if the \gls{pc} rolls high enough.
Armour provides \gls{dr}, which can protect against Damage, but only covers a few numbers on the dice.
\begin{itemize}
\item
If \glspl{pc} fail an Attack roll by a number equal to the armour's Covering, the attack is a \textit{Vitals Shot}, and the armour provides no \gls{dr}.
\index{Vitals Shot}
\Glspl{pc} armour usually covers two steps of dice, so when \glspl{pc} miss by only 1 or 2 steps, they can reduce Damage by the armour's \gls{dr}.
\item
When attack rolls fail by a number less than the armour's Covering, the Damage is reduced by the armour's \gls{dr}.
If they miss an attack roll by only 3 or more, the armour does nothing, as they receive a \textit{Vitals Shot}.
\item
When \glspl{pc} succeed in an Attack roll by \emph{more} than their opponent's Covering, they inflict a Vitals Shot, and ignore the opponent's \gls{dr}.
Similarly, \glspl{pc} rolling over an opponent's Attack score, and \emph{then} above their armour's \textit{Covering}, ignore all \gls{dr} as their weapon finds bare flesh.