When you refer to tactical scale what do you mean?
Tactical Scale is the ATOW game term for anything involving Vehicles and larger including 'Mechs, ASFs, dropships, etc.
The ATOW rule section for Tactical Combat is primarily for situations in which any of the characters (usually PCs) are on foot and are up against vehicles and mechs. If everyone is in a mech or vehicle (or can be organized into platoons) then I find it's easiest to simply use TW rules to resolve the engagement.
Another question if I may. How do you handle ballistic/laser weapons randomly against the various armors which protect against either or both? Do you leave it to players/NPCs to deal with it if their armor is only good for this or that or do you have all your players using AB/FLAK armor? This has been puzzling me a bit as most AB?FLAK and the FWL standard suit is hella heavy.
I'll be honest and say this is something I've tried to avoid!
If I understand your question correctly, the armor rules already have different ratings depending upon the type of damage. The notation is listed in the order of BAR (M/B/E/X)- M = Melee, B = Ballistic, E = Energy, X = Explosive.
So:
Flak 1/5/1/3
Ablative 3/1/6/1
Ablative/Flak 2/4/5/2
Meaning if an NPC hits with an Auto Pistol (Ballistic) 3B/4,
Against Flak - higher BAR (5 against ballistic), reduces the damage to 1B/2 and deals 2 Standard Damage to the character (plus MoS bonuses)
Against Ablative - lower BAR (1 against ballistic), pistol does full damage of 4 (plus MoS bonuses)
Against Ablative/Flak - higher BAR (4 against ballistic) damage reduced to 2B/3 and does 3 plus MoS Bonus
But if the NPC had a Laser Pistol (4E/3)
Flak armor: AP of 4E greater than BAR (for Energy) of 1, 3 damage plus MoS done to character
Ablative: BAR of 6 is greater than 4E, so damage reduced to 2E/1, 1 damage to character
Ablative/Flak: BAR of 5 reduces damage to 3E/2, so 2 damage done to character.
Now I'm hoping I'm answering your question, but firstly it's not exactly random, it depends on what kind of weapon is being fired, and what type of armor the character has. As you can see, in all scenarios the character ALWAYS receives some damage, but essentially the Flak is useless against most energy weapons, and Ablative is useless against most ballistic weapons, the Abl/Flak armor provides some protection against both, but not as much as an armor type specifically designed to protect against one damage type or another.
Also, ideally the Players will know what they have and how the damage works. As the GM, I really only want to say, "Your character takes 4E/3 damage" and the player works out the rest.
Currently my players are all mechwarriors, and only typically wear the helmet, shorts and boots and cooling vest which don't protect very well (that is to say, most weapons' AP is greater than the Boot/Vest/Helmet's BAR). Given the delicate nature of the helmet and vest, they don't typically venture out of their mechs into combat if they can help it. When not in their mechs, they don't typically don armor for regular encounters.
As far as the far as the Ablative/Flak armor being heavy (as well as very expensive), that makes sense as you can see as it does tend to do well against both types of damage. A Flak vest is only as good as a cotton t-shirt against a Laser Rifle.
I hope that clarifies.
I guess in summary:
*Make sure the players know the rules and how to work out how their armor modifies damage
*Keep track of MoS so you know if your weapon does more damage.