QUOTE
Roll 2d6 when struck:
12 - Head
11 - Left Leg
10 - Left Arm
5-9 - Torso
4 - Right Arm
3 - Right Leg
2 - ???
(this puts 66.67% of uncalled shots hitting the torso, 11.12% hitting the legs, 16.66% hitting the arms, and 2.78% hitting the head)
(I don't know what to do with the "2" which is another 2.78% -- maybe some sort of "critical hit" or "re-roll location + critical hit")
Each body part has a full damage track based on full Body, and resists damage based on locational armor and full Body.
The character maintains a single Stun track -- a Stun hit to a location follows locational armor, but all Stun damage applies to a central track.
If a track hits 3, 6, 9, 12, etc physical damage, apply an extra -1 dice penalty (ie, for every 3 damage) to any action taken using that limb, and also apply 1 unresistable Stun damage to the Stun track.
Damage to the head also applies Stun damage at a one-to-one ratio.
If a limb reaches its Incapacitated rating, that limb is considered useless (-infinity dice to any action using that limb) until healed. If it passes its Damage Overflow, it has a chance of being permanently damaged (-Attribute) or permanently cripped (useless) or severed (also useless).
If the torso or head reaches Incapacitated, you're incapacitated.
Leg damage modifiers also apply to base movement (minimum 1m per turn unless both legs are Incapacitated, no running if at least one leg is incapacitated).
12 - Head
11 - Left Leg
10 - Left Arm
5-9 - Torso
4 - Right Arm
3 - Right Leg
2 - ???
(this puts 66.67% of uncalled shots hitting the torso, 11.12% hitting the legs, 16.66% hitting the arms, and 2.78% hitting the head)
(I don't know what to do with the "2" which is another 2.78% -- maybe some sort of "critical hit" or "re-roll location + critical hit")
Each body part has a full damage track based on full Body, and resists damage based on locational armor and full Body.
The character maintains a single Stun track -- a Stun hit to a location follows locational armor, but all Stun damage applies to a central track.
If a track hits 3, 6, 9, 12, etc physical damage, apply an extra -1 dice penalty (ie, for every 3 damage) to any action taken using that limb, and also apply 1 unresistable Stun damage to the Stun track.
Damage to the head also applies Stun damage at a one-to-one ratio.
If a limb reaches its Incapacitated rating, that limb is considered useless (-infinity dice to any action using that limb) until healed. If it passes its Damage Overflow, it has a chance of being permanently damaged (-Attribute) or permanently cripped (useless) or severed (also useless).
If the torso or head reaches Incapacitated, you're incapacitated.
Leg damage modifiers also apply to base movement (minimum 1m per turn unless both legs are Incapacitated, no running if at least one leg is incapacitated).
I've made a couple of "field rulings" after giving it some thought:
1) Damage increments (3, 6, 9, etc) to the Torso provides dice pool penalties to any actions, not just "torso" actions (of which there probably aren't any).
2) Cyberlimbs don't transfer a box of Stun damage when they hit the penalty increments, they just provide dice penalties to actions involving the affected limb as it takes damage and eventually breaks. This includes cybertorso and cyberskull (eg, cyberskulls also don't transfer Stun one-to-one) -- after all, they've got to provide some benefit.
3) Generally speaking, if a piece of armor covers a section of the body, that section of the body gets the full armor rating. If it only partially covers a section, that section gets half of the armor rating (round up). Example: a lined coat (armor 9) provides 9 armor to the torso and both arms. Since the coat partially covers the legs (it's a long coat after all) the legs each get 5 armor. Armor from multiple sources doesn't stack. Other example: a guy wearing an armor vest (9 armor) and armored clothing (6 armor) has 9 armor on the torso, and 6 armor on each arm and leg.
(Armor in general needs to be re-worked for this. An armor vest, for example, should probably provide 12 armor to the torso and 0 everywhere else. Also, a few types of helmet should probably be introduced at, say, 6, 9, and 12 armor -- armored cap, helmet, and security helmet.. military-grade might be 15 or so)
4) A new class of Called Shots needs to be introduced to target specific limbs. The standard -4 penalty applies, though the headshot should probably impose a -6 penalty.
5) Physical overflow from a limb applies to the limb and then also directly to the torso (no resistance possible). In other words, if your 0 armor Body 4 leg takes 15P from a sniper round, the round cripples your leg, you take 3 Stun (from hitting 3, 6, and 9 all in one go) and your torso also gets 5P (and you get another Stun from hitting 3P on the torso). On paper this looks horrifying, but you're really only taking 4S and 5P from a 15P attack (you're just losing the use of your leg in the process). Cyberlimbs don't transfer overflow to the torso (again, they just break). If the Head takes this sort of damage, you should probably check to see if you died before you start worrying about damage transfers.
6) Explosions: ????
I've run a couple of simulations and this doesn't seem to be a big time sink. It also adds a lot of flavor to combat, and makes some weapons decidedly more useful in the hands of a very skilled or very lucky combatant (a slivergun burst to an unprotected head is pretty nasty).
The biggest downside, if this is a downside, is that only torso and head hits are really threatening with respect to Physical track incapacitation and death (though 2/3 of shots hit the torso).